three-stdlib 2.15.0 → 2.15.2

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 (1222) hide show
  1. package/animation/AnimationClipCreator.js +32 -52
  2. package/animation/AnimationClipCreator.mjs +57 -0
  3. package/animation/CCDIKSolver.js +66 -161
  4. package/animation/CCDIKSolver.mjs +234 -0
  5. package/animation/MMDAnimationHelper.js +150 -341
  6. package/animation/MMDAnimationHelper.mjs +514 -0
  7. package/animation/MMDPhysics.js +154 -361
  8. package/animation/MMDPhysics.mjs +769 -0
  9. package/cameras/CinematicCamera.js +67 -77
  10. package/cameras/CinematicCamera.mjs +129 -0
  11. package/controls/ArcballControls.js +544 -1449
  12. package/controls/ArcballControls.mjs +1737 -0
  13. package/controls/DeviceOrientationControls.js +52 -97
  14. package/controls/DeviceOrientationControls.mjs +74 -0
  15. package/controls/DragControls.js +85 -187
  16. package/controls/DragControls.mjs +172 -0
  17. package/controls/FirstPersonControls.js +123 -193
  18. package/controls/FirstPersonControls.mjs +220 -0
  19. package/controls/FlyControls.js +82 -152
  20. package/controls/FlyControls.mjs +239 -0
  21. package/controls/OrbitControls.js +232 -481
  22. package/controls/OrbitControls.mjs +731 -0
  23. package/controls/PointerLockControls.js +63 -99
  24. package/controls/PointerLockControls.mjs +88 -0
  25. package/controls/TrackballControls.js +211 -383
  26. package/controls/TrackballControls.mjs +481 -0
  27. package/controls/TransformControls.js +575 -782
  28. package/controls/TransformControls.mjs +1068 -0
  29. package/controls/experimental/CameraControls.js +329 -609
  30. package/controls/experimental/CameraControls.mjs +673 -0
  31. package/csm/CSM.js +47 -108
  32. package/csm/CSM.mjs +244 -0
  33. package/csm/CSMFrustum.js +14 -29
  34. package/csm/CSMFrustum.mjs +75 -0
  35. package/csm/CSMHelper.js +20 -34
  36. package/csm/CSMHelper.mjs +114 -0
  37. package/csm/CSMShader.js +7 -11
  38. package/csm/CSMShader.mjs +251 -0
  39. package/curves/CurveExtras.js +73 -115
  40. package/curves/CurveExtras.mjs +224 -0
  41. package/curves/NURBSCurve.js +15 -43
  42. package/curves/NURBSCurve.mjs +35 -0
  43. package/curves/NURBSSurface.js +11 -27
  44. package/curves/NURBSSurface.mjs +28 -0
  45. package/curves/NURBSUtils.js +54 -203
  46. package/curves/NURBSUtils.mjs +226 -0
  47. package/deprecated/Geometry.js +191 -486
  48. package/deprecated/Geometry.mjs +966 -0
  49. package/effects/AnaglyphEffect.js +95 -60
  50. package/effects/AnaglyphEffect.mjs +120 -0
  51. package/effects/AsciiEffect.js +80 -110
  52. package/effects/AsciiEffect.mjs +173 -0
  53. package/effects/OutlineEffect.js +121 -204
  54. package/effects/OutlineEffect.mjs +295 -0
  55. package/effects/ParallaxBarrierEffect.js +39 -38
  56. package/effects/ParallaxBarrierEffect.mjs +64 -0
  57. package/effects/PeppersGhostEffect.js +19 -68
  58. package/effects/PeppersGhostEffect.mjs +85 -0
  59. package/effects/StereoEffect.js +12 -16
  60. package/effects/StereoEffect.mjs +32 -0
  61. package/environments/RoomEnvironment.js +52 -47
  62. package/environments/RoomEnvironment.mjs +78 -0
  63. package/exporters/ColladaExporter.js +115 -241
  64. package/exporters/ColladaExporter.mjs +299 -0
  65. package/exporters/DRACOExporter.js +67 -121
  66. package/exporters/DRACOExporter.mjs +132 -0
  67. package/exporters/GLTFExporter.js +463 -1014
  68. package/exporters/GLTFExporter.mjs +1381 -0
  69. package/exporters/MMDExporter.js +44 -102
  70. package/exporters/MMDExporter.mjs +102 -0
  71. package/exporters/OBJExporter.js +78 -140
  72. package/exporters/OBJExporter.mjs +166 -0
  73. package/exporters/PLYExporter.js +93 -154
  74. package/exporters/PLYExporter.mjs +278 -0
  75. package/exporters/STLExporter.js +30 -81
  76. package/exporters/STLExporter.mjs +129 -0
  77. package/exporters/USDZExporter.js +84 -144
  78. package/exporters/USDZExporter.mjs +328 -0
  79. package/geometries/BoxLineGeometry.js +7 -14
  80. package/geometries/BoxLineGeometry.mjs +45 -0
  81. package/geometries/ConvexGeometry.js +15 -24
  82. package/geometries/ConvexGeometry.mjs +29 -0
  83. package/geometries/DecalGeometry.js +108 -162
  84. package/geometries/DecalGeometry.mjs +184 -0
  85. package/geometries/LightningStrike.js +101 -294
  86. package/geometries/LightningStrike.mjs +547 -0
  87. package/geometries/ParametricGeometries.js +26 -76
  88. package/geometries/ParametricGeometries.mjs +129 -0
  89. package/geometries/ParametricGeometry.js +24 -48
  90. package/geometries/ParametricGeometry.mjs +63 -0
  91. package/geometries/RoundedBoxGeometry.js +33 -64
  92. package/geometries/RoundedBoxGeometry.mjs +91 -0
  93. package/geometries/TeapotGeometry.js +1434 -174
  94. package/geometries/TeapotGeometry.mjs +1557 -0
  95. package/geometries/TextGeometry.js +9 -17
  96. package/geometries/TextGeometry.mjs +23 -0
  97. package/helpers/LightProbeHelper.js +53 -21
  98. package/helpers/LightProbeHelper.mjs +72 -0
  99. package/helpers/PositionalAudioHelper.js +23 -30
  100. package/helpers/PositionalAudioHelper.mjs +68 -0
  101. package/helpers/RectAreaLightHelper.js +17 -33
  102. package/helpers/RectAreaLightHelper.mjs +44 -0
  103. package/helpers/VertexNormalsHelper.js +20 -41
  104. package/helpers/VertexNormalsHelper.mjs +54 -0
  105. package/helpers/VertexTangentsHelper.js +18 -36
  106. package/helpers/VertexTangentsHelper.mjs +45 -0
  107. package/index.d.ts +54 -0
  108. package/index.js +968 -333
  109. package/index.mjs +968 -0
  110. package/interactive/SelectionBox.js +31 -46
  111. package/interactive/SelectionBox.mjs +137 -0
  112. package/interactive/SelectionHelper.js +16 -21
  113. package/interactive/SelectionHelper.mjs +54 -0
  114. package/libs/MeshoptDecoder.js +147 -58
  115. package/libs/MeshoptDecoder.mjs +210 -0
  116. package/libs/MotionControllers.js +66 -208
  117. package/libs/MotionControllers.mjs +261 -0
  118. package/lights/LightProbeGenerator.js +40 -96
  119. package/lights/LightProbeGenerator.mjs +145 -0
  120. package/lights/RectAreaLightUniformsLib.js +32842 -9
  121. package/lights/RectAreaLightUniformsLib.mjs +32842 -0
