three-base 2.0.87 → 2.0.89
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.
- package/package.json +2 -2
- package/threeLoader.d.ts +2 -2
- package/threeLoader.js +97 -16
- package/threeUtils.d.ts +1 -0
- package/threeUtils.js +17 -1
- package/ApngTexture.ts +0 -91
- package/ApngTextureManage.ts +0 -130
- package/EventMesh.ts +0 -79
- package/ExtrudeMesh.ts +0 -576
- package/FPScontrol.ts +0 -209
- package/Fire/Fire.ts +0 -99
- package/Fire/FireGromtry.ts +0 -54
- package/Fire/FireMaterial.ts +0 -92
- package/InstancedMeshBase.ts +0 -316
- package/KeyFrameAnimation.ts +0 -122
- package/MeshBase.ts +0 -236
- package/Mirror.ts +0 -254
- package/PlaneModal1/PlaneModal1.ts +0 -151
- package/PlaneModal1/index.ts +0 -1
- package/PlaneText.ts +0 -58
- package/PlaneWithHtml.ts +0 -85
- package/PointLight/PointLight.ts +0 -75
- package/PointLight/index.ts +0 -1
- package/Sky/Sky.ts +0 -36
- package/Sky/index.ts +0 -1
- package/SpriteModal1/SpriteModal1.ts +0 -160
- package/SpriteModal1/index.ts +0 -1
- package/SpriteText.ts +0 -190
- package/SpriteText2.ts +0 -237
- package/SpriteWithHtml.ts +0 -62
- package/Text3D/Text3D.ts +0 -93
- package/Text3D/fontController.ts +0 -284
- package/Text3D/index.ts +0 -1
- package/ThreeBase.ts +0 -758
- package/ThreeMouse.ts +0 -483
- package/Transition.ts +0 -288
- package/index.ts +0 -2
- package/keyContorls.ts +0 -127
- package/pass/FullScreenQuad.ts +0 -33
- package/pass/glow_pass.ts +0 -607
- package/pass/stroke_pass.ts +0 -561
- package/shaders/FXAAShaderMaterial.ts +0 -248
- package/shaders.ts +0 -264
- package/threeLoader.ts +0 -447
- package/threeUtils.ts +0 -351
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/*
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* @Author: xiaosihan
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* @Date: 2024-01-20 05:10:37
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2024-01-20 05:10:57
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*/
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import { NoBlending, ShaderChunk, ShaderMaterial, Vector2 } from "three";
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// 抗锯齿着色器
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const FXAAShaderMaterial = new ShaderMaterial({
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uniforms: {
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tDiffuse: { value: null }, // 贴图纹理
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resolution: { value: new Vector2(1 / 1024, 1 / 1024) }
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},
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vertexShader: `
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${ShaderChunk.common}
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${ShaderChunk.logdepthbuf_pars_vertex}
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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${ShaderChunk.logdepthbuf_vertex}
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}
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`,
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fragmentShader: `
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${ShaderChunk.logdepthbuf_pars_fragment}
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precision highp float;
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uniform sampler2D tDiffuse;
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uniform vec2 resolution;
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varying vec2 vUv;
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#ifndef FXAA_DISCARD
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//
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// Only valid for PC OpenGL currently.
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// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
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//
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// 1 = Use discard on pixels which don't need AA.
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// For APIs which enable concurrent TEX+ROP from same surface.
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// 0 = Return unchanged color on pixels which don't need AA.
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//
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#define FXAA_DISCARD 0
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#endif
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) texture2D(t, p, -100.0)
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#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
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/*--------------------------------------------------------------------------*/
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#define NUM_SAMPLES 5
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// assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
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float contrast( vec4 a, vec4 b ) {
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vec4 diff = abs( a - b );
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return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
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}
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/*============================================================================
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FXAA3 QUALITY - PC
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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vec4 FxaaPixelShader(
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vec2 posM,
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sampler2D tex,
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vec2 fxaaQualityRcpFrame,
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float fxaaQualityEdgeThreshold,
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float fxaaQualityinvEdgeThreshold
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) {
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vec4 rgbaM = FxaaTexTop(tex, posM);
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vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
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vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
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// . S .
