super-three 0.157.1 → 0.160.0

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 (303) hide show
  1. package/README.md +6 -4
  2. package/build/three.cjs +3100 -1537
  3. package/build/three.js +3100 -1537
  4. package/build/three.min.js +1 -1
  5. package/build/three.module.js +3093 -1538
  6. package/build/three.module.min.js +1 -1
  7. package/examples/jsm/Addons.js +291 -0
  8. package/examples/jsm/controls/FlyControls.js +26 -0
  9. package/examples/jsm/controls/OrbitControls.js +62 -41
  10. package/examples/jsm/controls/TransformControls.js +27 -11
  11. package/examples/jsm/csm/CSMShader.js +53 -48
  12. package/examples/jsm/exporters/GLTFExporter.js +151 -3
  13. package/examples/jsm/exporters/USDZExporter.js +27 -19
  14. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  15. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  16. package/examples/jsm/helpers/TextureHelper.js +237 -0
  17. package/examples/jsm/interactive/HTMLMesh.js +9 -2
  18. package/examples/jsm/libs/lottie_canvas.module.js +6 -1
  19. package/examples/jsm/libs/opentype.module.js +13 -75
  20. package/examples/jsm/libs/surfaceNet.js +201 -0
  21. package/examples/jsm/lines/LineMaterial.js +16 -33
  22. package/examples/jsm/loaders/ColladaLoader.js +0 -6
  23. package/examples/jsm/loaders/DRACOLoader.js +4 -3
  24. package/examples/jsm/loaders/FBXLoader.js +294 -124
  25. package/examples/jsm/loaders/GLTFLoader.js +83 -6
  26. package/examples/jsm/loaders/LUTImageLoader.js +162 -0
  27. package/examples/jsm/loaders/MaterialXLoader.js +73 -54
  28. package/examples/jsm/loaders/NRRDLoader.js +0 -13
  29. package/examples/jsm/loaders/SVGLoader.js +4 -4
  30. package/examples/jsm/loaders/USDZLoader.js +3 -17
  31. package/examples/jsm/loaders/lwo/IFFParser.js +89 -93
  32. package/examples/jsm/materials/MeshGouraudMaterial.js +2 -0
  33. package/examples/jsm/math/Capsule.js +0 -55
  34. package/examples/jsm/math/Octree.js +85 -7
  35. package/examples/jsm/misc/Timer.js +119 -0
  36. package/examples/jsm/misc/TubePainter.js +3 -6
  37. package/examples/jsm/modifiers/CurveModifier.js +20 -2
  38. package/examples/jsm/modifiers/SimplifyModifier.js +103 -11
  39. package/examples/jsm/modifiers/TessellateModifier.js +3 -3
  40. package/examples/jsm/nodes/Nodes.js +16 -12
  41. package/examples/jsm/nodes/accessors/CameraNode.js +18 -2
  42. package/examples/jsm/nodes/accessors/CubeTextureNode.js +5 -73
  43. package/examples/jsm/nodes/accessors/InstanceNode.js +3 -3
  44. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  45. package/examples/jsm/nodes/accessors/MaterialNode.js +68 -31
  46. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +11 -2
  47. package/examples/jsm/nodes/accessors/ModelNode.js +1 -2
  48. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +12 -3
  49. package/examples/jsm/nodes/accessors/MorphNode.js +191 -16
  50. package/examples/jsm/nodes/accessors/NormalNode.js +1 -1
  51. package/examples/jsm/nodes/accessors/PositionNode.js +1 -1
  52. package/examples/jsm/nodes/accessors/ReferenceNode.js +25 -1
  53. package/examples/jsm/nodes/accessors/SkinningNode.js +13 -3
  54. package/examples/jsm/nodes/accessors/TextureNode.js +123 -37
  55. package/examples/jsm/nodes/code/CodeNode.js +3 -3
  56. package/examples/jsm/nodes/code/FunctionNode.js +1 -1
  57. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  58. package/examples/jsm/nodes/core/AttributeNode.js +7 -1
  59. package/examples/jsm/nodes/core/CacheNode.js +4 -1
  60. package/examples/jsm/nodes/core/ConstNode.js +1 -1
  61. package/examples/jsm/nodes/core/LightingModel.js +3 -1
  62. package/examples/jsm/nodes/core/Node.js +13 -15
  63. package/examples/jsm/nodes/core/NodeBuilder.js +209 -42
  64. package/examples/jsm/nodes/core/NodeFrame.js +10 -8
  65. package/examples/jsm/nodes/core/NodeUniform.js +12 -0
  66. package/examples/jsm/nodes/core/NodeUtils.js +7 -9
  67. package/examples/jsm/nodes/core/OutputStructNode.js +4 -4
  68. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  69. package/examples/jsm/nodes/core/PropertyNode.js +15 -6
  70. package/examples/jsm/nodes/core/StackNode.js +7 -17
  71. package/examples/jsm/nodes/core/StructTypeNode.js +4 -4
  72. package/examples/jsm/nodes/core/TempNode.js +1 -1
  73. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  74. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  75. package/examples/jsm/nodes/core/UniformNode.js +17 -0
  76. package/examples/jsm/nodes/core/VarNode.js +7 -34
  77. package/examples/jsm/nodes/core/VaryingNode.js +3 -7
  78. package/examples/jsm/nodes/display/BumpMapNode.js +35 -13
