super-three 0.147.1 → 0.154.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (896) hide show
  1. package/LICENSE +1 -1
  2. package/build/three.cjs +37190 -21678
  3. package/build/three.js +37182 -21669
  4. package/build/three.min.js +4 -2
  5. package/build/three.module.js +7656 -6548
  6. package/build/three.module.min.js +7 -0
  7. package/examples/jsm/animation/AnimationClipCreator.js +5 -3
  8. package/examples/jsm/cameras/CinematicCamera.js +1 -2
  9. package/examples/jsm/capabilities/WebGPU.js +17 -5
  10. package/examples/jsm/controls/ArcballControls.js +1835 -1827
  11. package/examples/jsm/controls/FlyControls.js +25 -9
  12. package/examples/jsm/controls/MapControls.js +28 -0
  13. package/examples/jsm/controls/OrbitControls.js +25 -46
  14. package/examples/jsm/controls/PointerLockControls.js +70 -65
  15. package/examples/jsm/controls/TrackballControls.js +18 -4
  16. package/examples/jsm/controls/TransformControls.js +0 -1
  17. package/examples/jsm/csm/CSM.js +12 -6
  18. package/examples/jsm/csm/CSMShader.js +7 -6
  19. package/examples/jsm/effects/AnaglyphEffect.js +6 -20
  20. package/examples/jsm/effects/AsciiEffect.js +3 -6
  21. package/examples/jsm/effects/OutlineEffect.js +2 -16
  22. package/examples/jsm/effects/ParallaxBarrierEffect.js +3 -0
  23. package/examples/jsm/environments/RoomEnvironment.js +6 -2
  24. package/examples/jsm/exporters/DRACOExporter.js +53 -11
  25. package/examples/jsm/exporters/EXRExporter.js +3 -9
  26. package/examples/jsm/exporters/GLTFExporter.js +597 -112
  27. package/examples/jsm/exporters/KTX2Exporter.js +34 -23
  28. package/examples/jsm/exporters/MMDExporter.js +1 -1
  29. package/examples/jsm/exporters/PLYExporter.js +8 -1
  30. package/examples/jsm/exporters/STLExporter.js +8 -4
  31. package/examples/jsm/exporters/USDZExporter.js +184 -124
  32. package/examples/jsm/geometries/ConvexGeometry.js +0 -6
  33. package/examples/jsm/geometries/ParametricGeometry.js +10 -0
  34. package/examples/jsm/helpers/OctreeHelper.js +1 -0
  35. package/examples/jsm/helpers/ViewHelper.js +71 -57
  36. package/examples/jsm/interactive/HTMLMesh.js +16 -3
  37. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  38. package/examples/{js → jsm}/libs/basis/README.md +4 -4
  39. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  40. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  41. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  42. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  43. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  44. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  45. package/examples/jsm/libs/lil-gui.module.min.js +2 -2
  46. package/examples/jsm/libs/tween.module.js +803 -0
  47. package/examples/jsm/lights/IESSpotLight.js +25 -0
  48. package/examples/jsm/lights/LightProbeGenerator.js +11 -9
  49. package/examples/jsm/lines/LineMaterial.js +1 -1
  50. package/examples/jsm/lines/LineSegments2.js +12 -10
  51. package/examples/jsm/loaders/3DMLoader.js +9 -6
  52. package/examples/jsm/loaders/3MFLoader.js +17 -12
  53. package/examples/jsm/loaders/AMFLoader.js +7 -4
  54. package/examples/jsm/loaders/BVHLoader.js +2 -2
  55. package/examples/jsm/loaders/ColladaLoader.js +19 -17
  56. package/examples/jsm/loaders/DRACOLoader.js +69 -18
  57. package/examples/jsm/loaders/EXRLoader.js +23 -24
  58. package/examples/jsm/loaders/FBXLoader.js +41 -52
  59. package/examples/jsm/loaders/GCodeLoader.js +1 -2
  60. package/examples/jsm/loaders/GLTFLoader.js +452 -282
  61. package/examples/jsm/loaders/HDRCubeTextureLoader.js +4 -4
  62. package/examples/jsm/loaders/IESLoader.js +337 -0
  63. package/examples/jsm/loaders/KMZLoader.js +4 -4
  64. package/examples/jsm/loaders/KTX2Loader.js +145 -69
  65. package/examples/jsm/loaders/LDrawLoader.js +24 -25
  66. package/examples/jsm/loaders/LWOLoader.js +12 -29
  67. package/examples/jsm/loaders/LottieLoader.js +3 -1
  68. package/examples/jsm/loaders/MMDLoader.js +49 -18
  69. package/examples/jsm/loaders/MTLLoader.js +2 -2
  70. package/examples/jsm/loaders/MaterialXLoader.js +9 -3
  71. package/examples/jsm/loaders/NRRDLoader.js +33 -5
  72. package/examples/jsm/loaders/OBJLoader.js +1 -1
  73. package/examples/jsm/loaders/PCDLoader.js +26 -12
  74. package/examples/jsm/loaders/PDBLoader.js +7 -2
  75. package/examples/jsm/loaders/PLYLoader.js +261 -106
  76. package/examples/jsm/loaders/RGBELoader.js +3 -3
  77. package/examples/jsm/loaders/STLLoader.js +9 -5
  78. package/examples/jsm/loaders/SVGLoader.js +36 -27
  79. package/examples/jsm/loaders/TTFLoader.js +1 -8
  80. package/examples/jsm/loaders/TiltLoader.js +13 -7
  81. package/examples/jsm/loaders/USDZLoader.js +5 -5
  82. package/examples/jsm/loaders/VOXLoader.js +8 -2
  83. package/examples/jsm/loaders/VRMLLoader.js +60 -20
  84. package/examples/jsm/loaders/VTKLoader.js +19 -10
  85. package/examples/jsm/loaders/XYZLoader.js +9 -3
  86. package/examples/jsm/loaders/lwo/IFFParser.js +19 -19
  87. package/examples/jsm/materials/MeshGouraudMaterial.js +2 -5
  88. package/examples/jsm/math/Lut.js +5 -4
  89. package/examples/jsm/math/MeshSurfaceSampler.js +82 -43
  90. package/examples/jsm/misc/ConvexObjectBreaker.js +2 -8
  91. package/examples/jsm/misc/GPUComputationRenderer.js +6 -5
  92. package/examples/jsm/misc/MD2Character.js +2 -2
  93. package/examples/jsm/misc/MD2CharacterComplex.js +2 -2
  94. package/examples/jsm/misc/ProgressiveLightMap.js +12 -10
  95. package/examples/jsm/misc/RollerCoaster.js +7 -1
  96. package/examples/jsm/misc/Volume.js +20 -5
  97. package/examples/jsm/misc/VolumeSlice.js +3 -1
  98. package/examples/jsm/modifiers/CurveModifier.js +1 -0
  99. package/examples/jsm/modifiers/TessellateModifier.js +19 -19
  100. package/examples/jsm/nodes/Nodes.js +149 -335
