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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- ( function () {
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-
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- /**
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- * Mesh Velocity Shader @bhouston
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- */
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-
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- const VelocityShader = {
8
- uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib.common, THREE.UniformsLib.displacementmap, {
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- modelMatrixPrev: {
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- value: new THREE.Matrix4()
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- },
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- currentProjectionViewMatrix: {
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- value: new THREE.Matrix4()
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- },
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- previousProjectionViewMatrix: {
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- value: new THREE.Matrix4()
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- }
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- } ] ),
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- vertexShader: /* glsl */`
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- #define NORMAL
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-
22
- #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
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-
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- varying vec3 vViewPosition;
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-
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- #endif
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-
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- #include <common>
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- #include <packing>
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- #include <uv_pars_vertex>
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- #include <displacementmap_pars_vertex>
32
- #include <normal_pars_vertex>
33
- #include <morphtarget_pars_vertex>
34
- #include <skinning_pars_vertex>
35
- #include <logdepthbuf_pars_vertex>
36
- #include <clipping_planes_pars_vertex>
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-
38
- uniform mat4 previousProjectionViewMatrix;
39
- uniform mat4 currentProjectionViewMatrix;
40
-
41
- uniform mat4 modelMatrixPrev;
42
-
43
- varying vec4 clipPositionCurrent;
44
- varying vec4 clipPositionPrevious;
45
-
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- void main() {
47
-
48
-
49
- #include <uv_vertex>
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-
51
- #include <beginnormal_vertex>
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- #include <morphnormal_vertex>
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- #include <skinbase_vertex>
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- #include <skinnormal_vertex>
55
- #include <defaultnormal_vertex>
56
- #include <normal_vertex>
57
-
58
- #include <begin_vertex>
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- #include <morphtarget_vertex>
60
- #include <displacementmap_vertex>
61
- #include <morphtarget_vertex>
62
- #include <skinning_vertex>
63
-
64
- #ifdef USE_SKINNING
65
-
66
- vec4 mvPosition = modelViewMatrix * skinned;
67
- clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * skinned;
68
- clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * skinned;
69
-
70
- #else
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-
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- vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
73
- clipPositionCurrent = currentProjectionViewMatrix * modelMatrix * vec4( transformed, 1.0 );
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- clipPositionPrevious = previousProjectionViewMatrix * modelMatrixPrev * vec4( transformed, 1.0 );
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-
76
- #endif
77
-
78
- gl_Position = projectionMatrix * mvPosition;
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-
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- #include <logdepthbuf_vertex>
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- #include <clipping_planes_vertex>
82
- }
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- `,
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- fragmentShader: /* glsl */`
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- #define NORMAL
86
-
87
- uniform float opacity;
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-
89
- #include <packing>
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- #include <uv_pars_fragment>
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- #include <map_pars_fragment>
92
- #include <alphamap_pars_fragment>
93
- #include <alphatest_pars_fragment>
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- #include <logdepthbuf_pars_fragment>
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- #include <clipping_planes_pars_fragment>