  79. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +6 -10
  80. package/examples/jsm/nodes/display/GaussianBlurNode.js +170 -0
  81. package/examples/jsm/nodes/display/NormalMapNode.js +3 -1
  82. package/examples/jsm/nodes/display/PassNode.js +182 -0
  83. package/examples/jsm/nodes/display/ViewportDepthNode.js +31 -3
  84. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +2 -2
  85. package/examples/jsm/nodes/display/ViewportNode.js +17 -10
  86. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +20 -6
  87. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +8 -7
  88. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +8 -3
  89. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +8 -0
  90. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +8 -0
  91. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +93 -43
  92. package/examples/jsm/nodes/gpgpu/ComputeNode.js +2 -2
  93. package/examples/jsm/nodes/lighting/AmbientLightNode.js +1 -1
  94. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +55 -6
  95. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +1 -1
  96. package/examples/jsm/nodes/lighting/EnvironmentNode.js +8 -18
  97. package/examples/jsm/nodes/lighting/LightingContextNode.js +21 -57
  98. package/examples/jsm/nodes/lighting/LightsNode.js +80 -20
  99. package/examples/jsm/nodes/lighting/PointLightNode.js +1 -1
  100. package/examples/jsm/nodes/lighting/SpotLightNode.js +1 -1
  101. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  102. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +76 -77
  103. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +5 -5
  104. package/examples/jsm/nodes/materials/Materials.js +1 -0
  105. package/examples/jsm/nodes/materials/MeshBasicNodeMaterial.js +1 -0
  106. package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +3 -3
  107. package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +3 -3
  108. package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +47 -20
  109. package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +6 -6
  110. package/examples/jsm/nodes/materials/NodeMaterial.js +82 -60
  111. package/examples/jsm/nodes/materials/PointsNodeMaterial.js +0 -10
  112. package/examples/jsm/nodes/materials/SpriteNodeMaterial.js +0 -7
  113. package/examples/jsm/nodes/materialx/MaterialXNodes.js +10 -10
  114. package/examples/jsm/nodes/materialx/lib/mx_hsv.js +128 -54
  115. package/examples/jsm/nodes/materialx/lib/mx_noise.js +1430 -618
  116. package/examples/jsm/nodes/materialx/lib/mx_transform_color.js +24 -14
  117. package/examples/jsm/nodes/math/MathNode.js +2 -0
  118. package/examples/jsm/nodes/math/OperatorNode.js +24 -27
  119. package/examples/jsm/nodes/shadernode/ShaderNode.js +158 -10
  120. package/examples/jsm/nodes/utils/ArrayElementNode.js +2 -0
  121. package/examples/jsm/nodes/utils/DiscardNode.js +3 -2
  122. package/examples/jsm/nodes/utils/FunctionOverloadingNode.js +95 -0
  123. package/examples/jsm/nodes/utils/JoinNode.js +11 -1
  124. package/examples/jsm/nodes/utils/LoopNode.js +36 -24
  125. package/examples/jsm/nodes/utils/RemapNode.js +2 -2
  126. package/examples/jsm/nodes/utils/SplitNode.js +10 -2
  127. package/examples/jsm/nodes/utils/TriplanarTexturesNode.js +3 -3
  128. package/examples/jsm/objects/InstancedPoints.js +21 -0
  129. package/examples/jsm/objects/Lensflare.js +20 -0
  130. package/examples/jsm/objects/QuadMesh.js +60 -0
  131. package/examples/jsm/objects/ReflectorForSSRPass.js +3 -0
  132. package/examples/jsm/objects/Refractor.js +3 -0
  133. package/examples/jsm/objects/Sky.js +5 -3
  134. package/examples/jsm/objects/Water.js +5 -2
  135. package/examples/jsm/objects/Water2.js +3 -0
  136. package/examples/jsm/physics/AmmoPhysics.js +21 -0
  137. package/examples/jsm/physics/RapierPhysics.js +21 -0
  138. package/examples/jsm/postprocessing/BokehPass.js +3 -2
  139. package/examples/jsm/postprocessing/GTAOPass.js +572 -0
  140. package/examples/jsm/postprocessing/LUTPass.js +2 -1
  141. package/examples/jsm/postprocessing/OutputPass.js +3 -0
  142. package/examples/jsm/postprocessing/Pass.js +14 -3
  143. package/examples/jsm/postprocessing/SAOPass.js +0 -1
  144. package/examples/jsm/postprocessing/SMAAPass.js +0 -2
  145. package/examples/jsm/postprocessing/TAARenderPass.js +1 -2
  146. package/examples/jsm/renderers/CSS3DRenderer.js +3 -9
  147. package/examples/jsm/renderers/SVGRenderer.js +9 -6
  148. package/examples/jsm/renderers/common/Animation.js +10 -21
  149. package/examples/jsm/renderers/common/Backend.js +19 -3
  150. package/examples/jsm/renderers/common/Background.js +20 -22
