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
@@ -1,24 +1,11 @@
1
- /**
2
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
- * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
4
- * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
5
- *
6
- * - 9 samples per pass
7
- * - standard deviation 2.7
8
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
- */
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
10
3
  const VerticalBlurShader = {
11
4
  uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- v: {
16
- value: 1.0 / 512.0
17
- }
5
+ tDiffuse: { value: null },
6
+ v: { value: 1 / 512 }
18
7
  },
19
- vertexShader:
20
- /* glsl */
21
- `
8
+ vertexShader: `
22
9
  varying vec2 vUv;
23
10
 
24
11
  void main() {
@@ -28,9 +15,7 @@ const VerticalBlurShader = {
28
15
 
29
16
  }
30
17
  `,
31
- fragmentShader:
32
- /* glsl */
33
- `
18
+ fragmentShader: `
34
19
 
35
20
  uniform sampler2D tDiffuse;
36
21
  uniform float v;
@@ -56,5 +41,4 @@ const VerticalBlurShader = {
56
41
  }
57
42
  `
58
43
  };
59
-
60
- export { VerticalBlurShader };
44
+ exports.VerticalBlurShader = VerticalBlurShader;
@@ -0,0 +1,44 @@
1
+ const VerticalBlurShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ v: { value: 1 / 512 }
5
+ },
6
+ vertexShader: `
7
+ varying vec2 vUv;
8
+
9
+ void main() {
10
+
11
+ vUv = uv;
12
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
13
+
14
+ }
15
+ `,
16
+ fragmentShader: `
17
+
18
+ uniform sampler2D tDiffuse;
19
+ uniform float v;
20
+
21
+ varying vec2 vUv;
22
+
23
+ void main() {
24
+
25
+ vec4 sum = vec4( 0.0 );
26
+
27
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
28
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
29
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
30
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
31
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
32
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
33
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
34
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
35
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;
36
+
37
+ gl_FragColor = sum;
38
+
39
+ }
40
+ `
41
+ };
42
+ export {
43
+ VerticalBlurShader
44
+ };
@@ -1,25 +1,37 @@
1
- /**
2
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
- *
4
- * - 9 samples per pass
5
- * - standard deviation 2.7
6
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
- * - "r" parameter control where "focused" horizontal line lies
8
- */
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
9
3
  const VerticalTiltShiftShader = {
10
4
  uniforms: {
11
- tDiffuse: {
12
- value: null
13
- },
14
- v: {
15
- value: 1.0 / 512.0
16
- },
17
- r: {
18
- value: 0.35
19
- }
5
+ tDiffuse: { value: null },
6
+ v: { value: 1 / 512 },
7
+ r: { value: 0.35 }
20
8
  },
21
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
22
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float v;', 'uniform float r;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' float vv = v * abs( r - vUv.y );', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;', ' gl_FragColor = sum;', '}'].join('\n')
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float v;",
19
+ "uniform float r;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec4 sum = vec4( 0.0 );",
23
+ " float vv = v * abs( r - vUv.y );",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
31
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
32
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
33
+ " gl_FragColor = sum;",
34
+ "}"
35
+ ].join("\n")
23
36
  };
24
-
25
- export { VerticalTiltShiftShader };
37
+ exports.VerticalTiltShiftShader = VerticalTiltShiftShader;
@@ -0,0 +1,37 @@
1
+ const VerticalTiltShiftShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ v: { value: 1 / 512 },
5
+ r: { value: 0.35 }
6
+ },
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float v;",
17
+ "uniform float r;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 sum = vec4( 0.0 );",
21
+ " float vv = v * abs( r - vUv.y );",
22
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
23
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
31
+ " gl_FragColor = sum;",
32
+ "}"
33
+ ].join("\n")
34
+ };
35
+ export {
36
+ VerticalTiltShiftShader
37
+ };
@@ -1,32 +1,28 @@
1
- /**
2
- * Vignette shader
3
- * based on PaintEffect postprocess from ro.me
4
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
- */
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
6
3
  const VignetteShader = {
7
4
  uniforms: {
8
- tDiffuse: {
9
- value: null
10
- },
11
- offset: {
12
- value: 1.0
13
- },
14
- darkness: {
15
- value: 1.0
16
- }
5
+ tDiffuse: { value: null },
6
+ offset: { value: 1 },
7
+ darkness: { value: 1 }
17
8
  },
18
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
19
- fragmentShader: ['uniform float offset;', 'uniform float darkness;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', // Eskil's vignette
20
- ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );', ' gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',
21
- /*
22
- // alternative version from glfx.js
23
- // this one makes more "dusty" look (as opposed to "burned")
24
- " vec4 color = texture2D( tDiffuse, vUv );",
25
- " float dist = distance( vUv, vec2( 0.5 ) );",