96
-
97
- varying vec4 clipPositionCurrent;
98
- varying vec4 clipPositionPrevious;
99
-
100
- void main() {
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-
102
- vec4 diffuseColor = vec4( 1.0 );
103
- diffuseColor.a = opacity;
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-
105
- #include <map_fragment>
106
- #include <alphamap_fragment>
107
- #include <alphatest_fragment>
108
-
109
- vec2 ndcPositionCurrent = clipPositionCurrent.xy/clipPositionCurrent.w;
110
- vec2 ndcPositionPrevious = clipPositionPrevious.xy/clipPositionPrevious.w;
111
- vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5;
112
- vel = vel * 0.5 + 0.5;
113
- vec2 v1 = packDepthToRG(vel.x);
114
- vec2 v2 = packDepthToRG(vel.y);
115
- gl_FragColor = vec4(v1.x, v1.y, v2.x, v2.y);
116
-
117
- #include <logdepthbuf_fragment>
118
-
119
- }
120
-
121
- `
122
- };
123
-
124
- THREE.VelocityShader = VelocityShader;
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-
126
- } )();
@@ -1,59 +0,0 @@
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- ( function () {
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-
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- /**
4
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
5
- * - see http://www.cake23.de/traveling-wavefronts-lit-up.html
6
- *
7
- * - 9 samples per pass
8
- * - standard deviation 2.7
9
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
10
- */
11
-
12
- const VerticalBlurShader = {
13
- uniforms: {
14
- 'tDiffuse': {
15
- value: null
16
- },
17
- 'v': {
18
- value: 1.0 / 512.0
19
- }
20
- },
21
- vertexShader: /* glsl */`
22
-
23
- varying vec2 vUv;
24
-
25
- void main() {
26
-
27
- vUv = uv;
28
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
29
-
30
- }`,
31
- fragmentShader: /* glsl */`
32
-
33
- uniform sampler2D tDiffuse;
34
- uniform float v;
35
-
36
- varying vec2 vUv;
37
-
38
- void main() {
39
-
40
- vec4 sum = vec4( 0.0 );
41
-
42
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
43
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
44
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
45
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
46
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
47
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
48
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
49
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
50
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
51
-
52
- gl_FragColor = sum;
53
-
54
- }`
55
- };
56
-
57
- THREE.VerticalBlurShader = VerticalBlurShader;
58
-
59
- } )();
@@ -1,65 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
5
- *
6
- * - 9 samples per pass
7
- * - standard deviation 2.7
8
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
- * - "r" parameter control where "focused" horizontal line lies
10
- */
11
-
12
- const VerticalTiltShiftShader = {
13
- uniforms: {
14
- 'tDiffuse': {
15
- value: null
16
- },
17
- 'v': {
18
- value: 1.0 / 512.0
19
- },
20
- 'r': {
21
- value: 0.35
22
- }
23
- },
24
- vertexShader: /* glsl */`
25
-
26
- varying vec2 vUv;
27
-
28
- void main() {
29
-
30
- vUv = uv;
31
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
32
-
33
- }`,
34
- fragmentShader: /* glsl */`
35
-
36
- uniform sampler2D tDiffuse;
37
- uniform float v;
38
- uniform float r;
39
-
40
- varying vec2 vUv;
41
-
42
- void main() {
43
-
44
- vec4 sum = vec4( 0.0 );
45
-
46
- float vv = v * abs( r - vUv.y );
47
-
48
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
49
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
50
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
51
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
52
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
53
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
54
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
55
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
56
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
57
-
58
- gl_FragColor = sum;
59
-
60
- }`
61
- };
62
-
63
- THREE.VerticalTiltShiftShader = VerticalTiltShiftShader;
64
-
65
- } )();
@@ -1,53 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Vignette shader
5
- * based on PaintEffect postprocess from ro.me
6
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
7
- */
8
-
9
- const VignetteShader = {
10
- uniforms: {
11
- 'tDiffuse': {
12
- value: null
13
- },
14
- 'offset': {
15
- value: 1.0
16
- },
17
- 'darkness': {
18
- value: 1.0
19
- }
20
- },
21
- vertexShader: /* glsl */`
22
-
23
- varying vec2 vUv;
24
-
25
- void main() {
26
-
27
- vUv = uv;
28
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
29
-
30
- }`,
31
- fragmentShader: /* glsl */`
32
-
33
- uniform float offset;
34
- uniform float darkness;
35
-
36
- uniform sampler2D tDiffuse;
37
-
38
- varying vec2 vUv;
39
-
40
- void main() {
41
-
42
- // Eskil's vignette
43
-
44
- vec4 texel = texture2D( tDiffuse, vUv );
45
- vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
46
- gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
47
-
48
- }`
49
- };
50
-
51
- THREE.VignetteShader = VignetteShader;
52
-
53
- } )();
@@ -1,296 +0,0 @@
1
- ( function () {
2
-
3
- /**
4
- * Shaders to render 3D volumes using raycasting.