  151. package/examples/jsm/renderers/common/Bindings.js +31 -22
  152. package/examples/jsm/renderers/common/ChainMap.js +3 -3
  153. package/examples/jsm/renderers/common/Color4.js +37 -0
  154. package/examples/jsm/renderers/common/Geometries.js +4 -4
  155. package/examples/jsm/renderers/common/Info.js +12 -2
  156. package/examples/jsm/renderers/common/Pipelines.js +3 -51
  157. package/examples/jsm/renderers/common/PostProcessing.js +25 -0
  158. package/examples/jsm/renderers/common/RenderContext.js +1 -1
  159. package/examples/jsm/renderers/common/RenderContexts.js +1 -1
  160. package/examples/jsm/renderers/common/RenderObject.js +21 -2
  161. package/examples/jsm/renderers/common/RenderObjects.js +5 -3
  162. package/examples/jsm/renderers/common/Renderer.js +137 -37
  163. package/examples/jsm/renderers/common/StorageTexture.js +1 -0
  164. package/examples/jsm/renderers/common/Textures.js +8 -37
  165. package/examples/jsm/renderers/common/nodes/NodeBuilderState.js +10 -2
  166. package/examples/jsm/renderers/common/nodes/NodeUniformsGroup.js +44 -0
  167. package/examples/jsm/renderers/common/nodes/Nodes.js +121 -19
  168. package/examples/jsm/renderers/webgl/WebGLBackend.js +366 -67
  169. package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +183 -38
  170. package/examples/jsm/renderers/webgl/utils/WebGLAttributeUtils.js +92 -5
  171. package/examples/jsm/renderers/webgl/utils/WebGLCapabilities.js +36 -0
  172. package/examples/jsm/renderers/webgl/utils/WebGLExtensions.js +11 -1
  173. package/examples/jsm/renderers/webgl/utils/WebGLState.js +14 -2
  174. package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +71 -2
  175. package/examples/jsm/renderers/webgl/utils/WebGLUtils.js +42 -0
  176. package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +1 -1
  177. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +33 -3
  178. package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +4 -14
  179. package/examples/jsm/renderers/webgpu/WebGPUBackend.js +188 -137
  180. package/examples/jsm/renderers/webgpu/WebGPURenderer.js +1 -1
  181. package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +241 -90
  182. package/examples/jsm/renderers/webgpu/utils/WebGPUAttributeUtils.js +15 -10
  183. package/examples/jsm/renderers/webgpu/utils/WebGPUBindingUtils.js +11 -3
  184. package/examples/jsm/renderers/webgpu/utils/WebGPUPipelineUtils.js +2 -3
  185. package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +88 -6
  186. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +2 -0
  187. package/examples/jsm/shaders/AfterimageShader.js +2 -0
  188. package/examples/jsm/shaders/BasicShader.js +2 -0
  189. package/examples/jsm/shaders/BlendShader.js +2 -0
  190. package/examples/jsm/shaders/BokehShader.js +2 -0
  191. package/examples/jsm/shaders/BokehShader2.js +4 -0
  192. package/examples/jsm/shaders/BrightnessContrastShader.js +2 -0
  193. package/examples/jsm/shaders/ColorCorrectionShader.js +2 -0
  194. package/examples/jsm/shaders/DOFMipMapShader.js +2 -0
  195. package/examples/jsm/shaders/DepthLimitedBlurShader.js +5 -0
  196. package/examples/jsm/shaders/FXAAShader.js +135 -133
  197. package/examples/jsm/shaders/FilmShader.js +1 -1
  198. package/examples/jsm/shaders/FocusShader.js +2 -0
  199. package/examples/jsm/shaders/FreiChenShader.js +2 -0
  200. package/examples/jsm/shaders/GTAOShader.js +424 -0
  201. package/examples/jsm/shaders/GodRaysShader.js +8 -0
  202. package/examples/jsm/shaders/HalftoneShader.js +2 -0
  203. package/examples/jsm/shaders/HorizontalTiltShiftShader.js +2 -0
  204. package/examples/jsm/shaders/HueSaturationShader.js +2 -0
  205. package/examples/jsm/shaders/KaleidoShader.js +2 -0
  206. package/examples/jsm/shaders/LuminosityHighPassShader.js +2 -0
  207. package/examples/jsm/shaders/LuminosityShader.js +2 -0
  208. package/examples/jsm/shaders/MMDToonShader.js +2 -0
  209. package/examples/jsm/shaders/MirrorShader.js +2 -0
  210. package/examples/jsm/shaders/NormalMapShader.js +2 -0
  211. package/examples/jsm/shaders/OutputShader.js +8 -5
  212. package/examples/jsm/shaders/PoissonDenoiseShader.js +226 -0
  213. package/examples/jsm/shaders/SAOShader.js +7 -3
  214. package/examples/jsm/shaders/SMAAShader.js +6 -0
  215. package/examples/jsm/shaders/SSAOShader.js +8 -3
  216. package/examples/jsm/shaders/SSRShader.js +6 -0
  217. package/examples/jsm/shaders/SobelOperatorShader.js +2 -0
  218. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +2 -0
  219. package/examples/jsm/shaders/TechnicolorShader.js +2 -0
  220. package/examples/jsm/shaders/TriangleBlurShader.js +2 -0