  122. package/lines/Line2.js +9 -12
  123. package/lines/Line2.mjs +13 -0
  124. package/lines/LineGeometry.js +7 -19
  125. package/lines/LineGeometry.mjs +44 -0
  126. package/lines/LineMaterial.js +51 -89
  127. package/lines/LineMaterial.mjs +539 -0
  128. package/lines/LineSegments2.js +56 -165
  129. package/lines/LineSegments2.mjs +202 -0
  130. package/lines/LineSegmentsGeometry.js +29 -71
  131. package/lines/LineSegmentsGeometry.mjs +124 -0
  132. package/lines/Wireframe.js +15 -29
  133. package/lines/Wireframe.mjs +31 -0
  134. package/lines/WireframeGeometry2.js +8 -9
  135. package/lines/WireframeGeometry2.mjs +13 -0
  136. package/loaders/3DMLoader.js +234 -469
  137. package/loaders/3DMLoader.mjs +802 -0
  138. package/loaders/3MFLoader.js +340 -555
  139. package/loaders/3MFLoader.mjs +837 -0
  140. package/loaders/AMFLoader.js +114 -219
  141. package/loaders/AMFLoader.mjs +284 -0
  142. package/loaders/AssimpLoader.js +328 -725
  143. package/loaders/AssimpLoader.mjs +1396 -0
  144. package/loaders/BVHLoader.js +94 -200
  145. package/loaders/BVHLoader.mjs +207 -0
  146. package/loaders/BasisTextureLoader.js +229 -357
  147. package/loaders/BasisTextureLoader.mjs +474 -0
  148. package/loaders/ColladaLoader.js +932 -1522
  149. package/loaders/ColladaLoader.mjs +2403 -0
  150. package/loaders/DDSLoader.js +42 -108
  151. package/loaders/DDSLoader.mjs +148 -0
  152. package/loaders/DRACOLoader.js +103 -210
  153. package/loaders/DRACOLoader.mjs +340 -0
  154. package/loaders/EXRLoader.js +461 -809
  155. package/loaders/EXRLoader.mjs +1351 -0
  156. package/loaders/FBXLoader.js +842 -1397
  157. package/loaders/FBXLoader.mjs +2362 -0
  158. package/loaders/FontLoader.js +33 -66
  159. package/loaders/FontLoader.mjs +111 -0
  160. package/loaders/GCodeLoader.js +63 -111
  161. package/loaders/GCodeLoader.mjs +141 -0
  162. package/loaders/GLTFLoader.js +771 -1484
  163. package/loaders/GLTFLoader.mjs +2316 -0
  164. package/loaders/HDRCubeTextureLoader.js +45 -50
  165. package/loaders/HDRCubeTextureLoader.mjs +77 -0
  166. package/loaders/KMZLoader.js +42 -55
  167. package/loaders/KMZLoader.mjs +75 -0
  168. package/loaders/KTX2Loader.js +229 -362
  169. package/loaders/KTX2Loader.mjs +427 -0
  170. package/loaders/KTXLoader.js +37 -99
  171. package/loaders/KTXLoader.mjs +87 -0
  172. package/loaders/LDrawLoader.js +313 -746
  173. package/loaders/LDrawLoader.mjs +1409 -0
  174. package/loaders/LUT3dlLoader.js +50 -62
  175. package/loaders/LUT3dlLoader.mjs +100 -0
  176. package/loaders/LUTCubeLoader.js +45 -56
  177. package/loaders/LUTCubeLoader.mjs +104 -0
  178. package/loaders/LWOLoader.js +227 -339
  179. package/loaders/LWOLoader.mjs +625 -0
  180. package/loaders/LottieLoader.js +36 -38
  181. package/loaders/LottieLoader.mjs +47 -0
  182. package/loaders/MD2Loader.js +248 -91
  183. package/loaders/MD2Loader.mjs +359 -0
  184. package/loaders/MDDLoader.js +25 -45
  185. package/loaders/MDDLoader.mjs +58 -0
  186. package/loaders/MMDLoader.js +359 -795
  187. package/loaders/MMDLoader.mjs +998 -0
  188. package/loaders/MTLLoader.js +91 -201
  189. package/loaders/MTLLoader.mjs +280 -0
  190. package/loaders/NRRDLoader.js +182 -263
  191. package/loaders/NRRDLoader.mjs +401 -0
  192. package/loaders/NodeMaterialLoader.js +121 -14
  193. package/loaders/NodeMaterialLoader.mjs +146 -0
  194. package/loaders/OBJLoader.js +161 -283
  195. package/loaders/OBJLoader.mjs +487 -0
  196. package/loaders/PCDLoader.js +145 -164
  197. package/loaders/PCDLoader.mjs +248 -0
  198. package/loaders/PDBLoader.js +45 -63
  199. package/loaders/PDBLoader.mjs +246 -0
  200. package/loaders/PLYLoader.js +106 -203
  201. package/loaders/PLYLoader.mjs +317 -0
  202. package/loaders/PRWMLoader.js +73 -110
  203. package/loaders/PRWMLoader.mjs +160 -0
  204. package/loaders/PVRLoader.js +32 -93
  205. package/loaders/PVRLoader.mjs +131 -0
  206. package/loaders/RGBELoader.js +96 -233
  207. package/loaders/RGBELoader.mjs +244 -0
  208. package/loaders/RGBMLoader.js +344 -514
  209. package/loaders/RGBMLoader.mjs +998 -0
  210. package/loaders/STLLoader.js +59 -165
  211. package/loaders/STLLoader.mjs +190 -0
  212. package/loaders/SVGLoader.js +481 -851
  213. package/loaders/SVGLoader.mjs +1709 -0
  214. package/loaders/TDSLoader.js +137 -527
  215. package/loaders/TDSLoader.mjs +480 -0
  216. package/loaders/TGALoader.js +94 -205
  217. package/loaders/TGALoader.mjs +285 -0
  218. package/loaders/TTFLoader.js +58 -79
  219. package/loaders/TTFLoader.mjs +131 -0
  220. package/loaders/TiltLoader.js +129 -167
  221. package/loaders/TiltLoader.mjs +373 -0
  222. package/loaders/VOXLoader.js +320 -84
  223. package/loaders/VOXLoader.mjs +431 -0
  224. package/loaders/VRMLLoader.js +786 -1268
  225. package/loaders/VRMLLoader.mjs +2093 -0
  226. package/loaders/VRMLoader.js +23 -31
  227. package/loaders/VRMLoader.mjs +38 -0
  228. package/loaders/VTKLoader.js +219 -407
  229. package/loaders/VTKLoader.mjs +646 -0
  230. package/loaders/XLoader.js +1083 -1259
  231. package/loaders/XLoader.mjs +1258 -0
  232. package/loaders/XYZLoader.js +28 -34
  233. package/loaders/XYZLoader.mjs +60 -0
  234. package/loaders/lwo/IFFParser.js +238 -492
  235. package/loaders/lwo/IFFParser.mjs +697 -0
  236. package/loaders/lwo/LWO2Parser.js +176 -279
  237. package/loaders/lwo/LWO2Parser.mjs +327 -0
  238. package/loaders/lwo/LWO3Parser.js +160 -247
  239. package/loaders/lwo/LWO3Parser.mjs +298 -0
  240. package/math/Capsule.js +56 -43
  241. package/math/Capsule.mjs +100 -0
  242. package/math/ColorConverter.js +18 -32
  243. package/math/ColorConverter.mjs +51 -0
  244. package/math/ConvexHull.js +515 -739
  245. package/math/ConvexHull.mjs +574 -0
  246. package/math/ImprovedNoise.js +282 -32
  247. package/math/ImprovedNoise.mjs +302 -0
  248. package/math/Lut.js +51 -35
  249. package/math/Lut.mjs +135 -0
  250. package/math/MeshSurfaceSampler.js +25 -68
  251. package/math/MeshSurfaceSampler.mjs +107 -0
  252. package/math/OBB.js +91 -152
  253. package/math/OBB.mjs +235 -0
  254. package/math/Octree.js +76 -139
  255. package/math/Octree.mjs +278 -0