5
- * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
6
- * This is not the only approach, therefore it's marked 1.
7
- */
8
-
9
- const VolumeRenderShader1 = {
10
- uniforms: {
11
- 'u_size': {
12
- value: new THREE.Vector3( 1, 1, 1 )
13
- },
14
- 'u_renderstyle': {
15
- value: 0
16
- },
17
- 'u_renderthreshold': {
18
- value: 0.5
19
- },
20
- 'u_clim': {
21
- value: new THREE.Vector2( 1, 1 )
22
- },
23
- 'u_data': {
24
- value: null
25
- },
26
- 'u_cmdata': {
27
- value: null
28
- }
29
- },
30
- vertexShader: /* glsl */`
31
-
32
- varying vec4 v_nearpos;
33
- varying vec4 v_farpos;
34
- varying vec3 v_position;
35
-
36
- void main() {
37
- // Prepare transforms to map to "camera view". See also:
38
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
39
- mat4 viewtransformf = modelViewMatrix;
40
- mat4 viewtransformi = inverse(modelViewMatrix);
41
-
42
- // Project local vertex coordinate to camera position. Then do a step
43
- // backward (in cam coords) to the near clipping plane, and project back. Do
44
- // the same for the far clipping plane. This gives us all the information we
45
- // need to calculate the ray and truncate it to the viewing cone.
46
- vec4 position4 = vec4(position, 1.0);
47
- vec4 pos_in_cam = viewtransformf * position4;
48
-
49
- // Intersection of ray and near clipping plane (z = -1 in clip coords)
50
- pos_in_cam.z = -pos_in_cam.w;
51
- v_nearpos = viewtransformi * pos_in_cam;
52
-
53
- // Intersection of ray and far clipping plane (z = +1 in clip coords)
54
- pos_in_cam.z = pos_in_cam.w;
55
- v_farpos = viewtransformi * pos_in_cam;
56
-
57
- // Set varyings and output pos
58
- v_position = position;
59
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
60
- }`,
61
- fragmentShader: /* glsl */`
62
-
63
- precision highp float;
64
- precision mediump sampler3D;
65
-
66
- uniform vec3 u_size;
67
- uniform int u_renderstyle;
68
- uniform float u_renderthreshold;
69
- uniform vec2 u_clim;
70
-
71
- uniform sampler3D u_data;
72
- uniform sampler2D u_cmdata;
73
-
74
- varying vec3 v_position;
75
- varying vec4 v_nearpos;
76
- varying vec4 v_farpos;
77
-
78
- // The maximum distance through our rendering volume is sqrt(3).
79
- const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
80
- const int REFINEMENT_STEPS = 4;
81
- const float relative_step_size = 1.0;
82
- const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
83
- const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
84
- const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
85
- const float shininess = 40.0;
86
-
87
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
88
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
89
-
90
- float sample1(vec3 texcoords);
91
- vec4 apply_colormap(float val);
92
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
93
-
94
-
95
- void main() {
96
- // Normalize clipping plane info
97
- vec3 farpos = v_farpos.xyz / v_farpos.w;
98
- vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
99
-
100
- // Calculate unit vector pointing in the view direction through this fragment.
101
- vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
102
-
103
- // Compute the (negative) distance to the front surface or near clipping plane.