  221. package/examples/jsm/shaders/UnpackDepthRGBAShader.js +2 -0
  222. package/examples/jsm/shaders/VelocityShader.js +2 -0
  223. package/examples/jsm/shaders/VerticalTiltShiftShader.js +2 -0
  224. package/examples/jsm/shaders/WaterRefractionShader.js +2 -0
  225. package/examples/jsm/transpiler/AST.js +270 -0
  226. package/examples/jsm/transpiler/GLSLDecoder.js +941 -0
  227. package/examples/jsm/transpiler/ShaderToyDecoder.js +49 -0
  228. package/examples/jsm/transpiler/TSLEncoder.js +715 -0
  229. package/examples/jsm/transpiler/Transpiler.js +18 -0
  230. package/examples/jsm/utils/SortUtils.js +158 -0
  231. package/examples/jsm/utils/TextureUtils.js +33 -21
  232. package/examples/jsm/webxr/ARButton.js +14 -0
  233. package/examples/jsm/webxr/VRButton.js +24 -9
  234. package/examples/jsm/webxr/XRButton.js +27 -11
  235. package/examples/jsm/webxr/XREstimatedLight.js +1 -1
  236. package/package.json +8 -6
  237. package/src/Three.js +1 -0
  238. package/src/constants.js +8 -1
  239. package/src/core/BufferAttribute.js +21 -2
  240. package/src/core/InterleavedBuffer.js +21 -1
  241. package/src/core/Object3D.js +60 -12
  242. package/src/core/UniformsGroup.js +7 -1
  243. package/src/extras/PMREMGenerator.js +7 -1
  244. package/src/extras/curves/LineCurve3.js +4 -0
  245. package/src/loaders/AudioLoader.js +1 -1
  246. package/src/loaders/BufferGeometryLoader.js +0 -7
  247. package/src/loaders/ImageBitmapLoader.js +25 -1
  248. package/src/loaders/MaterialLoader.js +10 -2
  249. package/src/loaders/ObjectLoader.js +49 -0
  250. package/src/materials/Material.js +27 -13
  251. package/src/materials/ShaderMaterial.js +2 -1
  252. package/src/math/Box3.js +35 -18
  253. package/src/math/ColorManagement.js +0 -16
  254. package/src/math/Quaternion.js +5 -4
  255. package/src/math/Sphere.js +2 -0
  256. package/src/math/Triangle.js +17 -5
  257. package/src/math/Vector3.js +11 -12
  258. package/src/objects/BatchedMesh.js +1020 -0
  259. package/src/objects/Skeleton.js +1 -3
  260. package/src/objects/SkinnedMesh.js +6 -7
  261. package/src/renderers/WebGL3DRenderTarget.js +2 -2
  262. package/src/renderers/WebGLArrayRenderTarget.js +2 -2
  263. package/src/renderers/WebGLRenderer.js +165 -43
  264. package/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +8 -0
  265. package/src/renderers/shaders/ShaderChunk/batching_pars_vertex.glsl.js +19 -0
  266. package/src/renderers/shaders/ShaderChunk/batching_vertex.glsl.js +5 -0
  267. package/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js +3 -2
  268. package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +0 -5
  269. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +31 -4
  270. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +1 -1
  271. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +9 -4
  272. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +8 -6
  273. package/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js +6 -0
  274. package/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js +9 -17
  275. package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +84 -0
  276. package/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js +6 -0
  277. package/src/renderers/shaders/ShaderChunk.js +4 -0
  278. package/src/renderers/shaders/ShaderLib/depth.glsl.js +2 -0
  279. package/src/renderers/shaders/ShaderLib/distanceRGBA.glsl.js +2 -0
  280. package/src/renderers/shaders/ShaderLib/meshbasic.glsl.js +2 -0
  281. package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +2 -0
  282. package/src/renderers/shaders/ShaderLib/meshmatcap.glsl.js +3 -0
  283. package/src/renderers/shaders/ShaderLib/meshnormal.glsl.js +2 -0
  284. package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +2 -0
  285. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +4 -2
  286. package/src/renderers/shaders/ShaderLib/meshtoon.glsl.js +2 -0
  287. package/src/renderers/shaders/ShaderLib/shadow.glsl.js +3 -0
  288. package/src/renderers/webgl/WebGLAttributes.js +39 -5
  289. package/src/renderers/webgl/WebGLBufferRenderer.js +31 -0
  290. package/src/renderers/webgl/WebGLCubeMaps.js +1 -1
  291. package/src/renderers/webgl/WebGLExtensions.js +1 -0
  292. package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +31 -0
  293. package/src/renderers/webgl/WebGLLights.js +11 -2
  294. package/src/renderers/webgl/WebGLProgram.js +100 -51
  295. package/src/renderers/webgl/WebGLPrograms.js +8 -0
  296. package/src/renderers/webgl/WebGLShadowMap.js +35 -0
  297. package/src/renderers/webgl/WebGLState.js +25 -4
  298. package/src/renderers/webgl/WebGLTextures.js +7 -11