  256. package/math/SimplexNoise.js +217 -238
  257. package/math/SimplexNoise.mjs +425 -0
  258. package/misc/ConvexObjectBreaker.js +79 -185
  259. package/misc/ConvexObjectBreaker.mjs +292 -0
  260. package/misc/GPUComputationRenderer.js +69 -194
  261. package/misc/GPUComputationRenderer.mjs +171 -0
  262. package/misc/Gyroscope.js +16 -22
  263. package/misc/Gyroscope.mjs +35 -0
  264. package/misc/MD2Character.js +52 -74
  265. package/misc/MD2Character.mjs +162 -0
  266. package/misc/MD2CharacterComplex.js +112 -163
  267. package/misc/MD2CharacterComplex.mjs +328 -0
  268. package/misc/MorphAnimMesh.js +20 -28
  269. package/misc/MorphAnimMesh.mjs +40 -0
  270. package/misc/MorphBlendMesh.js +45 -69
  271. package/misc/MorphBlendMesh.mjs +179 -0
  272. package/misc/ProgressiveLightmap.js +70 -187
  273. package/misc/ProgressiveLightmap.mjs +166 -0
  274. package/misc/RollerCoaster.js +106 -135
  275. package/misc/RollerCoaster.mjs +346 -0
  276. package/misc/TubePainter.js +74 -92
  277. package/misc/TubePainter.mjs +123 -0
  278. package/misc/Volume.js +108 -270
  279. package/misc/Volume.mjs +244 -0
  280. package/misc/VolumeSlice.js +34 -122
  281. package/misc/VolumeSlice.mjs +106 -0
  282. package/misc/WebGL.js +37 -34
  283. package/misc/WebGL.mjs +74 -0
  284. package/modifiers/CurveModifier.js +46 -151
  285. package/modifiers/CurveModifier.mjs +182 -0
  286. package/modifiers/EdgeSplitModifier.js +46 -90
  287. package/modifiers/EdgeSplitModifier.mjs +162 -0
  288. package/modifiers/SimplifyModifier.js +77 -202
  289. package/modifiers/SimplifyModifier.mjs +282 -0
  290. package/modifiers/TessellateModifier.js +65 -90
  291. package/modifiers/TessellateModifier.mjs +206 -0
  292. package/nodes/Nodes.js +274 -140
  293. package/nodes/Nodes.mjs +400 -0
  294. package/nodes/ShaderNode.js +296 -196
  295. package/nodes/ShaderNode.mjs +408 -0
  296. package/nodes/accessors/BufferNode.js +4 -8
  297. package/nodes/accessors/BufferNode.mjs +15 -0
  298. package/nodes/accessors/CameraNode.js +20 -25
  299. package/nodes/accessors/CameraNode.mjs +44 -0
  300. package/nodes/accessors/CubeTextureNode.js +14 -26
  301. package/nodes/accessors/CubeTextureNode.mjs +42 -0
  302. package/nodes/accessors/MaterialNode.js +43 -53
  303. package/nodes/accessors/MaterialNode.mjs +71 -0
  304. package/nodes/accessors/MaterialReferenceNode.js +3 -6
  305. package/nodes/accessors/MaterialReferenceNode.mjs +14 -0
  306. package/nodes/accessors/ModelNode.js +3 -5
  307. package/nodes/accessors/ModelNode.mjs +9 -0
  308. package/nodes/accessors/ModelViewProjectionNode.js +14 -13
  309. package/nodes/accessors/ModelViewProjectionNode.mjs +24 -0
  310. package/nodes/accessors/NormalNode.js +40 -39
  311. package/nodes/accessors/NormalNode.mjs +62 -0
  312. package/nodes/accessors/Object3DNode.js +40 -50
  313. package/nodes/accessors/Object3DNode.mjs +76 -0
  314. package/nodes/accessors/PointUVNode.js +5 -9
  315. package/nodes/accessors/PointUVNode.mjs +13 -0
  316. package/nodes/accessors/PositionNode.js +42 -41
  317. package/nodes/accessors/PositionNode.mjs +65 -0
  318. package/nodes/accessors/ReferenceNode.js +10 -17
  319. package/nodes/accessors/ReferenceNode.mjs +37 -0
  320. package/nodes/accessors/ReflectNode.js +23 -26
  321. package/nodes/accessors/ReflectNode.mjs +43 -0
  322. package/nodes/accessors/SkinningNode.js +46 -48
  323. package/nodes/accessors/SkinningNode.mjs +58 -0
  324. package/nodes/accessors/TextureNode.js +14 -29
  325. package/nodes/accessors/TextureNode.mjs +54 -0
  326. package/nodes/accessors/UVNode.js +5 -11
  327. package/nodes/accessors/UVNode.mjs +23 -0
  328. package/nodes/core/ArrayUniformNode.js +3 -7
  329. package/nodes/core/ArrayUniformNode.mjs +14 -0
  330. package/nodes/core/AttributeNode.js +5 -12
  331. package/nodes/core/AttributeNode.mjs +30 -0
  332. package/nodes/core/BypassNode.js +5 -12
  333. package/nodes/core/BypassNode.mjs +22 -0
  334. package/nodes/core/CodeNode.js +4 -12
  335. package/nodes/core/CodeNode.mjs +28 -0
  336. package/nodes/core/ConstNode.js +3 -7
  337. package/nodes/core/ConstNode.mjs +14 -0
  338. package/nodes/core/ContextNode.js +3 -8
  339. package/nodes/core/ContextNode.mjs +22 -0
  340. package/nodes/core/ExpressionNode.js +5 -9
  341. package/nodes/core/ExpressionNode.mjs +19 -0
  342. package/nodes/core/FunctionCallNode.js +6 -15
  343. package/nodes/core/FunctionCallNode.mjs +37 -0
  344. package/nodes/core/FunctionNode.js +10 -25
  345. package/nodes/core/FunctionNode.mjs +56 -0
  346. package/nodes/core/InputNode.js +12 -23
  347. package/nodes/core/InputNode.mjs +38 -0
  348. package/nodes/core/Node.js +35 -75
  349. package/nodes/core/Node.mjs +139 -0
  350. package/nodes/core/NodeAttribute.js +2 -4
  351. package/nodes/core/NodeAttribute.mjs +10 -0
  352. package/nodes/core/NodeBuilder.js +110 -224
  353. package/nodes/core/NodeBuilder.mjs +395 -0
  354. package/nodes/core/NodeCode.js +4 -7
  355. package/nodes/core/NodeCode.mjs +11 -0
  356. package/nodes/core/NodeFrame.js +9 -12
  357. package/nodes/core/NodeFrame.mjs +35 -0
  358. package/nodes/core/NodeFunctionInput.js +3 -5
  359. package/nodes/core/NodeFunctionInput.mjs +13 -0
  360. package/nodes/core/NodeKeywords.js +5 -16
  361. package/nodes/core/NodeKeywords.mjs +44 -0
  362. package/nodes/core/NodeUniform.js +3 -7
  363. package/nodes/core/NodeUniform.mjs +18 -0
  364. package/nodes/core/NodeUtils.js +39 -43
  365. package/nodes/core/NodeUtils.mjs +57 -0
  366. package/nodes/core/NodeVar.js +2 -4
  367. package/nodes/core/NodeVar.mjs +10 -0
  368. package/nodes/core/NodeVary.js +2 -4
  369. package/nodes/core/NodeVary.mjs +10 -0
  370. package/nodes/core/PropertyNode.js +4 -10
  371. package/nodes/core/PropertyNode.mjs +21 -0
  372. package/nodes/core/TempNode.js +5 -11
  373. package/nodes/core/TempNode.mjs +25 -0
  374. package/nodes/core/UniformNode.js +4 -10
  375. package/nodes/core/UniformNode.mjs +23 -0
  376. package/nodes/core/VarNode.js +3 -11
  377. package/nodes/core/VarNode.mjs +31 -0
  378. package/nodes/core/VaryNode.js +6 -15
  379. package/nodes/core/VaryNode.mjs +30 -0
  380. package/nodes/core/constants.js +20 -7