104
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
105
- // product below is the distance from near clip plane to the back of the cuboid
106
- float distance = dot(nearpos - v_position, view_ray);
107
- distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
108
- (u_size.x - 0.5 - v_position.x) / view_ray.x));
109
- distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
110
- (u_size.y - 0.5 - v_position.y) / view_ray.y));
111
- distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
112
- (u_size.z - 0.5 - v_position.z) / view_ray.z));
113
-
114
- // Now we have the starting position on the front surface
115
- vec3 front = v_position + view_ray * distance;
116
-
117
- // Decide how many steps to take
118
- int nsteps = int(-distance / relative_step_size + 0.5);
119
- if ( nsteps < 1 )
120
- discard;
121
-
122
- // Get starting location and step vector in texture coordinates
123
- vec3 step = ((v_position - front) / u_size) / float(nsteps);
124
- vec3 start_loc = front / u_size;
125
-
126
- // For testing: show the number of steps. This helps to establish
127
- // whether the rays are correctly oriented
128
- //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
129
- //'return;
130
-
131
- if (u_renderstyle == 0)
132
- cast_mip(start_loc, step, nsteps, view_ray);
133
- else if (u_renderstyle == 1)
134
- cast_iso(start_loc, step, nsteps, view_ray);
135
-
136
- if (gl_FragColor.a < 0.05)
137
- discard;
138
- }
139
-
140
-
141
- float sample1(vec3 texcoords) {
142
- /* Sample float value from a 3D texture. Assumes intensity data. */
143
- return texture(u_data, texcoords.xyz).r;
144
- }
145
-
146
-
147
- vec4 apply_colormap(float val) {
148
- val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
149
- return texture2D(u_cmdata, vec2(val, 0.5));
150
- }
151
-
152
-
153
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
154
-
155
- float max_val = -1e6;
156
- int max_i = 100;
157
- vec3 loc = start_loc;
158
-
159
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
160
- // non-constant expression. So we use a hard-coded max, and an additional condition
161
- // inside the loop.
162
- for (int iter=0; iter<MAX_STEPS; iter++) {
163
- if (iter >= nsteps)
164
- break;
165
- // Sample from the 3D texture
166
- float val = sample1(loc);
167
- // Apply MIP operation
168
- if (val > max_val) {
169
- max_val = val;
170
- max_i = iter;
171
- }
172
- // Advance location deeper into the volume
173
- loc += step;
174
- }
175
-
176
- // Refine location, gives crispier images
177
- vec3 iloc = start_loc + step * (float(max_i) - 0.5);
178
- vec3 istep = step / float(REFINEMENT_STEPS);
179
- for (int i=0; i<REFINEMENT_STEPS; i++) {
180
- max_val = max(max_val, sample1(iloc));
181
- iloc += istep;
182
- }
183
-
184
- // Resolve final color
185
- gl_FragColor = apply_colormap(max_val);
186
- }
187
-
188
-
189
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
190
-
191
- gl_FragColor = vec4(0.0); // init transparent
192
- vec4 color3 = vec4(0.0); // final color
193
- vec3 dstep = 1.5 / u_size; // step to sample derivative
194
- vec3 loc = start_loc;
195
-
196
- float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
197
-
198
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
199
- // non-constant expression. So we use a hard-coded max, and an additional condition
200
- // inside the loop.