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// W M E
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// . N .
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bool earlyExit = max( max( max(
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contrast( rgbaM, rgbaN ),
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contrast( rgbaM, rgbaS ) ),
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contrast( rgbaM, rgbaE ) ),
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contrast( rgbaM, rgbaW ) )
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< fxaaQualityEdgeThreshold;
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// . 0 .
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// 0 0 0
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// . 0 .
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#if (FXAA_DISCARD == 1)
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if(earlyExit) FxaaDiscard;
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#else
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if(earlyExit) return rgbaM;
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#endif
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float contrastN = contrast( rgbaM, rgbaN );
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float contrastS = contrast( rgbaM, rgbaS );
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float contrastE = contrast( rgbaM, rgbaE );
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float contrastW = contrast( rgbaM, rgbaW );
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float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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bool horzSpan = relativeVContrast > 0.;
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// . 1 .
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// 0 0 0
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// . 1 .
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// 45 deg edge detection and corners of objects, aka V/H contrast is too similar
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if( abs( relativeVContrast ) < .3 ) {
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// locate the edge
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vec2 dirToEdge;
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dirToEdge.x = contrastE > contrastW ? 1. : -1.;
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dirToEdge.y = contrastS > contrastN ? 1. : -1.;
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// . 2 . . 1 .
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// 1 0 2 ~= 0 0 1
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// . 1 . . 0 .
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// tap 2 pixels and see which ones are "outside" the edge, to
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// determine if the edge is vertical or horizontal
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vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongH = contrast( rgbaM, rgbaAlongH );
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// . 1 .
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// 0 0 1
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// . 0 H
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vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
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float matchAlongV = contrast( rgbaM, rgbaAlongV );
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// V 1 .
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// 0 0 1
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// . 0 .
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relativeVContrast = matchAlongV - matchAlongH;
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relativeVContrast *= fxaaQualityinvEdgeThreshold;
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if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
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// 1 1 .
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// 0 0 1
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// . 0 1
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// do a simple blur
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return mix(
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rgbaM,
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(rgbaN + rgbaS + rgbaE + rgbaW) * .25,
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.4
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);
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}
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horzSpan = relativeVContrast > 0.;
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}
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if(!horzSpan) rgbaN = rgbaW;
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if(!horzSpan) rgbaS = rgbaE;
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// . 0 . 1
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// 1 0 1 -> 0
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// . 0 . 1
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bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
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if(!pairN) rgbaN = rgbaS;
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vec2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
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bool doneN = false;
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bool doneP = false;
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float nDist = 0.;
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float pDist = 0.;
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vec2 posN = posM;
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vec2 posP = posM;
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int iterationsUsed = 0;
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int iterationsUsedN = 0;