  101. package/examples/jsm/nodes/accessors/BitangentNode.js +43 -16
  102. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +99 -0
  103. package/examples/jsm/nodes/accessors/BufferNode.js +6 -0
  104. package/examples/jsm/nodes/accessors/CameraNode.js +36 -5
  105. package/examples/jsm/nodes/accessors/CubeTextureNode.js +27 -33
  106. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +64 -0
  107. package/examples/jsm/nodes/accessors/InstanceNode.js +39 -26
  108. package/examples/jsm/nodes/accessors/MaterialNode.js +164 -39
  109. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +16 -0
  110. package/examples/jsm/nodes/accessors/ModelNode.js +13 -0
  111. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +13 -14
  112. package/examples/jsm/nodes/accessors/MorphNode.js +70 -0
  113. package/examples/jsm/nodes/accessors/NormalNode.js +36 -19
  114. package/examples/jsm/nodes/accessors/Object3DNode.js +40 -12
  115. package/examples/jsm/nodes/accessors/PointUVNode.js +6 -1
  116. package/examples/jsm/nodes/accessors/PositionNode.js +38 -23
  117. package/examples/jsm/nodes/accessors/ReferenceNode.js +21 -14
  118. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +11 -7
  119. package/examples/jsm/nodes/accessors/SceneNode.js +46 -0
  120. package/examples/jsm/nodes/accessors/SkinningNode.js +55 -71
  121. package/examples/jsm/nodes/accessors/StorageBufferNode.js +6 -0
  122. package/examples/jsm/nodes/accessors/TangentNode.js +28 -20
  123. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -0
  124. package/examples/jsm/nodes/accessors/TextureNode.js +143 -13
  125. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -0
  126. package/examples/jsm/nodes/accessors/UVNode.js +7 -1
  127. package/examples/jsm/nodes/accessors/UserDataNode.js +6 -0
  128. package/examples/jsm/nodes/code/CodeNode.js +78 -0
  129. package/examples/jsm/nodes/code/ExpressionNode.js +37 -0
  130. package/examples/jsm/nodes/{core → code}/FunctionCallNode.js +15 -1
  131. package/examples/jsm/nodes/{core → code}/FunctionNode.js +31 -9
  132. package/examples/jsm/nodes/code/ScriptableNode.js +488 -0
  133. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -0
  134. package/examples/jsm/nodes/core/ArrayUniformNode.js +3 -0
  135. package/examples/jsm/nodes/core/AttributeNode.js +17 -9
  136. package/examples/jsm/nodes/core/BypassNode.js +11 -4
  137. package/examples/jsm/nodes/core/CacheNode.js +46 -0
  138. package/examples/jsm/nodes/core/ConstNode.js +3 -0
  139. package/examples/jsm/nodes/core/ContextNode.js +10 -1
  140. package/examples/jsm/nodes/core/IndexNode.js +66 -0
  141. package/examples/jsm/nodes/core/InputNode.js +26 -5
  142. package/examples/jsm/nodes/core/LightingModel.js +17 -0
  143. package/examples/jsm/nodes/core/Node.js +128 -37
  144. package/examples/jsm/nodes/core/NodeAttribute.js +2 -1
  145. package/examples/jsm/nodes/core/NodeBuilder.js +287 -118
  146. package/examples/jsm/nodes/core/NodeCache.js +26 -0
  147. package/examples/jsm/nodes/core/NodeFrame.js +56 -5
  148. package/examples/jsm/nodes/core/NodeUtils.js +115 -28
  149. package/examples/jsm/nodes/core/PropertyNode.js +23 -2
  150. package/examples/jsm/nodes/core/StackNode.js +99 -0
  151. package/examples/jsm/nodes/core/TempNode.js +11 -3
  152. package/examples/jsm/nodes/core/UniformNode.js +16 -1
  153. package/examples/jsm/nodes/core/VarNode.js +19 -29
  154. package/examples/jsm/nodes/core/VaryingNode.js +15 -2
  155. package/examples/jsm/nodes/core/constants.js +6 -0
  156. package/examples/jsm/nodes/display/BlendModeNode.js +33 -19
  157. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +36 -20
  158. package/examples/jsm/nodes/display/ColorSpaceNode.js +60 -47
  159. package/examples/jsm/nodes/display/FrontFacingNode.js +7 -1
  160. package/examples/jsm/nodes/display/NormalMapNode.js +33 -20
  161. package/examples/jsm/nodes/display/PosterizeNode.js +10 -3
  162. package/examples/jsm/nodes/display/ToneMappingNode.js +101 -11
  163. package/examples/jsm/nodes/display/ViewportDepthNode.js +69 -0
  164. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +34 -0
  165. package/examples/jsm/nodes/display/ViewportNode.js +27 -18
  166. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -0
  167. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -0
  168. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -0
  169. package/examples/jsm/nodes/fog/FogNode.js +12 -6
  170. package/examples/jsm/nodes/fog/FogRangeNode.js +12 -5
  171. package/examples/jsm/nodes/functions/BSDF/BRDF_BlinnPhong.js +30 -0
  172. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +15 -16
  173. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +3 -3
  174. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +43 -0
  175. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +9 -7
  176. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +5 -5
  177. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -0
  178. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +4 -6
  179. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +8 -6
  180. package/examples/jsm/nodes/functions/PhongLightingModel.js +28 -0
  181. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +155 -45
  182. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +5 -4
  183. package/examples/jsm/nodes/functions/material/getRoughness.js +6 -6
  184. package/examples/jsm/nodes/geometry/RangeNode.js +50 -55
  185. package/examples/jsm/nodes/gpgpu/ComputeNode.js +9 -2
  186. package/examples/jsm/nodes/lighting/AONode.js +5 -3
  187. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -0
  188. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +114 -5
  189. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +43 -0