201
- for (int iter=0; iter<MAX_STEPS; iter++) {
202
- if (iter >= nsteps)
203
- break;
204
-
205
- // Sample from the 3D texture
206
- float val = sample1(loc);
207
-
208
- if (val > low_threshold) {
209
- // Take the last interval in smaller steps
210
- vec3 iloc = loc - 0.5 * step;
211
- vec3 istep = step / float(REFINEMENT_STEPS);
212
- for (int i=0; i<REFINEMENT_STEPS; i++) {
213
- val = sample1(iloc);
214
- if (val > u_renderthreshold) {
215
- gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
216
- return;
217
- }
218
- iloc += istep;
219
- }
220
- }
221
-
222
- // Advance location deeper into the volume
223
- loc += step;
224
- }
225
- }
226
-
227
-
228
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
229
- {
230
- // Calculate color by incorporating lighting
231
-
232
- // View direction
233
- vec3 V = normalize(view_ray);
234
-
235
- // calculate normal vector from gradient
236
- vec3 N;
237
- float val1, val2;
238
- val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
239
- val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
240
- N[0] = val1 - val2;
241
- val = max(max(val1, val2), val);
242
- val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
243
- val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
244
- N[1] = val1 - val2;
245
- val = max(max(val1, val2), val);
246
- val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
247
- val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
248
- N[2] = val1 - val2;
249
- val = max(max(val1, val2), val);
250
-
251
- float gm = length(N); // gradient magnitude
252
- N = normalize(N);
253
-
254
- // Flip normal so it points towards viewer
255
- float Nselect = float(dot(N, V) > 0.0);
256
- N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
257
-
258
- // Init colors
259
- vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
260
- vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
261
- vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
262
-
263
- // note: could allow multiple lights
264
- for (int i=0; i<1; i++)
265
- {
266
- // Get light direction (make sure to prevent zero devision)
267
- vec3 L = normalize(view_ray); //lightDirs[i];
268
- float lightEnabled = float( length(L) > 0.0 );
269
- L = normalize(L + (1.0 - lightEnabled));
270
-
271
- // Calculate lighting properties
272
- float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
273
- vec3 H = normalize(L+V); // Halfway vector
274
- float specularTerm = pow(max(dot(H, N), 0.0), shininess);
275
-
276
- // Calculate mask
277
- float mask1 = lightEnabled;
278
-
279
- // Calculate colors
280
- ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
281
- diffuse_color += mask1 * lambertTerm;
282
- specular_color += mask1 * specularTerm * specular_color;
283
- }
284
-
285
- // Calculate final color by componing different components
286
- vec4 final_color;
287
- vec4 color = apply_colormap(val);
288
- final_color = color * (ambient_color + diffuse_color) + specular_color;
289
- final_color.a = color.a;
290
- return final_color;
291
- }`
292
- };
293
-
294
- THREE.VolumeRenderShader1 = VolumeRenderShader1;
295
-
296
- } )();
@@ -1,84 +0,0 @@
1
- ( function () {
2
-
3
- const WaterRefractionShader = {
4
- uniforms: {
5
- 'color': {
6
- value: null
7
- },
8
- 'time': {
9
- value: 0
10
- },
11
- 'tDiffuse': {
12
- value: null
13
- },
14
- 'tDudv': {
15
- value: null
16
- },
17
- 'textureMatrix': {
18
- value: null
19
- }
20
- },
21
- vertexShader: /* glsl */`
22
-
23
- uniform mat4 textureMatrix;
24
-
25
- varying vec2 vUv;
26
- varying vec4 vUvRefraction;
27
-
28
- void main() {
29
-
30
- vUv = uv;
31
-
32
- vUvRefraction = textureMatrix * vec4( position, 1.0 );
33
-
34
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
-
36
- }`,
37
- fragmentShader: /* glsl */`
38
-
39
- uniform vec3 color;
40
- uniform float time;
41
- uniform sampler2D tDiffuse;
42
- uniform sampler2D tDudv;
43
-
44
- varying vec2 vUv;
45
- varying vec4 vUvRefraction;
46
-
47
- float blendOverlay( float base, float blend ) {
48
-
49
- return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
50
-
51
- }
52
-
53
- vec3 blendOverlay( vec3 base, vec3 blend ) {
54
-
55
- return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );
56
-
57
- }
58
-
59
- void main() {
60
-
61
- float waveStrength = 0.5;
62
- float waveSpeed = 0.03;
63
-
64
- // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
65
-
66
- vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;
67
- distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );
68
- vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;
69
-
70
- // new uv coords
71
-
72
- vec4 uv = vec4( vUvRefraction );
73
- uv.xy += distortion;
74
-
75
- vec4 base = texture2DProj( tDiffuse, uv );
76
-
77
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
78
-
79
- }`
80
- };
81
-
82
- THREE.WaterRefractionShader = WaterRefractionShader;
83
-
84
- } )();