  299. package/src/renderers/webgl/WebGLUniforms.js +11 -1
  300. package/src/renderers/webgl/WebGLUniformsGroups.js +72 -93
  301. package/src/renderers/webxr/WebXRManager.js +16 -0
  302. package/examples/jsm/nodes/accessors/ExtendedMaterialNode.js +0 -76
  303. package/examples/jsm/nodes/accessors/LineMaterialNode.js +0 -29
@@ -0,0 +1,424 @@
1
+ import {
2
+ DataTexture,
3
+ Matrix4,
4
+ RepeatWrapping,
5
+ Vector2,
6
+ Vector3,
7
+ } from 'three';
8
+
9
+ /**
10
+ * References:
11
+ * - implemented algorithm - GTAO
12
+ * - https://iryoku.com/downloads/Practical-Realtime-Strategies-for-Accurate-Indirect-Occlusion.pdf
13
+ * - https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf
14
+ *
15
+ * - other AO algorithms that are not implemented here:
16
+ * - Screen Space Ambient Occlusion (SSAO), see also SSAOShader.js
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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
19
+ * - https://creativecoding.soe.ucsc.edu/courses/cmpm164/_schedule/AmbientOcclusion.pdf
20
+ * - https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/edit
21
+ * - Scalable Ambient Occlusion (SAO), see also SAOShader.js
22
+ * - https://casual-effects.com/research/McGuire2012SAO/index.html
23
+ * - https://research.nvidia.com/sites/default/files/pubs/2012-06_Scalable-Ambient-Obscurance/McGuire12SAO.pdf
24
+ * - N8HO
25
+ * - https://github.com/N8python/n8ao
26
+ * - Horizon Based Ambient Occlusion (HBAO)
27
+ * - http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.577.2286&rep=rep1&type=pdf
28
+ * - https://www.derschmale.com/2013/12/20/an-alternative-implementation-for-hbao-2/
29
+ *
30
+ * - further reading
31
+ * - https://ceur-ws.org/Vol-3027/paper5.pdf
32
+ * - https://www.comp.nus.edu.sg/~lowkl/publications/mssao_visual_computer_2012.pdf
33
+ * - https://web.ics.purdue.edu/~tmcgraw/papers/mcgraw-ao-2008.pdf
34
+ * - https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
35
+ * - https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.390.2463&rep=rep1&type=pdf
36
+ * - https://www.intel.com/content/www/us/en/developer/articles/technical/adaptive-screen-space-ambient-occlusion.html
37
+ */
38
+
39
+ const GTAOShader = {
40
+
41
+ name: 'GTAOShader',
42
+
43
+ defines: {
44
+ PERSPECTIVE_CAMERA: 1,
45
+ SAMPLES: 16,
46
+ NORMAL_VECTOR_TYPE: 1,
47
+ DEPTH_SWIZZLING: 'x',
48
+ SCREEN_SPACE_RADIUS: 0,
49
+ SCREEN_SPACE_RADIUS_SCALE: 100.0,
50
+ SCENE_CLIP_BOX: 0,
51
+ },
52
+
53
+ uniforms: {
54
+ tNormal: { value: null },
55
+ tDepth: { value: null },
56
+ tNoise: { value: null },
57
+ resolution: { value: new Vector2() },
58
+ cameraNear: { value: null },
59
+ cameraFar: { value: null },
60
+ cameraProjectionMatrix: { value: new Matrix4() },
61
+ cameraProjectionMatrixInverse: { value: new Matrix4() },
62
+ cameraWorldMatrix: { value: new Matrix4() },
63
+ radius: { value: 0.25 },
64
+ distanceExponent: { value: 1. },
65
+ thickness: { value: 1. },
66
+ distanceFallOff: { value: 1. },
67
+ scale: { value: 1. },
68
+ sceneBoxMin: { value: new Vector3( - 1, - 1, - 1 ) },
69
+ sceneBoxMax: { value: new Vector3( 1, 1, 1 ) },
70
+ },
71
+
72
+ vertexShader: /* glsl */`
73
+
74
+ varying vec2 vUv;
75
+
76
+ void main() {
77
+ vUv = uv;
78
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
79
+ }`,
80
+
81
+ fragmentShader: /* glsl */`
82
+ varying vec2 vUv;
83
+ uniform highp sampler2D tNormal;
84
+ uniform highp sampler2D tDepth;
85
+ uniform sampler2D tNoise;
86
+ uniform vec2 resolution;
87
+ uniform float cameraNear;
88
+ uniform float cameraFar;
89
+ uniform mat4 cameraProjectionMatrix;
90
+ uniform mat4 cameraProjectionMatrixInverse;
91
+ uniform mat4 cameraWorldMatrix;
92
+ uniform float radius;
93
+ uniform float distanceExponent;
94
+ uniform float thickness;
95
+ uniform float distanceFallOff;
96
+ uniform float scale;
97
+ #if SCENE_CLIP_BOX == 1
98
+ uniform vec3 sceneBoxMin;
99
+ uniform vec3 sceneBoxMax;
100
+ #endif
101
+
102
+ #include <common>
103
+ #include <packing>
104
+
105
+ #ifndef FRAGMENT_OUTPUT
106
+ #define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)
107
+ #endif
108
+
109
+ vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {
110
+ vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);
111
+ vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;
112
+ return viewSpacePosition.xyz / viewSpacePosition.w;
113
+ }
114
+
115
+ float getDepth(const vec2 uv) {
116
+ return textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;
117
+ }
118
+
119
+ float fetchDepth(const ivec2 uv) {
120
+ return texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;