  190. package/examples/jsm/nodes/lighting/EnvironmentNode.js +153 -38
  191. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +15 -10
  192. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -0
  193. package/examples/jsm/nodes/lighting/LightNode.js +57 -0
  194. package/examples/jsm/nodes/lighting/LightUtils.js +17 -0
  195. package/examples/jsm/nodes/lighting/LightingContextNode.js +41 -17
  196. package/examples/jsm/nodes/lighting/LightingNode.js +3 -1
  197. package/examples/jsm/nodes/lighting/LightsNode.js +18 -10
  198. package/examples/jsm/nodes/lighting/PointLightNode.js +71 -0
  199. package/examples/jsm/nodes/lighting/SpotLightNode.js +92 -0
  200. package/examples/jsm/nodes/loaders/NodeLoader.js +5 -4
  201. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +4 -20
  202. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +6 -24
  203. package/examples/jsm/nodes/materials/Materials.js +11 -55
  204. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +5 -26
  205. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +38 -0
  206. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +65 -0
  207. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +47 -6
  208. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +22 -110
  209. package/examples/jsm/nodes/materials/NodeMaterial.js +340 -67
  210. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +7 -10
  211. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +29 -32
  212. package/examples/jsm/nodes/materialx/MaterialXNodes.js +31 -22
  213. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +3 -3
  214. package/examples/jsm/nodes/materialx/lib/mx_noise.js +14 -13
  215. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +4 -3
  216. package/examples/jsm/nodes/math/CondNode.js +43 -17
  217. package/examples/jsm/nodes/math/MathNode.js +184 -73
  218. package/examples/jsm/nodes/math/OperatorNode.js +53 -3
  219. package/examples/jsm/nodes/procedural/CheckerNode.js +16 -8
  220. package/examples/jsm/nodes/shadernode/ShaderNode.js +206 -63
  221. package/examples/jsm/nodes/utils/ArrayElementNode.js +4 -2
  222. package/examples/jsm/nodes/utils/ConvertNode.js +19 -1
  223. package/examples/jsm/nodes/utils/DiscardNode.js +26 -0
  224. package/examples/jsm/nodes/utils/EquirectUVNode.js +10 -4
  225. package/examples/jsm/nodes/utils/JoinNode.js +4 -1
  226. package/examples/jsm/nodes/utils/LoopNode.js +186 -0
  227. package/examples/jsm/nodes/utils/MatcapUVNode.js +11 -4
  228. package/examples/jsm/nodes/utils/MaxMipLevelNode.js +18 -5
  229. package/examples/jsm/nodes/utils/OscNode.js +21 -14
  230. package/examples/jsm/nodes/utils/PackingNode.js +55 -0
  231. package/examples/jsm/nodes/utils/RemapNode.js +13 -5
  232. package/examples/jsm/nodes/utils/RotateUVNode.js +18 -7
  233. package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +37 -0
  234. package/examples/jsm/nodes/utils/SplitNode.js +7 -5
  235. package/examples/jsm/nodes/utils/SpriteSheetUVNode.js +15 -30
  236. package/examples/jsm/nodes/utils/TimerNode.js +16 -6
  237. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +21 -10
  238. package/examples/jsm/objects/GroundProjectedSkybox.js +172 -0
  239. package/examples/jsm/objects/Lensflare.js +3 -4
  240. package/examples/jsm/objects/MarchingCubes.js +5 -1
  241. package/examples/jsm/objects/Reflector.js +8 -5
  242. package/examples/jsm/objects/Refractor.js +5 -5
  243. package/examples/jsm/objects/ShadowMesh.js +3 -3
  244. package/examples/jsm/objects/Sky.js +1 -1
  245. package/examples/jsm/objects/Water.js +2 -1
  246. package/examples/jsm/objects/Water2.js +1 -1
  247. package/examples/jsm/offscreen/scene.js +1 -0
  248. package/examples/jsm/physics/AmmoPhysics.js +27 -28
  249. package/examples/jsm/physics/RapierPhysics.js +199 -0
  250. package/examples/jsm/postprocessing/AfterimagePass.js +3 -2
  251. package/examples/jsm/postprocessing/BloomPass.js +7 -4
  252. package/examples/jsm/postprocessing/BokehPass.js +3 -8
  253. package/examples/jsm/postprocessing/DotScreenPass.js +1 -2
  254. package/examples/jsm/postprocessing/EffectComposer.js +7 -95
  255. package/examples/jsm/postprocessing/FilmPass.js +1 -2
  256. package/examples/jsm/postprocessing/GlitchPass.js +0 -2
  257. package/examples/jsm/postprocessing/HalftonePass.js +0 -6
  258. package/examples/jsm/postprocessing/OutlinePass.js +8 -10
  259. package/examples/jsm/postprocessing/OutputPass.js +72 -0
  260. package/examples/jsm/postprocessing/Pass.js +2 -0
  261. package/examples/jsm/postprocessing/RenderPixelatedPass.js +4 -3
  262. package/examples/jsm/postprocessing/SAOPass.js +4 -26
  263. package/examples/jsm/postprocessing/SMAAPass.js +5 -8
  264. package/examples/jsm/postprocessing/SSAARenderPass.js +5 -5
  265. package/examples/jsm/postprocessing/SSAOPass.js +4 -14
  266. package/examples/jsm/postprocessing/SSRPass.js +3 -7
  267. package/examples/jsm/postprocessing/SavePass.js +5 -4
  268. package/examples/jsm/postprocessing/ShaderPass.js +1 -0
  269. package/examples/jsm/postprocessing/TAARenderPass.js +17 -4
  270. package/examples/jsm/postprocessing/TexturePass.js +2 -3
  271. package/examples/jsm/postprocessing/UnrealBloomPass.js +13 -21
  272. package/examples/jsm/renderers/CSS2DRenderer.js +6 -1
  273. package/examples/jsm/renderers/CSS3DRenderer.js +27 -5
  274. package/examples/jsm/renderers/{webgpu/WebGPUAnimation.js → common/Animation.js} +4 -4
  275. package/examples/jsm/renderers/common/Attributes.js +75 -0
  276. package/examples/jsm/renderers/common/Backend.js +162 -0
  277. package/examples/jsm/renderers/common/Background.js +134 -0
  278. package/examples/jsm/renderers/common/Binding.js +11 -0
  279. package/examples/jsm/renderers/common/Bindings.js +169 -0
  280. package/examples/jsm/renderers/common/Buffer.js +38 -0