  381. package/nodes/core/constants.mjs +24 -0
  382. package/nodes/display/ColorSpaceNode.js +34 -38
  383. package/nodes/display/ColorSpaceNode.mjs +63 -0
  384. package/nodes/display/NormalMapNode.js +35 -53
  385. package/nodes/display/NormalMapNode.mjs +54 -0
  386. package/nodes/fog/FogNode.js +5 -9
  387. package/nodes/fog/FogNode.mjs +15 -0
  388. package/nodes/fog/FogRangeNode.js +5 -9
  389. package/nodes/fog/FogRangeNode.mjs +17 -0
  390. package/nodes/functions/BSDFs.js +61 -118
  391. package/nodes/functions/BSDFs.mjs +64 -0
  392. package/nodes/lights/LightContextNode.js +14 -23
  393. package/nodes/lights/LightContextNode.mjs +35 -0
  394. package/nodes/lights/LightNode.js +27 -31
  395. package/nodes/lights/LightNode.mjs +58 -0
  396. package/nodes/lights/LightsNode.js +9 -28
  397. package/nodes/lights/LightsNode.mjs +59 -0
  398. package/nodes/loaders/NodeLoader.js +27 -42
  399. package/nodes/loaders/NodeLoader.mjs +66 -0
  400. package/nodes/loaders/NodeMaterialLoader.js +4 -10
  401. package/nodes/loaders/NodeMaterialLoader.mjs +24 -0
  402. package/nodes/loaders/NodeObjectLoader.js +9 -19
  403. package/nodes/loaders/NodeObjectLoader.mjs +40 -0
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  1137. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.cjs.js +0 -1
  1138. package/renderers/webgpu/nodes/WebGPUNodes.cjs.js +0 -1
  1139. package/shaders/ACESFilmicToneMappingShader.cjs.js +0 -1
  1140. package/shaders/AfterimageShader.cjs.js +0 -1
  1141. package/shaders/BasicShader.cjs.js +0 -1
  1142. package/shaders/BleachBypassShader.cjs.js +0 -1
  1143. package/shaders/BlendShader.cjs.js +0 -1
  1144. package/shaders/BokehShader.cjs.js +0 -1
  1145. package/shaders/BokehShader2.cjs.js +0 -1
  1146. package/shaders/BrightnessContrastShader.cjs.js +0 -1
  1147. package/shaders/ColorCorrectionShader.cjs.js +0 -1
  1148. package/shaders/ColorifyShader.cjs.js +0 -1
  1149. package/shaders/ConvolutionShader.cjs.js +0 -1
  1150. package/shaders/CopyShader.cjs.js +0 -1
  1151. package/shaders/DOFMipMapShader.cjs.js +0 -1
  1152. package/shaders/DepthLimitedBlurShader.cjs.js +0 -1
  1153. package/shaders/DigitalGlitch.cjs.js +0 -1
  1154. package/shaders/DotScreenShader.cjs.js +0 -1
  1155. package/shaders/FXAAShader.cjs.js +0 -1
  1156. package/shaders/FilmShader.cjs.js +0 -1
  1157. package/shaders/FocusShader.cjs.js +0 -1
  1158. package/shaders/FreiChenShader.cjs.js +0 -1
  1159. package/shaders/FresnelShader.cjs.js +0 -1
  1160. package/shaders/GammaCorrectionShader.cjs.js +0 -1
  1161. package/shaders/GodRaysShader.cjs.js +0 -1
  1162. package/shaders/HalftoneShader.cjs.js +0 -1
  1163. package/shaders/HorizontalBlurShader.cjs.js +0 -1
  1164. package/shaders/HorizontalTiltShiftShader.cjs.js +0 -1
  1165. package/shaders/HueSaturationShader.cjs.js +0 -1
  1166. package/shaders/KaleidoShader.cjs.js +0 -1
  1167. package/shaders/LuminosityHighPassShader.cjs.js +0 -1
  1168. package/shaders/LuminosityShader.cjs.js +0 -1
  1169. package/shaders/MirrorShader.cjs.js +0 -1
  1170. package/shaders/NormalMapShader.cjs.js +0 -1
  1171. package/shaders/ParallaxShader.cjs.js +0 -1
  1172. package/shaders/PixelShader.cjs.js +0 -1
  1173. package/shaders/RGBShiftShader.cjs.js +0 -1
  1174. package/shaders/SAOShader.cjs.js +0 -1
  1175. package/shaders/SMAAShader.cjs.js +0 -1
  1176. package/shaders/SSAOShader.cjs.js +0 -1
  1177. package/shaders/SSRShader.cjs.js +0 -1
  1178. package/shaders/SepiaShader.cjs.js +0 -1
  1179. package/shaders/SobelOperatorShader.cjs.js +0 -1
  1180. package/shaders/SubsurfaceScatteringShader.cjs.js +0 -1
  1181. package/shaders/TechnicolorShader.cjs.js +0 -1
  1182. package/shaders/ToneMapShader.cjs.js +0 -1
  1183. package/shaders/ToonShader.cjs.js +0 -1
  1184. package/shaders/TriangleBlurShader.cjs.js +0 -1
  1185. package/shaders/UnpackDepthRGBAShader.cjs.js +0 -1
  1186. package/shaders/VerticalBlurShader.cjs.js +0 -1
  1187. package/shaders/VerticalTiltShiftShader.cjs.js +0 -1
  1188. package/shaders/VignetteShader.cjs.js +0 -1
  1189. package/shaders/VolumeShader.cjs.js +0 -1
  1190. package/shaders/WaterRefractionShader.cjs.js +0 -1
  1191. package/shaders/index.cjs.js +0 -1
  1192. package/shaders/index.d.ts +0 -54
  1193. package/shaders/index.js +0 -53
  1194. package/shaders/types.cjs.js +0 -1
  1195. package/textures/FlakesTexture.cjs.js +0 -1
  1196. package/types/helpers.cjs.js +0 -1
  1197. package/types/shared.cjs.js +0 -1
  1198. package/types/shared.js +0 -1
  1199. package/types/utils.cjs.js +0 -1
  1200. package/types/utils.js +0 -1
  1201. package/utils/BufferGeometryUtils.cjs.js +0 -1
  1202. package/utils/GeometryCompressionUtils.cjs.js +0 -1
  1203. package/utils/GeometryUtils.cjs.js +0 -1
  1204. package/utils/LDrawUtils.cjs.js +0 -1
  1205. package/utils/LDrawUtils.d.ts +0 -5
  1206. package/utils/LDrawUtils.js +0 -144
  1207. package/utils/RoughnessMipmapper.cjs.js +0 -1
  1208. package/utils/SceneUtils.cjs.js +0 -1
  1209. package/utils/ShadowMapViewer.cjs.js +0 -1
  1210. package/utils/SkeletonUtils.cjs.js +0 -1
  1211. package/utils/UVsDebug.cjs.js +0 -1
  1212. package/utils/WorkerPool.cjs.js +0 -1
  1213. package/webxr/ARButton.cjs.js +0 -1
  1214. package/webxr/OculusHandModel.cjs.js +0 -1
  1215. package/webxr/OculusHandPointerModel.cjs.js +0 -1
  1216. package/webxr/Text2D.cjs.js +0 -1
  1217. package/webxr/VRButton.cjs.js +0 -1
  1218. package/webxr/XRControllerModelFactory.cjs.js +0 -1
  1219. package/webxr/XREstimatedLight.cjs.js +0 -1
  1220. package/webxr/XRHandMeshModel.cjs.js +0 -1
  1221. package/webxr/XRHandModelFactory.cjs.js +0 -1
  1222. package/webxr/XRHandPrimitiveModel.cjs.js +0 -1
@@ -0,0 +1,144 @@
1
+ import { Vector2, Matrix4 } from "three";
2
+ const SAOShader = {
3
+ defines: {
4
+ NUM_SAMPLES: 7,
5
+ NUM_RINGS: 4,
6
+ NORMAL_TEXTURE: 0,
7
+ DIFFUSE_TEXTURE: 0,
8
+ DEPTH_PACKING: 1,
9
+ PERSPECTIVE_CAMERA: 1
10
+ },
11
+ uniforms: {
12
+ tDepth: { value: null },
13
+ tDiffuse: { value: null },
14
+ tNormal: { value: null },
15
+ size: { value: new Vector2(512, 512) },
16
+ cameraNear: { value: 1 },
17
+ cameraFar: { value: 100 },