121
+ }
122
+
123
+ float getViewZ(const in float depth) {
124
+ #if PERSPECTIVE_CAMERA == 1
125
+ return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);
126
+ #else
127
+ return orthographicDepthToViewZ(depth, cameraNear, cameraFar);
128
+ #endif
129
+ }
130
+
131
+ vec3 computeNormalFromDepth(const vec2 uv) {
132
+ vec2 size = vec2(textureSize(tDepth, 0));
133
+ ivec2 p = ivec2(uv * size);
134
+ float c0 = fetchDepth(p);
135
+ float l2 = fetchDepth(p - ivec2(2, 0));
136
+ float l1 = fetchDepth(p - ivec2(1, 0));
137
+ float r1 = fetchDepth(p + ivec2(1, 0));
138
+ float r2 = fetchDepth(p + ivec2(2, 0));
139
+ float b2 = fetchDepth(p - ivec2(0, 2));
140
+ float b1 = fetchDepth(p - ivec2(0, 1));
141
+ float t1 = fetchDepth(p + ivec2(0, 1));
142
+ float t2 = fetchDepth(p + ivec2(0, 2));
143
+ float dl = abs((2.0 * l1 - l2) - c0);
144
+ float dr = abs((2.0 * r1 - r2) - c0);
145
+ float db = abs((2.0 * b1 - b2) - c0);
146
+ float dt = abs((2.0 * t1 - t2) - c0);
147
+ vec3 ce = getViewPosition(uv, c0).xyz;
148
+ vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;
149
+ vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;
150
+ return normalize(cross(dpdx, dpdy));
151
+ }
152
+
153
+ vec3 getViewNormal(const vec2 uv) {
154
+ #if NORMAL_VECTOR_TYPE == 2
155
+ return normalize(textureLod(tNormal, uv, 0.).rgb);
156
+ #elif NORMAL_VECTOR_TYPE == 1
157
+ return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);
158
+ #else
159
+ return computeNormalFromDepth(uv);
160
+ #endif
161
+ }
162
+
163
+ vec3 getSceneUvAndDepth(vec3 sampleViewPos) {
164
+ vec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);
165
+ vec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;
166
+ float sampleSceneDepth = getDepth(sampleUv);
167
+ return vec3(sampleUv, sampleSceneDepth);
168
+ }
169
+
170
+ void main() {
171
+ float depth = getDepth(vUv.xy);
172
+ if (depth >= 1.0) {
173
+ discard;
174
+ return;
175
+ }
176
+ vec3 viewPos = getViewPosition(vUv, depth);
177
+ vec3 viewNormal = getViewNormal(vUv);
178
+
179
+ float radiusToUse = radius;
180
+ float distanceFalloffToUse = thickness;
181
+ #if SCREEN_SPACE_RADIUS == 1
182
+ float radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;
183
+ radiusToUse *= radiusScale;
184
+ distanceFalloffToUse *= radiusScale;
185
+ #endif
186
+
187
+ #if SCENE_CLIP_BOX == 1
188
+ vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;
189
+ float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));
190
+ if (boxDistance > radiusToUse) {
191
+ discard;
192
+ return;
193
+ }
194
+ #endif
195
+
196
+ vec2 noiseResolution = vec2(textureSize(tNoise, 0));
197
+ vec2 noiseUv = vUv * resolution / noiseResolution;
198
+ vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);
199
+ vec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;
200
+ vec3 tangent = normalize(vec3(randomVec.xy, 0.));
201
+ vec3 bitangent = vec3(-tangent.y, tangent.x, 0.);
202
+ mat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));
203
+
204
+ const int DIRECTIONS = SAMPLES < 30 ? 3 : 5;
205
+ const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;
206
+ float ao = 0.0, totalWeight = 0.0;
207
+ for (int i = 0; i < DIRECTIONS; ++i) {
208
+
209
+ float angle = float(i) / float(DIRECTIONS) * PI;
210
+ vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);
211
+ sampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);
212
+
213
+ vec3 viewDir = normalize(-viewPos.xyz);
214
+ vec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));
215
+ vec3 sliceTangent = cross(sliceBitangent, viewDir);
216
+ vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));
217
+
218
+ vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);
219
+ vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));
220
+
221
+ for (int j = 0; j < STEPS; ++j) {
222
+ vec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);
223
+
224
+ vec3 sampleSceneUvDepth = getSceneUvAndDepth(viewPos + sampleViewOffset);
225
+ vec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);
226
+ vec3 viewDelta = sampleSceneViewPos - viewPos;
227
+ if (abs(viewDelta.z) < thickness) {
228
+ float sampleCosHorizon = dot(viewDir, normalize(viewDelta));
229
+ cosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff));
230
+ }
231
+
232
+ sampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);
233
+ sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);
234
+ viewDelta = sampleSceneViewPos - viewPos;
235
+ if (abs(viewDelta.z) < thickness) {
236
+ float sampleCosHorizon = dot(viewDir, normalize(viewDelta));
237
+ cosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff));