  281. package/examples/jsm/renderers/{webgpu/WebGPUBufferUtils.js → common/BufferUtils.js} +2 -2
  282. package/examples/jsm/renderers/common/ChainMap.js +89 -0
  283. package/examples/jsm/renderers/common/ComputePipeline.js +17 -0
  284. package/examples/jsm/renderers/common/Constants.js +14 -0
  285. package/examples/jsm/renderers/common/CubeRenderTarget.js +65 -0
  286. package/examples/jsm/renderers/common/DataMap.js +54 -0
  287. package/examples/jsm/renderers/common/Geometries.js +215 -0
  288. package/examples/jsm/renderers/{webgpu/WebGPUInfo.js → common/Info.js} +2 -3
  289. package/examples/jsm/renderers/common/Pipeline.js +13 -0
  290. package/examples/jsm/renderers/common/Pipelines.js +321 -0
  291. package/examples/jsm/renderers/common/ProgrammableStage.js +18 -0
  292. package/examples/jsm/renderers/common/RenderContext.js +37 -0
  293. package/examples/jsm/renderers/common/RenderContexts.js +38 -0
  294. package/examples/jsm/renderers/{webgpu/WebGPURenderLists.js → common/RenderList.js} +26 -47
  295. package/examples/jsm/renderers/common/RenderLists.js +38 -0
  296. package/examples/jsm/renderers/common/RenderObject.js +113 -0
  297. package/examples/jsm/renderers/common/RenderObjects.js +92 -0
  298. package/examples/jsm/renderers/common/RenderPipeline.js +16 -0
  299. package/examples/jsm/renderers/common/RenderTarget.js +15 -0
  300. package/examples/jsm/renderers/common/Renderer.js +864 -0
  301. package/examples/jsm/renderers/common/SampledTexture.js +80 -0
  302. package/examples/jsm/renderers/common/Sampler.js +18 -0
  303. package/examples/jsm/renderers/common/StorageBuffer.js +17 -0
  304. package/examples/jsm/renderers/common/Textures.js +206 -0
  305. package/examples/jsm/renderers/{webgpu/WebGPUUniform.js → common/Uniform.js} +13 -9
  306. package/examples/jsm/renderers/common/UniformBuffer.js +15 -0
  307. package/examples/jsm/renderers/{webgpu/WebGPUUniformsGroup.js → common/UniformsGroup.js} +13 -13
  308. package/examples/jsm/renderers/common/nodes/NodeRender.js +302 -0
  309. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampledTexture.js → common/nodes/NodeSampledTexture.js} +4 -4
  310. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeSampler.js → common/nodes/NodeSampler.js} +3 -3
  311. package/examples/jsm/renderers/{webgpu/nodes/WebGPUNodeUniform.js → common/nodes/NodeUniform.js} +1 -1
  312. package/examples/jsm/renderers/common/nodes/Nodes.js +319 -0
  313. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +340 -0
  314. package/examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js +58 -50
  315. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +847 -0
  316. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +15 -987
  317. package/examples/jsm/renderers/webgpu/nodes/{WebGPUNodeBuilder.js → WGSLNodeBuilder.js} +139 -92
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@@ -1,295 +0,0 @@
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- ( function () {
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-
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- /**
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- * References:
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- * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
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- * https://learnopengl.com/Advanced-Lighting/SSAO
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- * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
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- */
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-
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- const SSAOShader = {
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- defines: {
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- 'PERSPECTIVE_CAMERA': 1,
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- 'KERNEL_SIZE': 32
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- },
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- uniforms: {
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- 'tDiffuse': {
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- value: null
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- },
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- 'tNormal': {
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- value: null
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- },
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- 'tDepth': {
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- value: null
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- },
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- 'tNoise': {
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- value: null
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- },
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- 'kernel': {
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- value: null
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- },
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- 'cameraNear': {
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- value: null
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- },
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- 'cameraFar': {
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- value: null
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- },
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- 'resolution': {
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- value: new THREE.Vector2()
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- },
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- 'cameraProjectionMatrix': {
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- value: new THREE.Matrix4()
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- },