18
+ cameraProjectionMatrix: { value: new Matrix4() },
19
+ cameraInverseProjectionMatrix: { value: new Matrix4() },
20
+ scale: { value: 1 },
21
+ intensity: { value: 0.1 },
22
+ bias: { value: 0.5 },
23
+ minResolution: { value: 0 },
24
+ kernelRadius: { value: 100 },
25
+ randomSeed: { value: 0 }
26
+ },
27
+ vertexShader: [
28
+ "varying vec2 vUv;",
29
+ "void main() {",
30
+ " vUv = uv;",
31
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
32
+ "}"
33
+ ].join("\n"),
34
+ fragmentShader: [
35
+ "#include <common>",
36
+ "varying vec2 vUv;",
37
+ "#if DIFFUSE_TEXTURE == 1",
38
+ "uniform sampler2D tDiffuse;",
39
+ "#endif",
40
+ "uniform sampler2D tDepth;",
41
+ "#if NORMAL_TEXTURE == 1",
42
+ "uniform sampler2D tNormal;",
43
+ "#endif",
44
+ "uniform float cameraNear;",
45
+ "uniform float cameraFar;",
46
+ "uniform mat4 cameraProjectionMatrix;",
47
+ "uniform mat4 cameraInverseProjectionMatrix;",
48
+ "uniform float scale;",
49
+ "uniform float intensity;",
50
+ "uniform float bias;",
51
+ "uniform float kernelRadius;",
52
+ "uniform float minResolution;",
53
+ "uniform vec2 size;",
54
+ "uniform float randomSeed;",
55
+ "// RGBA depth",
56
+ "#include <packing>",
57
+ "vec4 getDefaultColor( const in vec2 screenPosition ) {",
58
+ " #if DIFFUSE_TEXTURE == 1",
59
+ " return texture2D( tDiffuse, vUv );",
60
+ " #else",
61
+ " return vec4( 1.0 );",
62
+ " #endif",
63
+ "}",
64
+ "float getDepth( const in vec2 screenPosition ) {",
65
+ " #if DEPTH_PACKING == 1",
66
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
67
+ " #else",
68
+ " return texture2D( tDepth, screenPosition ).x;",
69
+ " #endif",
70
+ "}",
71
+ "float getViewZ( const in float depth ) {",
72
+ " #if PERSPECTIVE_CAMERA == 1",
73
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
74
+ " #else",
75
+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
76
+ " #endif",
77
+ "}",
78
+ "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
79
+ " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
80
+ " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
81
+ " clipPosition *= clipW; // unprojection.",
82
+ " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
83
+ "}",
84
+ "vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {",
85
+ " #if NORMAL_TEXTURE == 1",
86
+ " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
87
+ " #else",
88
+ " return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );",
89
+ " #endif",
90
+ "}",
91
+ "float scaleDividedByCameraFar;",
92
+ "float minResolutionMultipliedByCameraFar;",
93
+ "float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {",
94
+ " vec3 viewDelta = sampleViewPosition - centerViewPosition;",
95
+ " float viewDistance = length( viewDelta );",
96
+ " float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;",
97
+ " return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );",
98
+ "}",
99
+ "// moving costly divides into consts",
100
+ "const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );",
101
+ "const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );",
102
+ "float getAmbientOcclusion( const in vec3 centerViewPosition ) {",
103
+ " // precompute some variables require in getOcclusion.",
104
+ " scaleDividedByCameraFar = scale / cameraFar;",
105
+ " minResolutionMultipliedByCameraFar = minResolution * cameraFar;",
106
+ " vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );",
107
+ " // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/",
108
+ " float angle = rand( vUv + randomSeed ) * PI2;",
109
+ " vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;",
110
+ " vec2 radiusStep = radius;",
111
+ " float occlusionSum = 0.0;",
112
+ " float weightSum = 0.0;",
113
+ " for( int i = 0; i < NUM_SAMPLES; i ++ ) {",
114
+ " vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;",
115
+ " radius += radiusStep;",
116
+ " angle += ANGLE_STEP;",
117
+ " float sampleDepth = getDepth( sampleUv );",
118
+ " if( sampleDepth >= ( 1.0 - EPSILON ) ) {",
119
+ " continue;",
120
+ " }",
121
+ " float sampleViewZ = getViewZ( sampleDepth );",
122
+ " vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );",
123
+ " occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );",
124
+ " weightSum += 1.0;",
125
+ " }",
126
+ " if( weightSum == 0.0 ) discard;",
127
+ " return occlusionSum * ( intensity / weightSum );",
128
+ "}",
129
+ "void main() {",
130
+ " float centerDepth = getDepth( vUv );",
131
+ " if( centerDepth >= ( 1.0 - EPSILON ) ) {",
132
+ " discard;",
133
+ " }",
134
+ " float centerViewZ = getViewZ( centerDepth );",
135
+ " vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );",
136
+ " float ambientOcclusion = getAmbientOcclusion( viewPosition );",
137
+ " gl_FragColor = getDefaultColor( vUv );",
138
+ " gl_FragColor.xyz *= 1.0 - ambientOcclusion;",
139
+ "}"
140
+ ].join("\n")
141
+ };
142
+ export {
143
+ SAOShader
144
+ };
@@ -1,151 +1,272 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
5
- * Preset: SMAA 1x Medium (with color edge detection)
6
- * https://github.com/iryoku/smaa/releases/tag/v2.8
7
- */
8
-
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
9
4
  const SMAAEdgesShader = {
10
5
  defines: {
11
- SMAA_THRESHOLD: '0.1'
6
+ SMAA_THRESHOLD: "0.1"
12
7
  },
13
8
  uniforms: {
14
- tDiffuse: {
15
- value: null
16
- },
17
- resolution: {
18
- value: new Vector2(1 / 1024, 1 / 512)
19
- }
9
+ tDiffuse: { value: null },
10
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
20
11
  },
21
- vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'void SMAAEdgeDetectionVS( vec2 texcoord ) {', ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component
22
- ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component
23
- ' vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );', // WebGL port note: Changed sign in W component
24
- '}', 'void main() {', ' vUv = uv;', ' SMAAEdgeDetectionVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
25
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {', ' vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );', // Calculate color deltas:
26