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int iterationsUsedP = 0;
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for( int i = 0; i < NUM_SAMPLES; i++ ) {
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iterationsUsed = i;
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float increment = float(i + 1);
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if(!doneN) {
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nDist += increment;
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posN = posM + offNP * nDist;
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vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
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doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
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iterationsUsedN = i;
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}
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if(!doneP) {
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pDist += increment;
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posP = posM - offNP * pDist;
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vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
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doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
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iterationsUsedP = i;
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}
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if(doneN || doneP) break;
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}
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if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
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float dist = min(
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doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
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doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
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);
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// hacky way of reduces blurriness of mostly diagonal edges
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// but reduces AA quality
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dist = pow(dist, .5);
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dist = 1. - dist;
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return mix(
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rgbaM,
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rgbaN,
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dist * .5
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);
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}
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void main() {
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const float edgeDetectionQuality = .2;
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const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
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gl_FragColor = FxaaPixelShader(
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vUv,
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tDiffuse,
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resolution,
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edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
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invEdgeDetectionQuality
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);
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${ShaderChunk.logdepthbuf_fragment}
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}
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`,
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blending: NoBlending, // 渲染时不与背景融合计算 直接替换
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depthTest: false,
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depthWrite: false,
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transparent: true
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});
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export default FXAAShaderMaterial;
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package/shaders.ts
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/*
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* @Author: xiaosihan
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* @Date: 2022-03-24 16:38:35
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2022-04-02 18:28:38
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*/
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import { BufferGeometry, Color, Float32BufferAttribute, Mesh, NoBlending, OrthographicCamera, ShaderChunk, ShaderMaterial, Vector2, WebGLRenderer } from "three";
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// https://github.com/mrdoob/three.js/pull/21358
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const _geometry = new BufferGeometry();
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_geometry.setAttribute("position", new Float32BufferAttribute([- 1, 3, 0, - 1, - 1, 0, 3, - 1, 0], 3));
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_geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
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class FullScreenQuad {
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constructor() {
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this._mesh = new Mesh(_geometry);
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}
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_mesh!: Mesh;
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dispose() {
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this._mesh.geometry.dispose();
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}
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render(renderer: WebGLRenderer) {
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renderer.render(this._mesh, orthographicCamera);
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}