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- 'cameraInverseProjectionMatrix': {
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- value: new THREE.Matrix4()
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- },
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- 'kernelRadius': {
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- value: 8
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- },
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- 'minDistance': {
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- value: 0.005
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- },
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- 'maxDistance': {
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- value: 0.05
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- }
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- },
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- vertexShader: /* glsl */`
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- vUv = uv;
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-
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- }`,
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- fragmentShader: /* glsl */`
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-
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- uniform sampler2D tDiffuse;
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- uniform sampler2D tNormal;
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- uniform sampler2D tDepth;
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- uniform sampler2D tNoise;
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-
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- uniform vec3 kernel[ KERNEL_SIZE ];
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-
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- uniform vec2 resolution;
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-
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- uniform float cameraNear;
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- uniform float cameraFar;
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- uniform mat4 cameraProjectionMatrix;
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- uniform mat4 cameraInverseProjectionMatrix;
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-
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- uniform float kernelRadius;
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- uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
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- uniform float maxDistance; // avoid the influence of fragments which are too far away
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-
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- varying vec2 vUv;
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-
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- #include <packing>
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-
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- float getDepth( const in vec2 screenPosition ) {
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-
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- return texture2D( tDepth, screenPosition ).x;
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-
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- }
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- float getLinearDepth( const in vec2 screenPosition ) {
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-
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- #if PERSPECTIVE_CAMERA == 1
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-
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- float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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-
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- #else
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-
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- return texture2D( tDepth, screenPosition ).x;
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-
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- #endif
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-
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- }
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- float getViewZ( const in float depth ) {
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-
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- #if PERSPECTIVE_CAMERA == 1
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-
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- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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-
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- #else
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- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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-
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- #endif
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-
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- }
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-
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- vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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-
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- float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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-
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- vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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-
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- clipPosition *= clipW; // unprojection.