238
+ }
239
+ }
240
+
241
+ vec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);
242
+ float nx = dot(normalInSlice, sliceTangent);
243
+ float ny = dot(normalInSlice, viewDir);
244
+ float nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);
245
+ float nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);
246
+ float occlusion = nx * nxb + ny * nyb;
247
+ ao += occlusion;
248
+ }
249
+
250
+ ao = clamp(ao / float(DIRECTIONS), 0., 1.);
251
+ #if SCENE_CLIP_BOX == 1
252
+ ao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));
253
+ #endif
254
+ ao = pow(ao, scale);
255
+
256
+ gl_FragColor = FRAGMENT_OUTPUT;
257
+ }`
258
+
259
+ };
260
+
261
+ const GTAODepthShader = {
262
+
263
+ name: 'GTAODepthShader',
264
+
265
+ defines: {
266
+ PERSPECTIVE_CAMERA: 1
267
+ },
268
+
269
+ uniforms: {
270
+ tDepth: { value: null },
271
+ cameraNear: { value: null },
272
+ cameraFar: { value: null },
273
+ },
274
+
275
+ vertexShader: /* glsl */`
276
+ varying vec2 vUv;
277
+
278
+ void main() {
279
+ vUv = uv;
280
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
281
+ }`,
282
+
283
+ fragmentShader: /* glsl */`
284
+ uniform sampler2D tDepth;
285
+ uniform float cameraNear;
286
+ uniform float cameraFar;
287
+ varying vec2 vUv;
288
+
289
+ #include <packing>
290
+
291
+ float getLinearDepth( const in vec2 screenPosition ) {
292
+ #if PERSPECTIVE_CAMERA == 1
293
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
294
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
295
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
296
+ #else
297
+ return texture2D( tDepth, screenPosition ).x;
298
+ #endif
299
+ }
300
+
301
+ void main() {
302
+ float depth = getLinearDepth( vUv );
303
+ gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
304
+
305
+ }`
306
+
307
+ };
308
+
309
+ const GTAOBlendShader = {
310
+
311
+ name: 'GTAOBlendShader',
312
+
313
+ uniforms: {
314
+ tDiffuse: { value: null },
315
+ intensity: { value: 1.0 }
316
+ },
317
+
318
+ vertexShader: /* glsl */`
319
+ varying vec2 vUv;
320
+
321
+ void main() {
322
+ vUv = uv;
323
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
324
+ }`,
325
+
326
+ fragmentShader: /* glsl */`
327
+ uniform float intensity;
328
+ uniform sampler2D tDiffuse;
329
+ varying vec2 vUv;
330
+
331
+ void main() {
332
+ vec4 texel = texture2D( tDiffuse, vUv );
333
+ gl_FragColor = vec4(mix(vec3(1.), texel.rgb, intensity), texel.a);
334
+ }`
335
+
336
+ };
337
+
338
+
339
+ function generateMagicSquareNoise( size = 5 ) {
340
+
341
+ const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
342
+ const magicSquare = generateMagicSquare( noiseSize );
343
+ const noiseSquareSize = magicSquare.length;
344
+ const data = new Uint8Array( noiseSquareSize * 4 );
345
+
346
+ for ( let inx = 0; inx < noiseSquareSize; ++ inx ) {
347
+
348
+ const iAng = magicSquare[ inx ];
349
+ const angle = ( 2 * Math.PI * iAng ) / noiseSquareSize;
350
+ const randomVec = new Vector3(
351
+ Math.cos( angle ),
352
+ Math.sin( angle ),
353
+ 0
354
+ ).normalize();
355
+ data[ inx * 4 ] = ( randomVec.x * 0.5 + 0.5 ) * 255;
356
+ data[ inx * 4 + 1 ] = ( randomVec.y * 0.5 + 0.5 ) * 255;
357
+ data[ inx * 4 + 2 ] = 127;
358
+ data[ inx * 4 + 3 ] = 255;
359
+
360
+ }
361
+
362
+ const noiseTexture = new DataTexture( data, noiseSize, noiseSize );
363
+ noiseTexture.wrapS = RepeatWrapping;
364
+ noiseTexture.wrapT = RepeatWrapping;
365
+ noiseTexture.needsUpdate = true;
366
+
367
+ return noiseTexture;
368
+
369
+ }
370
+
371
+ function generateMagicSquare( size ) {
372
+
373
+ const noiseSize = Math.floor( size ) % 2 === 0 ? Math.floor( size ) + 1 : Math.floor( size );
374
+ const noiseSquareSize = noiseSize * noiseSize;
375
+ const magicSquare = Array( noiseSquareSize ).fill( 0 );
376
+ let i = Math.floor( noiseSize / 2 );
377
+ let j = noiseSize - 1;
378
+
379
+ for ( let num = 1; num <= noiseSquareSize; ) {
380
+
381
+ if ( i === - 1 && j === noiseSize ) {
382
+
383
+ j = noiseSize - 2;
384
+ i = 0;
385
+
386
+ } else {
387
+
388
+ if ( j === noiseSize ) {
389
+
390
+ j = 0;
391
+
392
+ }
393
+
394
+ if ( i < 0 ) {
395
+
396
+ i = noiseSize - 1;
397
+
398
+ }
399
+
400
+ }
401
+
402
+ if ( magicSquare[ i * noiseSize + j ] !== 0 ) {
403
+
404
+ j -= 2;
405
+ i ++;
406
+ continue;
407
+
408
+ } else {
409
+
410
+ magicSquare[ i * noiseSize + j ] = num ++;
411
+
412
+ }
413
+
414
+ j ++;
415
+ i --;
416
+
417
+ }
418
+
419
+ return magicSquare;
420
+
421
+ }
422
+
423
+
424
+ export { generateMagicSquareNoise, GTAOShader, GTAODepthShader, GTAOBlendShader };
@@ -23,6 +23,8 @@ import {
23
23
 