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get material() {
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return this._mesh.material;
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}
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set material(value) {
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this._mesh.material = value;
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}
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}
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// 常用着色器及工具
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// 全屏渲染模型
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export const fullScreenMesh = new FullScreenQuad();
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export const orthographicCamera = new OrthographicCamera(- 1, 1, 1, - 1, 0, 1);
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// 清理着色器
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export const clearShader = new ShaderMaterial({
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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void main() {
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gl_FragColor = vec4(0.0);
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58
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}
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59
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`,
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60
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blending: NoBlending, // 渲染时不与背景融合计算 直接替换
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depthTest: false,
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62
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depthWrite: false,
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63
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transparent: true
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64
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});
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65
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-
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66
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// 交集着色器提取相同的像素点
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67
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export const intersectionShader = new ShaderMaterial({
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68
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uniforms: {
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69
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map1: { value: null }, // 贴图纹理1
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70
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map2: { value: null }, // 贴图纹理2
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71
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},
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vertexShader: `
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73
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${ShaderChunk.common}
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74
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${ShaderChunk.logdepthbuf_pars_vertex}
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75
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varying vec2 vUv;
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76
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void main() {
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77
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vUv = uv;
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78
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gl_Position = vec4(position, 1.0);
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79
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${ShaderChunk.logdepthbuf_vertex}
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80
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}
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81
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`,
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82
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fragmentShader: `
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83
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${ShaderChunk.logdepthbuf_pars_fragment}
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84
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uniform sampler2D map1;
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85
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uniform sampler2D map2;
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86
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varying vec2 vUv;
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87
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void main() {
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88
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if(texture2D(map1, vUv) == texture2D(map2, vUv)){
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89
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gl_FragColor = texture2D(map1, vUv);
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90
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}else{
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91
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discard;
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92
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}
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93
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${ShaderChunk.logdepthbuf_fragment}
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94
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}
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95
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-
`,
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96