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- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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-
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- }
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-
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- vec3 getViewNormal( const in vec2 screenPosition ) {
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-
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- return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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-
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- }
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-
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- void main() {
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-
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- float depth = getDepth( vUv );
148
- float viewZ = getViewZ( depth );
149
-
150
- vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
151
- vec3 viewNormal = getViewNormal( vUv );
152
-
153
- vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
154
- vec3 random = vec3( texture2D( tNoise, vUv * noiseScale ).r );
155
-
156
- // compute matrix used to reorient a kernel vector
157
-
158
- vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
159
- vec3 bitangent = cross( viewNormal, tangent );
160
- mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
161
-
162
- float occlusion = 0.0;
163
-
164
- for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
165
-
166
- vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
167
- vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
168
-
169
- vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
170
- samplePointNDC /= samplePointNDC.w;
171
-
172
- vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
173
-
174
- float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
175
- float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
176
- float delta = sampleDepth - realDepth;
177
-
178
- if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
179
-
180
- occlusion += 1.0;
181
-
182
- }
183
-
184
- }
185
-
186
- occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
187
-
188
- gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
189
-
190
- }`
191
- };
192
- const SSAODepthShader = {
193
- defines: {
194
- 'PERSPECTIVE_CAMERA': 1
195
- },
196
- uniforms: {
197
- 'tDepth': {
198
- value: null
199
- },
200
- 'cameraNear': {
201
- value: null
202
- },
203
- 'cameraFar': {
204
- value: null
205
- }
206
- },
207
- vertexShader: `varying vec2 vUv;
208
-
209
- void main() {
210
-
211
- vUv = uv;
212
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
213
-
214
- }`,
215
- fragmentShader: `uniform sampler2D tDepth;
216
-
217
- uniform float cameraNear;
218
- uniform float cameraFar;
219
-
220
- varying vec2 vUv;
221
-
222
- #include <packing>
223
-
224
- float getLinearDepth( const in vec2 screenPosition ) {
225
-
226
- #if PERSPECTIVE_CAMERA == 1
227
-
228
- float fragCoordZ = texture2D( tDepth, screenPosition ).x;
229
- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
230
- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
231
-
232
- #else
233
-
234
- return texture2D( tDepth, screenPosition ).x;
235
-
236
- #endif
237
-
238
- }
239
-
240
- void main() {
241
-
242
- float depth = getLinearDepth( vUv );
243
- gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
244
-
245
- }`
246
- };
247
- const SSAOBlurShader = {
248
- uniforms: {
249
- 'tDiffuse': {
250
- value: null
251
- },
252
- 'resolution': {
253
- value: new THREE.Vector2()
254
- }
255
- },
256
- vertexShader: `varying vec2 vUv;
257
-
258
- void main() {
259
-
260
- vUv = uv;
261
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
262
-
263
- }`,
264
- fragmentShader: `uniform sampler2D tDiffuse;
265
-
266
- uniform vec2 resolution;
267
-
268
- varying vec2 vUv;
269
-
270
- void main() {
271
-
272
- vec2 texelSize = ( 1.0 / resolution );
273
- float result = 0.0;
274
-
275
- for ( int i = - 2; i <= 2; i ++ ) {
276
-
277
- for ( int j = - 2; j <= 2; j ++ ) {
278
-
279
- vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
280
- result += texture2D( tDiffuse, vUv + offset ).r;
281
-
282
- }
283
-
284
- }
285
-
286
- gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
287
-
288
- }`
289
- };
290
-
291
- THREE.SSAOBlurShader = SSAOBlurShader;
292
- THREE.SSAODepthShader = SSAODepthShader;
293
- THREE.SSAOShader = SSAOShader;
294
-
295
- } )();
@@ -1,381 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * References:
5
- * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
6
- */
7
-
8
- const SSRShader = {
9
- defines: {
10
- MAX_STEP: 0,
11
- PERSPECTIVE_CAMERA: true,
12
- DISTANCE_ATTENUATION: true,
13
- FRESNEL: true,
14
- INFINITE_THICK: false,
15
- SELECTIVE: false
16
- },
17
- uniforms: {
18
- 'tDiffuse': {
19
- value: null
20
- },
21
- 'tNormal': {
22
- value: null
23
- },
24
- 'tMetalness': {
25
- value: null
26
- },
27
- 'tDepth': {
28
- value: null
29
- },
30
- 'cameraNear': {
31
- value: null
32
- },
33
- 'cameraFar': {
34
- value: null
35
- },
36
- 'resolution': {
37
- value: new THREE.Vector2()
38
- },
39
- 'cameraProjectionMatrix': {
40
- value: new THREE.Matrix4()
41
- },
42