- ' vec4 delta;', ' vec3 C = texture2D( colorTex, texcoord ).rgb;', ' vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;', ' vec3 t = abs( C - Cleft );', ' delta.x = max( max( t.r, t.g ), t.b );', ' vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;', ' t = abs( C - Ctop );', ' delta.y = max( max( t.r, t.g ), t.b );', // We do the usual threshold:
27
- ' vec2 edges = step( threshold, delta.xy );', // Then discard if there is no edge:
28
- ' if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )', ' discard;', // Calculate right and bottom deltas:
29
- ' vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;', ' t = abs( C - Cright );', ' delta.z = max( max( t.r, t.g ), t.b );', ' vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;', ' t = abs( C - Cbottom );', ' delta.w = max( max( t.r, t.g ), t.b );', // Calculate the maximum delta in the direct neighborhood:
30
- ' float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );', // Calculate left-left and top-top deltas:
31
- ' vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;', ' t = abs( C - Cleftleft );', ' delta.z = max( max( t.r, t.g ), t.b );', ' vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;', ' t = abs( C - Ctoptop );', ' delta.w = max( max( t.r, t.g ), t.b );', // Calculate the final maximum delta:
32
- ' maxDelta = max( max( maxDelta, delta.z ), delta.w );', // Local contrast adaptation in action:
33
- ' edges.xy *= step( 0.5 * maxDelta, delta.xy );', ' return vec4( edges, 0.0, 0.0 );', '}', 'void main() {', ' gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );', '}'].join('\n')
12
+ vertexShader: [
13
+ "uniform vec2 resolution;",
14
+ "varying vec2 vUv;",
15
+ "varying vec4 vOffset[ 3 ];",
16
+ "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
17
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
18
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
19
+ " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
20
+ "}",
21
+ "void main() {",
22
+ " vUv = uv;",
23
+ " SMAAEdgeDetectionVS( vUv );",
24
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
25
+ "}"
26
+ ].join("\n"),
27
+ fragmentShader: [
28
+ "uniform sampler2D tDiffuse;",
29
+ "varying vec2 vUv;",
30
+ "varying vec4 vOffset[ 3 ];",
31
+ "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
32
+ " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
33
+ " vec4 delta;",
34
+ " vec3 C = texture2D( colorTex, texcoord ).rgb;",
35
+ " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
36
+ " vec3 t = abs( C - Cleft );",
37
+ " delta.x = max( max( t.r, t.g ), t.b );",
38
+ " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
39
+ " t = abs( C - Ctop );",
40
+ " delta.y = max( max( t.r, t.g ), t.b );",
41
+ " vec2 edges = step( threshold, delta.xy );",
42
+ " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
43
+ " discard;",
44
+ " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
45
+ " t = abs( C - Cright );",
46
+ " delta.z = max( max( t.r, t.g ), t.b );",
47
+ " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
48
+ " t = abs( C - Cbottom );",
49
+ " delta.w = max( max( t.r, t.g ), t.b );",
50
+ " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
51
+ " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
52
+ " t = abs( C - Cleftleft );",
53
+ " delta.z = max( max( t.r, t.g ), t.b );",
54
+ " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
55
+ " t = abs( C - Ctoptop );",
56
+ " delta.w = max( max( t.r, t.g ), t.b );",
57
+ " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
58
+ " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
59
+ " return vec4( edges, 0.0, 0.0 );",
60
+ "}",
61
+ "void main() {",
62
+ " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
63
+ "}"
64
+ ].join("\n")
34
65
  };
35
66
  const SMAAWeightsShader = {
36
67
  defines: {
37
- SMAA_MAX_SEARCH_STEPS: '8',
38
- SMAA_AREATEX_MAX_DISTANCE: '16',
39
- SMAA_AREATEX_PIXEL_SIZE: '( 1.0 / vec2( 160.0, 560.0 ) )',
40
- SMAA_AREATEX_SUBTEX_SIZE: '( 1.0 / 7.0 )'
68
+ SMAA_MAX_SEARCH_STEPS: "8",
69
+ SMAA_AREATEX_MAX_DISTANCE: "16",
70
+ SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
71
+ SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
41
72
  },
42
73
  uniforms: {
43
- tDiffuse: {
44
- value: null
45
- },
46
- tArea: {
47
- value: null
48
- },
49
- tSearch: {
50
- value: null
51
- },
52
- resolution: {
53
- value: new Vector2(1 / 1024, 1 / 512)
54
- }
74
+ tDiffuse: { value: null },
75
+ tArea: { value: null },
76
+ tSearch: { value: null },
77
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
55
78
  },
56
- vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'varying vec2 vPixcoord;', 'void SMAABlendingWeightCalculationVS( vec2 texcoord ) {', ' vPixcoord = texcoord / resolution;', // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
57
- ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );', // WebGL port note: Changed sign in Y and W components
58
- ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );', // WebGL port note: Changed sign in Y and W components
59
- // And these for the searches, they indicate the ends of the loops:
60
- ' vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );', '}', 'void main() {', ' vUv = uv;', ' SMAABlendingWeightCalculationVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
61
- fragmentShader: ['#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tArea;', 'uniform sampler2D tSearch;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[3];', 'varying vec2 vPixcoord;', '#if __VERSION__ == 100', 'vec2 round( vec2 x ) {', ' return sign( x ) * floor( abs( x ) + 0.5 );', '}', '#endif', 'float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {', // Not required if searchTex accesses are set to point:
62
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
63
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
64
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
65
- ' e.r = bias + e.r * scale;', ' return 255.0 * texture2D( searchTex, e, 0.0 ).r;', '}', 'float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',
66
- /**
67
- * @PSEUDO_GATHER4
68
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
69
- * sample between edge, thus fetching four edges in a row.