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blending: NoBlending, // 渲染时不与背景融合计算 直接替换
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97
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depthTest: true,
|
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98
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-
depthWrite: true,
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99
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transparent: true
|
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100
|
-
});
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|
101
|
-
|
|
102
|
-
|
|
103
|
-
// 拷贝着色器
|
|
104
|
-
export const coptyShader = new ShaderMaterial({
|
|
105
|
-
uniforms: {
|
|
106
|
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map: { value: null }, // 纹理
|
|
107
|
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opacity: { value: 1.0 } // 透明度
|
|
108
|
-
},
|
|
109
|
-
vertexShader: `
|
|
110
|
-
varying vec2 vUv;
|
|
111
|
-
void main() {
|
|
112
|
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vUv = uv;
|
|
113
|
-
gl_Position = vec4(position, 1.0);
|
|
114
|
-
}
|
|
115
|
-
`,
|
|
116
|
-
fragmentShader: `
|
|
117
|
-
uniform sampler2D map;
|
|
118
|
-
uniform float opacity;
|
|
119
|
-
varying vec2 vUv;
|
|
120
|
-
void main() {
|
|
121
|
-
|
|
122
|
-
gl_FragColor = texture2D(map, vUv) * opacity;
|
|
123
|
-
|
|
124
|
-
}
|
|
125
|
-
`,
|
|
126
|
-
// blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
127
|
-
depthTest: true,
|
|
128
|
-
depthWrite: true,
|
|
129
|
-
transparent: true,
|
|
130
|
-
});
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
// 描边着色器
|
|
134
|
-
export const strokeShader = new ShaderMaterial({
|
|
135
|
-
uniforms: {
|
|
136
|
-
map: { value: null }, // 贴图纹理
|
|
137
|
-
resolution: { value: new Vector2(512, 512) }, // 分辨率
|
|
138
|
-
strokeWidth: { value: 1.0 }, // 描边宽度
|
|
139
|
-
strokeColor: { value: new Color("#B2F2FF") }, // 描边颜色
|
|
140
|
-
opacity: { value: 1.0 } // 透明度
|
|
141
|
-
},
|
|
142
|
-
vertexShader: `
|
|
143
|
-
varying vec2 vUv;
|
|
144
|
-
void main() {
|
|
145
|
-
vUv = uv;
|
|
146
|
-
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
147
|
-
}
|
|
148
|
-
`,
|
|
149
|
-
fragmentShader: `
|
|
150
|
-
uniform sampler2D map;
|
|
151
|
-
uniform vec2 resolution;
|
|
152
|
-
uniform vec3 strokeColor; // 描边颜色
|
|
153
|
-
uniform float strokeWidth; // 描边厚度
|
|
154
|
-
uniform float opacity; // 透明度
|
|
155
|
-
|
|
156
|
-
varying vec2 vUv;
|
|
157
|
-
|
|
158
|
-
// 获取当前叠加vu坐标偏移量的颜色值
|
|
159
|
-
vec4 offsetColor(vec2 vu){
|
|
160
|
-
return texture2D(map, vUv + (vu * (strokeWidth / resolution) ) );
|
|
161
|
-
}
|
|
162
|
-
|
|
163
|
-
vec4 fragColor(){
|
|
164
|
-
|
|
165
|
-
vec4 currentColor = offsetColor(vec2(0.0, 0.0));
|
|
166
|
-
|
|
167
|
-
if(
|
|
168
|
-
currentColor.a < min(0.2, opacity) && (
|
|
169
|
-
offsetColor(vec2(0.0, 1.0)).a > 0.0 ||
|
|
170
|
-
offsetColor(vec2(0.0, -1.0)).a > 0.0 ||
|
|
171
|
-
offsetColor(vec2(1.0, 0.0)).a > 0.0 ||
|
|
172
|
-
offsetColor(vec2(-1.0, 0.0)).a > 0.0 ||
|
|
173
|
-
|
|
174
|
-
offsetColor(vec2(1.0) * 0.7).a > 0.0 ||
|
|
175
|
-
offsetColor(vec2(-1.0) * 0.7).a > 0.0 ||
|
|
176
|
-
offsetColor(vec2(-1.0, 1.0) * 0.7).a > 0.0 ||
|
|
177
|
-
offsetColor(vec2(1.0, -1.0) * 0.7).a > 0.0
|
|
178
|
-
)
|
|
179
|
-
){
|
|
180
|
-
return vec4( strokeColor, opacity);
|
|
181
|
-
}else{
|
|
182
|
-
// discard;
|
|
183
|
-
return offsetColor(vec2(0.0, 0.0));
|
|
184
|
-
}
|
|
185
|
-
|
|
186
|
-
}
|
|
187
|
-
|
|
188
|
-
void main() {
|
|
189
|
-
gl_FragColor = fragColor();
|
|
190
|
-
}
|
|
191
|
-
`,
|
|
192
|
-
blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
193
|
-
depthTest: true,
|
|
194
|
-
depthWrite: true,
|
|
195
|
-
transparent: true
|
|
196
|
-
});
|
|
197
|
-
|
|
198
|
-
|
|
199
|
-
// 高斯模糊着色器 让颜色过渡更自然
|
|
200
|
-
export const gaussBlurShader = new ShaderMaterial({
|
|
201
|
-
uniforms: {
|
|
202
|
-
map: { value: null }, // 纹理
|
|
203
|
-
opacity: { value: 1.0 }, // 透明度
|
|
204
|
-
radius: { value: 3.0 }, // 模糊半径
|
|
205
|
-
resolution: { value: new Vector2(512, 512) }, // 渲染器的分辨率
|
|
206
|
-
},
|
|
207
|
-
vertexShader: `
|
|
208
|
-
varying vec2 vUv;
|
|
209
|
-
void main() {
|
|
210
|
-
vUv = uv;
|
|
211
|
-
gl_Position = vec4(position, 1.0);
|
|
212
|
-
}
|
|
213
|
-
`,
|
|
214
|
-
fragmentShader: `
|
|
215
|
-
uniform sampler2D map;
|
|
216
|
-
uniform float opacity;
|
|
217
|
-
uniform vec2 resolution;
|
|
218
|
-
uniform float radius;
|
|
219
|
-
varying vec2 vUv;
|
|
220
|
-
|
|
221
|
-
vec4 offsetColor( vec2 uv){
|
|
222
|
-
return texture2D(map, vUv + (uv / resolution * radius) );
|
|
223
|
-
}
|
|
224
|
-
|
|
225
|
-
vec4 blurColor(){
|
|
226
|
-
|
|
227
|
-
vec4 leftColor = offsetColor( vec2(-1.0, 0.0) );
|
|
228
|
-
|
|
229
|
-
vec4 rightColor = offsetColor( vec2(1.0, 0.0) );
|
|
230
|
-
|
|
231
|
-
// 左右颜色混合
|
|
232
|
-
vec4 leftRightColor = vec4(
|
|
233
|
-
mix( leftColor.rgb ,rightColor.rgb, rightColor.a / (leftColor.a + rightColor.a)),
|
|
234
|
-
(leftColor.a + rightColor.a) / 2.0
|
|
235
|
-
);
|
|
236
|
-
|
|
237
|
-
vec4 downColor = offsetColor( vec2(0.0, -1.0));
|
|
238
|
-
|
|
239
|
-
vec4 upColor = offsetColor( vec2(0.0, 1.0));
|
|
240
|
-
|
|
241
|
-
// 上下颜色混合
|
|
242
|
-
vec4 upDownColor = vec4(
|
|
243
|
-
mix( downColor.rgb, upColor.rgb, upColor.a / (downColor.a + upColor.a) ),
|
|
244
|
-
(downColor.a + upColor.a) / 2.0
|
|
245
|
-
);
|
|
246
|
-
|
|
247
|
-
vec4 color = vec4(
|
|
248
|
-
mix( leftRightColor.rgb, upDownColor.rgb, upDownColor.a / (leftRightColor.a + upDownColor.a) ),
|
|
249
|
-
(leftRightColor.a + upDownColor.a) / 2.0
|
|
250
|
-
);
|
|
251
|
-
|
|
252
|
-
return color;
|
|
253
|
-
}
|
|
254
|
-
|
|
255
|
-
void main() {
|
|
256
|
-
gl_FragColor = blurColor();
|
|
257
|
-
gl_FragColor.a *= opacity;
|
|
258
|
-
}
|
|
259
|
-
`,
|
|
260
|
-
blending: NoBlending, // 渲染时不与背景融合计算
|
|
261
|
-
depthTest: false,
|
|
262
|
-
depthWrite: false,
|
|
263
|
-
transparent: true
|
|
264
|
-
});
|