- 'cameraInverseProjectionMatrix': {
43
- value: new THREE.Matrix4()
44
- },
45
- 'opacity': {
46
- value: .5
47
- },
48
- 'maxDistance': {
49
- value: 180
50
- },
51
- 'cameraRange': {
52
- value: 0
53
- },
54
- 'thickness': {
55
- value: .018
56
- }
57
- },
58
- vertexShader: /* glsl */`
59
-
60
- varying vec2 vUv;
61
-
62
- void main() {
63
-
64
- vUv = uv;
65
-
66
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
67
-
68
- }
69
-
70
- `,
71
- fragmentShader: /* glsl */`
72
- // precision highp float;
73
- precision highp sampler2D;
74
- varying vec2 vUv;
75
- uniform sampler2D tDepth;
76
- uniform sampler2D tNormal;
77
- uniform sampler2D tMetalness;
78
- uniform sampler2D tDiffuse;
79
- uniform float cameraRange;
80
- uniform vec2 resolution;
81
- uniform float opacity;
82
- uniform float cameraNear;
83
- uniform float cameraFar;
84
- uniform float maxDistance;
85
- uniform float thickness;
86
- uniform mat4 cameraProjectionMatrix;
87
- uniform mat4 cameraInverseProjectionMatrix;
88
- #include <packing>
89
- float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
90
- //x0: point, x1: linePointA, x2: linePointB
91
- //https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
92
- return length(cross(x0-x1,x0-x2))/length(x2-x1);
93
- }
94
- float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
95
- // https://mathworld.wolfram.com/Point-PlaneDistance.html
96
- //// https://en.wikipedia.org/wiki/Plane_(geometry)
97
- //// http://paulbourke.net/geometry/pointlineplane/
98
- float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
99
- float x0=point.x,y0=point.y,z0=point.z;
100
- float x=planePoint.x,y=planePoint.y,z=planePoint.z;
101
- float d=-(a*x+b*y+c*z);
102
- float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
103
- return distance;
104
- }
105
- float getDepth( const in vec2 uv ) {
106
- return texture2D( tDepth, uv ).x;
107
- }
108
- float getViewZ( const in float depth ) {
109
- #ifdef PERSPECTIVE_CAMERA
110
- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
111
- #else
112
- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
113
- #endif
114
- }
115
- vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
116
- vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
117
- clipPosition *= clipW; //clip
118
- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
119
- }
120
- vec3 getViewNormal( const in vec2 uv ) {
121
- return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
122
- }
123
- vec2 viewPositionToXY(vec3 viewPosition){
124
- vec2 xy;
125
- vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
126
- xy=clip.xy;//clip
127
- float clipW=clip.w;
128
- xy/=clipW;//NDC
129
- xy=(xy+1.)/2.;//uv
130
- xy*=resolution;//screen
131
- return xy;
132
- }
133
- void main(){
134
- #ifdef SELECTIVE
135
- float metalness=texture2D(tMetalness,vUv).r;
136
- if(metalness==0.) return;
137
- #endif
138
-
139
- float depth = getDepth( vUv );
140
- float viewZ = getViewZ( depth );
141
- if(-viewZ>=cameraFar) return;
142
-
143
- float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
144
- vec3 viewPosition=getViewPosition( vUv, depth, clipW );
145
-
146
- vec2 d0=gl_FragCoord.xy;
147
- vec2 d1;
148
-
149
- vec3 viewNormal=getViewNormal( vUv );
150
-
151
- #ifdef PERSPECTIVE_CAMERA
152
- vec3 viewIncidentDir=normalize(viewPosition);
153
- vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
154
- #else
155
- vec3 viewIncidentDir=vec3(0,0,-1);
156
- vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
157
- #endif
158
-
159
- float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);
160
- // dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
161
- // if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
162
- // maxDistance/maxReflectRayLen=cos(theta)
163
- // maxDistance/maxReflectRayLen==dot(a,b)
164
- // maxReflectRayLen==maxDistance/dot(a,b)
165
-
166
- vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
167
- #ifdef PERSPECTIVE_CAMERA
168
- if(d1viewPosition.z>-cameraNear){
169
- //https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
170
- float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
171
- d1viewPosition=viewPosition+viewReflectDir*t;
172
- }
173
- #endif
174
- d1=viewPositionToXY(d1viewPosition);
175
-
176
- float totalLen=length(d1-d0);
177
- float xLen=d1.x-d0.x;
178
- float yLen=d1.y-d0.y;
179
- float totalStep=max(abs(xLen),abs(yLen));
180
- float xSpan=xLen/totalStep;
181
- float ySpan=yLen/totalStep;
182
- for(float i=0.;i<float(MAX_STEP);i++){
183
- if(i>=totalStep) break;
184
- vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
185
- if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
186
- float s=length(xy-d0)/totalLen;
187
- vec2 uv=xy/resolution;
188
-
189
- float d = getDepth(uv);
190
- float vZ = getViewZ( d );
191
- if(-vZ>=cameraFar) continue;
192
- float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
193
- vec3 vP=getViewPosition( uv, d, cW );
194
-
195
- #ifdef PERSPECTIVE_CAMERA
196
- // https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
197
- float recipVPZ=1./viewPosition.z;
198
- float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
199
- #else
200
- float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
201
- #endif
202
-
203
- // if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.