70
- * Sampling with different offsets in each direction allows to disambiguate
71
- * which edges are active from the four fetched ones.
72
- */
73
- ' vec2 e = vec2( 0.0, 1.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
74
- ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord -= vec2( 2.0, 0.0 ) * resolution;', ' if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;', ' }', // We correct the previous (-0.25, -0.125) offset we applied:
75
- ' texcoord.x += 0.25 * resolution.x;', // The searches are bias by 1, so adjust the coords accordingly:
76
- ' texcoord.x += resolution.x;', // Disambiguate the length added by the last step:
77
- ' texcoord.x += 2.0 * resolution.x;', // Undo last step
78
- ' texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);', ' return texcoord.x;', '}', 'float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 0.0, 1.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
79
- ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord += vec2( 2.0, 0.0 ) * resolution;', ' if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;', ' }', ' texcoord.x -= 0.25 * resolution.x;', ' texcoord.x -= resolution.x;', ' texcoord.x -= 2.0 * resolution.x;', ' texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );', ' return texcoord.x;', '}', 'float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 1.0, 0.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
80
- ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord += vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign
81
- ' if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;', ' }', ' texcoord.y -= 0.25 * resolution.y;', // WebGL port note: Changed sign
82
- ' texcoord.y -= resolution.y;', // WebGL port note: Changed sign
83
- ' texcoord.y -= 2.0 * resolution.y;', // WebGL port note: Changed sign
84
- ' texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );', // WebGL port note: Changed sign
85
- ' return texcoord.y;', '}', 'float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 1.0, 0.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
86
- ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord -= vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign
87
- ' if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;', ' }', ' texcoord.y += 0.25 * resolution.y;', // WebGL port note: Changed sign
88
- ' texcoord.y += resolution.y;', // WebGL port note: Changed sign
89
- ' texcoord.y += 2.0 * resolution.y;', // WebGL port note: Changed sign
90
- ' texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );', // WebGL port note: Changed sign
91
- ' return texcoord.y;', '}', 'vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {', // Rounding prevents precision errors of bilinear filtering:
92
- ' vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;', // We do a scale and bias for mapping to texel space:
93
- ' texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );', // Move to proper place, according to the subpixel offset:
94
- ' texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;', ' return texture2D( areaTex, texcoord, 0.0 ).rg;', '}', 'vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {', ' vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );', ' vec2 e = texture2D( edgesTex, texcoord ).rg;', ' if ( e.g > 0.0 ) {', // Edge at north
95
- ' vec2 d;', // Find the distance to the left:
96
- ' vec2 coords;', ' coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );', ' coords.y = offset[ 1 ].y;', // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
97
- ' d.x = coords.x;', // Now fetch the left crossing edges, two at a time using bilinear
98
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
99
- // discern what value each edge has:
100
- ' float e1 = texture2D( edgesTex, coords, 0.0 ).r;', // Find the distance to the right:
101
- ' coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );', ' d.y = coords.x;', // We want the distances to be in pixel units (doing this here allow to
102
- // better interleave arithmetic and memory accesses):
103
- ' d = d / resolution.x - pixcoord.x;', // SMAAArea below needs a sqrt, as the areas texture is compressed
104
- // quadratically:
105
- ' vec2 sqrt_d = sqrt( abs( d ) );', // Fetch the right crossing edges:
106
- ' coords.y -= 1.0 * resolution.y;', // WebGL port note: Added
107
- ' float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;', // Ok, we know how this pattern looks like, now it is time for getting
108
- // the actual area:
109
- ' weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );', ' }', ' if ( e.r > 0.0 ) {', // Edge at west
110
- ' vec2 d;', // Find the distance to the top:
111
- ' vec2 coords;', ' coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );', ' coords.x = offset[ 0 ].x;', // offset[1].x = texcoord.x - 0.25 * resolution.x;
112
- ' d.x = coords.y;', // Fetch the top crossing edges:
113
- ' float e1 = texture2D( edgesTex, coords, 0.0 ).g;', // Find the distance to the bottom:
114
- ' coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );', ' d.y = coords.y;', // We want the distances to be in pixel units:
115
- ' d = d / resolution.y - pixcoord.y;', // SMAAArea below needs a sqrt, as the areas texture is compressed
116
- // quadratically:
117
- ' vec2 sqrt_d = sqrt( abs( d ) );', // Fetch the bottom crossing edges:
118
- ' coords.y -= 1.0 * resolution.y;', // WebGL port note: Added
119
- ' float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;', // Get the area for this direction:
120
- ' weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );', ' }', ' return weights;', '}', 'void main() {', ' gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );', '}'].join('\n')
79
+ vertexShader: [
80
+ "uniform vec2 resolution;",
81
+ "varying vec2 vUv;",
82
+ "varying vec4 vOffset[ 3 ];",
83
+ "varying vec2 vPixcoord;",
84
+ "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
85
+ " vPixcoord = texcoord / resolution;",
86
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
87
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
88
+ " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
89
+ "}",
90
+ "void main() {",
91
+ " vUv = uv;",
92
+ " SMAABlendingWeightCalculationVS( vUv );",
93
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
94
+ "}"
95
+ ].join("\n"),
96
+ fragmentShader: [
97
+ "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
98
+ "uniform sampler2D tDiffuse;",
99
+ "uniform sampler2D tArea;",
100
+ "uniform sampler2D tSearch;",
101
+ "uniform vec2 resolution;",
102
+ "varying vec2 vUv;",
103
+ "varying vec4 vOffset[3];",
104
+ "varying vec2 vPixcoord;",
105
+ "#if __VERSION__ == 100",
106
+ "vec2 round( vec2 x ) {",
107
+ " return sign( x ) * floor( abs( x ) + 0.5 );",
108
+ "}",
109
+ "#endif",
110
+ "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
111
+ " e.r = bias + e.r * scale;",
112
+ " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
113
+ "}",
114
+ "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
115
+ " vec2 e = vec2( 0.0, 1.0 );",
116
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
117
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
118
+ " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
119
+ " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
120
+ " }",
121
+ " texcoord.x += 0.25 * resolution.x;",
122
+ " texcoord.x += resolution.x;",
123
+ " texcoord.x += 2.0 * resolution.x;",
124
+ " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
125
+ " return texcoord.x;",
126
+ "}",
127
+ "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
128
+ " vec2 e = vec2( 0.0, 1.0 );",
129
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
130
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
131
+ " texcoord += vec2( 2.0, 0.0 ) * resolution;",
132
+ " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
133
+ " }",
134