24
24
  const GodRaysDepthMaskShader = {
25
25
 
26
+ name: 'GodRaysDepthMaskShader',
27
+
26
28
  uniforms: {
27
29
 
28
30
  tInput: {
@@ -74,6 +76,8 @@ const GodRaysDepthMaskShader = {
74
76
 
75
77
  const GodRaysGenerateShader = {
76
78
 
79
+ name: 'GodRaysGenerateShader',
80
+
77
81
  uniforms: {
78
82
 
79
83
  tInput: {
@@ -194,6 +198,8 @@ const GodRaysGenerateShader = {
194
198
 
195
199
  const GodRaysCombineShader = {
196
200
 
201
+ name: 'GodRaysCombineShader',
202
+
197
203
  uniforms: {
198
204
 
199
205
  tColors: {
@@ -251,6 +257,8 @@ const GodRaysCombineShader = {
251
257
 
252
258
  const GodRaysFakeSunShader = {
253
259
 
260
+ name: 'GodRaysFakeSunShader',
261
+
254
262
  uniforms: {
255
263
 
256
264
  vSunPositionScreenSpace: {
@@ -7,6 +7,8 @@
7
7
 
8
8
  const HalftoneShader = {
9
9
 
10
+ name: 'HalftoneShader',
11
+
10
12
  uniforms: {
11
13
  'tDiffuse': { value: null },
12
14
  'shape': { value: 1 },
@@ -9,6 +9,8 @@
9
9
 
10
10
  const HorizontalTiltShiftShader = {
11
11
 
12
+ name: 'HorizontalTiltShiftShader',
13
+
12
14
  uniforms: {
13
15
 
14
16
  'tDiffuse': { value: null },
@@ -7,6 +7,8 @@
7
7
 
8
8
  const HueSaturationShader = {
9
9
 
10
+ name: 'HueSaturationShader',
11
+
10
12
  uniforms: {
11
13
 
12
14
  'tDiffuse': { value: null },
@@ -10,6 +10,8 @@
10
10
 
11
11
  const KaleidoShader = {
12
12
 
13
+ name: 'KaleidoShader',
14
+
13
15
  uniforms: {
14
16
 
15
17
  'tDiffuse': { value: null },
@@ -9,6 +9,8 @@ import {
9
9
 
10
10
  const LuminosityHighPassShader = {
11
11
 
12
+ name: 'LuminosityHighPassShader',
13
+
12
14
  shaderID: 'luminosityHighPass',
13
15
 
14
16
  uniforms: {
@@ -5,6 +5,8 @@
5
5
 
6
6
  const LuminosityShader = {
7
7
 
8
+ name: 'LuminosityShader',
9
+
8
10
  uniforms: {
9
11
 
10
12
  'tDiffuse': { value: null }
@@ -71,6 +71,8 @@ const mmd_toon_matcap_fragment = /* glsl */`
71
71
 
72
72
  const MMDToonShader = {
73
73
 
74
+ name: 'MMDToonShader',
75
+
74
76
  defines: {
75
77
  TOON: true,
76
78
  MATCAP: true,
@@ -7,6 +7,8 @@
7
7
 
8
8
  const MirrorShader = {
9
9
 
10
+ name: 'MirrorShader',
11
+
10
12
  uniforms: {
11
13
 
12
14
  'tDiffuse': { value: null },
@@ -9,6 +9,8 @@ import {
9
9
 
10
10
  const NormalMapShader = {
11
11
 
12
+ name: 'NormalMapShader',
13
+
12
14
  uniforms: {
13
15
 
14
16
  'heightMap': { value: null },
@@ -1,9 +1,7 @@
1
- import {
2
- ShaderChunk
3
- } from 'three';
4
-
5
1
  const OutputShader = {
6
2
 
3
+ name: 'OutputShader',
4
+
7
5
  uniforms: {
8
6
 
9
7
  'tDiffuse': { value: null },
@@ -35,7 +33,8 @@ const OutputShader = {
35
33
 
36
34
  uniform sampler2D tDiffuse;
37
35
 
38
- ` + ShaderChunk[ 'tonemapping_pars_fragment' ] + ShaderChunk[ 'colorspace_pars_fragment' ] + `
36
+ #include <tonemapping_pars_fragment>
37
+ #include <colorspace_pars_fragment>
39
38
 
40
39
  varying vec2 vUv;
41
40
 
@@ -61,6 +60,10 @@ const OutputShader = {
61
60
 
62
61
  gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
63
62
 
63
+ #elif defined( AGX_TONE_MAPPING )
64
+
65
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
66
+
64
67
  #endif
65
68
 
66
69
  // color space