204
- // https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164
205
- if(viewReflectRayZ<=vZ){
206
-
207
- bool hit;
208
- #ifdef INFINITE_THICK
209
- hit=true;
210
- #else
211
- float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
212
-
213
- float minThickness;
214
- vec2 xyNeighbor=xy;
215
- xyNeighbor.x+=1.;
216
- vec2 uvNeighbor=xyNeighbor/resolution;
217
- vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);
218
- minThickness=vPNeighbor.x-vP.x;
219
- minThickness*=3.;
220
- float tk=max(minThickness,thickness);
221
-
222
- hit=away<=tk;
223
- #endif
224
-
225
- if(hit){
226
- vec3 vN=getViewNormal( uv );
227
- if(dot(viewReflectDir,vN)>=0.) continue;
228
- float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
229
- if(distance>maxDistance) break;
230
- float op=opacity;
231
- #ifdef DISTANCE_ATTENUATION
232
- float ratio=1.-(distance/maxDistance);
233
- float attenuation=ratio*ratio;
234
- op=opacity*attenuation;
235
- #endif
236
- #ifdef FRESNEL
237
- float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;
238
- op*=fresnelCoe;
239
- #endif
240
- vec4 reflectColor=texture2D(tDiffuse,uv);
241
- gl_FragColor.xyz=reflectColor.xyz;
242
- gl_FragColor.a=op;
243
- break;
244
- }
245
- }
246
- }
247
- }
248
- `
249
- };
250
- const SSRDepthShader = {
251
- defines: {
252
- 'PERSPECTIVE_CAMERA': 1
253
- },
254
- uniforms: {
255
- 'tDepth': {
256
- value: null
257
- },
258
- 'cameraNear': {
259
- value: null
260
- },
261
- 'cameraFar': {
262
- value: null
263
- }
264
- },
265
- vertexShader: /* glsl */`
266
-
267
- varying vec2 vUv;
268
-
269
- void main() {
270
-
271
- vUv = uv;
272
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
273
-
274
- }
275
-
276
- `,
277
- fragmentShader: /* glsl */`
278
-
279
- uniform sampler2D tDepth;
280
-
281
- uniform float cameraNear;
282
- uniform float cameraFar;
283
-
284
- varying vec2 vUv;
285
-
286
- #include <packing>
287
-
288
- float getLinearDepth( const in vec2 uv ) {
289
-
290
- #if PERSPECTIVE_CAMERA == 1
291
-
292
- float fragCoordZ = texture2D( tDepth, uv ).x;
293
- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
294
- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
295
-
296
- #else
297
-
298
- return texture2D( tDepth, uv ).x;
299
-
300
- #endif
301
-
302
- }
303
-
304
- void main() {
305
-
306
- float depth = getLinearDepth( vUv );
307
- float d = 1.0 - depth;
308
- // d=(d-.999)*1000.;
309
- gl_FragColor = vec4( vec3( d ), 1.0 );
310
-
311
- }
312
-
313
- `
314
- };
315
- const SSRBlurShader = {
316
- uniforms: {
317
- 'tDiffuse': {
318
- value: null
319
- },
320
- 'resolution': {
321
- value: new THREE.Vector2()
322
- },
323
- 'opacity': {
324
- value: .5
325
- }
326
- },
327
- vertexShader: /* glsl */`
328
-
329
- varying vec2 vUv;
330
-
331
- void main() {
332
-
333
- vUv = uv;
334
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
335
-
336
- }
337
-
338
- `,
339
- fragmentShader: /* glsl */`
340
-
341
- uniform sampler2D tDiffuse;
342
- uniform vec2 resolution;
343
- varying vec2 vUv;
344
- void main() {
345
- //reverse engineering from PhotoShop blur filter, then change coefficient
346
-
347
- vec2 texelSize = ( 1.0 / resolution );
348
-
349
- vec4 c=texture2D(tDiffuse,vUv);
350
-
351
- vec2 offset;
352
-
353
- offset=(vec2(-1,0))*texelSize;
354
- vec4 cl=texture2D(tDiffuse,vUv+offset);
355
-
356
- offset=(vec2(1,0))*texelSize;
357
- vec4 cr=texture2D(tDiffuse,vUv+offset);
358
-
359
- offset=(vec2(0,-1))*texelSize;
360
- vec4 cb=texture2D(tDiffuse,vUv+offset);
361
-
362
- offset=(vec2(0,1))*texelSize;
363
- vec4 ct=texture2D(tDiffuse,vUv+offset);
364
-
365
- // float coeCenter=.5;
366
- // float coeSide=.125;
367
- float coeCenter=.2;
368
- float coeSide=.2;
369
- float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
370
- vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
371
- gl_FragColor=vec4(rgb,a);
372
-
373
- }
374
- `
375
- };
376
-
377
- THREE.SSRBlurShader = SSRBlurShader;
378
- THREE.SSRDepthShader = SSRDepthShader;
379
- THREE.SSRShader = SSRShader;
380
-
381
- } )();
@@ -1,52 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Sepia tone shader
5
- * based on glfx.js sepia shader
6
- * https://github.com/evanw/glfx.js
7
- */
8
-
9
- const SepiaShader = {
10
- uniforms: {
11
- 'tDiffuse': {
12
- value: null
13
- },
14
- 'amount': {
15
- value: 1.0
16
- }
17
- },
18
- vertexShader: /* glsl */`
19
-
20
- varying vec2 vUv;
21
-
22
- void main() {
23
-
24
- vUv = uv;
25
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
26
-
27
- }`,
28
- fragmentShader: /* glsl */`
29
-
30
- uniform float amount;
31
-
32
- uniform sampler2D tDiffuse;
33
-
34
- varying vec2 vUv;
35
-
36
- void main() {
37
-
38
- vec4 color = texture2D( tDiffuse, vUv );
39
- vec3 c = color.rgb;
40
-
41
- color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );
42
- color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );
43
- color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );
44
-
45
- gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );
46
-
47
- }`
48
- };
49
-
50
- THREE.SepiaShader = SepiaShader;
51
-
52
- } )();