+ " texcoord.x -= 0.25 * resolution.x;",
135
+ " texcoord.x -= resolution.x;",
136
+ " texcoord.x -= 2.0 * resolution.x;",
137
+ " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
138
+ " return texcoord.x;",
139
+ "}",
140
+ "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
141
+ " vec2 e = vec2( 1.0, 0.0 );",
142
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
143
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
144
+ " texcoord += vec2( 0.0, 2.0 ) * resolution;",
145
+ " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
146
+ " }",
147
+ " texcoord.y -= 0.25 * resolution.y;",
148
+ " texcoord.y -= resolution.y;",
149
+ " texcoord.y -= 2.0 * resolution.y;",
150
+ " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
151
+ " return texcoord.y;",
152
+ "}",
153
+ "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
154
+ " vec2 e = vec2( 1.0, 0.0 );",
155
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
156
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
157
+ " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
158
+ " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
159
+ " }",
160
+ " texcoord.y += 0.25 * resolution.y;",
161
+ " texcoord.y += resolution.y;",
162
+ " texcoord.y += 2.0 * resolution.y;",
163
+ " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
164
+ " return texcoord.y;",
165
+ "}",
166
+ "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
167
+ " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
168
+ " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
169
+ " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
170
+ " return texture2D( areaTex, texcoord, 0.0 ).rg;",
171
+ "}",
172
+ "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
173
+ " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
174
+ " vec2 e = texture2D( edgesTex, texcoord ).rg;",
175
+ " if ( e.g > 0.0 ) {",
176
+ " vec2 d;",
177
+ " vec2 coords;",
178
+ " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
179
+ " coords.y = offset[ 1 ].y;",
180
+ " d.x = coords.x;",
181
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
182
+ " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
183
+ " d.y = coords.x;",
184
+ " d = d / resolution.x - pixcoord.x;",
185
+ " vec2 sqrt_d = sqrt( abs( d ) );",
186
+ " coords.y -= 1.0 * resolution.y;",
187
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
188
+ " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
189
+ " }",
190
+ " if ( e.r > 0.0 ) {",
191
+ " vec2 d;",
192
+ " vec2 coords;",
193
+ " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
194
+ " coords.x = offset[ 0 ].x;",
195
+ " d.x = coords.y;",
196
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
197
+ " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
198
+ " d.y = coords.y;",
199
+ " d = d / resolution.y - pixcoord.y;",
200
+ " vec2 sqrt_d = sqrt( abs( d ) );",
201
+ " coords.y -= 1.0 * resolution.y;",
202
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
203
+ " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
204
+ " }",
205
+ " return weights;",
206
+ "}",
207
+ "void main() {",
208
+ " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
209
+ "}"
210
+ ].join("\n")
121
211
  };
122
212
  const SMAABlendShader = {
123
213
  uniforms: {
124
- tDiffuse: {
125
- value: null
126
- },
127
- tColor: {
128
- value: null
129
- },
130
- resolution: {
131
- value: new Vector2(1 / 1024, 1 / 512)
132
- }
214
+ tDiffuse: { value: null },
215
+ tColor: { value: null },
216
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
133
217
  },
134
- vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 2 ];', 'void SMAANeighborhoodBlendingVS( vec2 texcoord ) {', ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component
135
- ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component
136
- '}', 'void main() {', ' vUv = uv;', ' SMAANeighborhoodBlendingVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
137
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform sampler2D tColor;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 2 ];', 'vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {', // Fetch the blending weights for current pixel:
138
- ' vec4 a;', ' a.xz = texture2D( blendTex, texcoord ).xz;', ' a.y = texture2D( blendTex, offset[ 1 ].zw ).g;', ' a.w = texture2D( blendTex, offset[ 1 ].xy ).a;', // Is there any blending weight with a value greater than 0.0?
139
- ' if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {', ' return texture2D( colorTex, texcoord, 0.0 );', ' } else {', // Up to 4 lines can be crossing a pixel (one through each edge). We
140
- // favor blending by choosing the line with the maximum weight for each
141
- // direction:
142
- ' vec2 offset;', ' offset.x = a.a > a.b ? a.a : -a.b;', // left vs. right
143
- ' offset.y = a.g > a.r ? -a.g : a.r;', // top vs. bottom // WebGL port note: Changed signs
144
- // Then we go in the direction that has the maximum weight:
145
- ' if ( abs( offset.x ) > abs( offset.y )) {', // horizontal vs. vertical
146
- ' offset.y = 0.0;', ' } else {', ' offset.x = 0.0;', ' }', // Fetch the opposite color and lerp by hand:
147
- ' vec4 C = texture2D( colorTex, texcoord, 0.0 );', ' texcoord += sign( offset ) * resolution;', ' vec4 Cop = texture2D( colorTex, texcoord, 0.0 );', ' float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );', // WebGL port note: Added gamma correction
148
- ' C.xyz = pow(C.xyz, vec3(2.2));', ' Cop.xyz = pow(Cop.xyz, vec3(2.2));', ' vec4 mixed = mix(C, Cop, s);', ' mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));', ' return mixed;', ' }', '}', 'void main() {', ' gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );', '}'].join('\n')
218
+ vertexShader: [
219
+ "uniform vec2 resolution;",
220
+ "varying vec2 vUv;",
221
+ "varying vec4 vOffset[ 2 ];",
222
+ "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
223
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
224
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
225
+ "}",
226
+ "void main() {",
227
+ " vUv = uv;",
228
+ " SMAANeighborhoodBlendingVS( vUv );",
229
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
230
+ "}"
231
+ ].join("\n"),
232
+ fragmentShader: [
233
+ "uniform sampler2D tDiffuse;",
234
+ "uniform sampler2D tColor;",
235
+ "uniform vec2 resolution;",
236
+ "varying vec2 vUv;",
237
+ "varying vec4 vOffset[ 2 ];",
238
+ "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
239
+ " vec4 a;",
240
+ " a.xz = texture2D( blendTex, texcoord ).xz;",
241
+ " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
242
+ " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
243
+ " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
244
+ " return texture2D( colorTex, texcoord, 0.0 );",
245
+ " } else {",
246
+ " vec2 offset;",
247
+ " offset.x = a.a > a.b ? a.a : -a.b;",
248
+ " offset.y = a.g > a.r ? -a.g : a.r;",
249
+ " if ( abs( offset.x ) > abs( offset.y )) {",
250
+ " offset.y = 0.0;",
251
+ " } else {",
252
+ " offset.x = 0.0;",
253
+ " }",
254
+ " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
255
+ " texcoord += sign( offset ) * resolution;",
256
+ " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
257
+ " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
258
+ " C.xyz = pow(C.xyz, vec3(2.2));",
259
+ " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
260
+ " vec4 mixed = mix(C, Cop, s);",
261
+ " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
262
+ " return mixed;",
263
+ " }",
264
+ "}",
265
+ "void main() {",
266
+ " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
267
+ "}"
268
+ ].join("\n")
149
269
  };
150
-
151
- export { SMAABlendShader, SMAAEdgesShader, SMAAWeightsShader };
270
+ exports.SMAABlendShader = SMAABlendShader;
271
+ exports.SMAAEdgesShader = SMAAEdgesShader;
272
+ exports.SMAAWeightsShader = SMAAWeightsShader;