26
- " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
27
- " gl_FragColor = color;",
28
- */
29
- '}'].join('\n')
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform float offset;",
18
+ "uniform float darkness;",
19
+ "uniform sampler2D tDiffuse;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec4 texel = texture2D( tDiffuse, vUv );",
23
+ " vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
24
+ " gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
25
+ "}"
26
+ ].join("\n")
30
27
  };
31
-
32
- export { VignetteShader };
28
+ exports.VignetteShader = VignetteShader;
@@ -0,0 +1,28 @@
1
+ const VignetteShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ offset: { value: 1 },
5
+ darkness: { value: 1 }
6
+ },
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform float offset;",
16
+ "uniform float darkness;",
17
+ "uniform sampler2D tDiffuse;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 texel = texture2D( tDiffuse, vUv );",
21
+ " vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
22
+ " gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
23
+ "}"
24
+ ].join("\n")
25
+ };
26
+ export {
27
+ VignetteShader
28
+ };
@@ -1,81 +1,178 @@
1
- import { Vector3, Vector2 } from 'three';
2
-
3
- /**
4
- * Shaders to render 3D volumes using raycasting.
5
- * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
6
- * This is not the only approach, therefore it's marked 1.
7
- */
8
-
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
9
4
  const VolumeRenderShader1 = {
10
5
  uniforms: {
11
- u_size: {
12
- value: new Vector3(1, 1, 1)
13
- },
14
- u_renderstyle: {
15
- value: 0
16
- },
17
- u_renderthreshold: {
18
- value: 0.5
19
- },
20
- u_clim: {
21
- value: new Vector2(1, 1)
22
- },
23
- u_data: {
24
- value: null
25
- },
26
- u_cmdata: {
27
- value: null
28
- }
6
+ u_size: { value: new THREE.Vector3(1, 1, 1) },
7
+ u_renderstyle: { value: 0 },
8
+ u_renderthreshold: { value: 0.5 },
9
+ u_clim: { value: new THREE.Vector2(1, 1) },
10
+ u_data: { value: null },
11
+ u_cmdata: { value: null }
29
12
  },
30
- vertexShader: [' varying vec4 v_nearpos;', ' varying vec4 v_farpos;', ' varying vec3 v_position;', ' void main() {', // Prepare transforms to map to "camera view". See also:
31
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
32
- ' mat4 viewtransformf = modelViewMatrix;', ' mat4 viewtransformi = inverse(modelViewMatrix);', // Project local vertex coordinate to camera position. Then do a step
33
- // backward (in cam coords) to the near clipping plane, and project back. Do
34
- // the same for the far clipping plane. This gives us all the information we
35
- // need to calculate the ray and truncate it to the viewing cone.
36
- ' vec4 position4 = vec4(position, 1.0);', ' vec4 pos_in_cam = viewtransformf * position4;', // Intersection of ray and near clipping plane (z = -1 in clip coords)
37
- ' pos_in_cam.z = -pos_in_cam.w;', ' v_nearpos = viewtransformi * pos_in_cam;', // Intersection of ray and far clipping plane (z = +1 in clip coords)
38
- ' pos_in_cam.z = pos_in_cam.w;', ' v_farpos = viewtransformi * pos_in_cam;', // Set varyings and output pos
39
- ' v_position = position;', ' gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;', ' }'].join('\n'),
40
- fragmentShader: [' precision highp float;', ' precision mediump sampler3D;', ' uniform vec3 u_size;', ' uniform int u_renderstyle;', ' uniform float u_renderthreshold;', ' uniform vec2 u_clim;', ' uniform sampler3D u_data;', ' uniform sampler2D u_cmdata;', ' varying vec3 v_position;', ' varying vec4 v_nearpos;', ' varying vec4 v_farpos;', // The maximum distance through our rendering volume is sqrt(3).
41
- ' const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3', ' const int REFINEMENT_STEPS = 4;', ' const float relative_step_size = 1.0;', ' const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);', ' const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);', ' const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);', ' const float shininess = 40.0;', ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);', ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);', ' float sample1(vec3 texcoords);', ' vec4 apply_colormap(float val);', ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);', ' void main() {', // Normalize clipping plane info
42
- ' vec3 farpos = v_farpos.xyz / v_farpos.w;', ' vec3 nearpos = v_nearpos.xyz / v_nearpos.w;', // Calculate unit vector pointing in the view direction through this fragment.
43
- ' vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);', // Compute the (negative) distance to the front surface or near clipping plane.
44
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
45
- // product below is the distance from near clip plane to the back of the cuboid
46
- ' float distance = dot(nearpos - v_position, view_ray);', ' distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,', ' (u_size.x - 0.5 - v_position.x) / view_ray.x));', ' distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,', ' (u_size.y - 0.5 - v_position.y) / view_ray.y));', ' distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,', ' (u_size.z - 0.5 - v_position.z) / view_ray.z));', // Now we have the starting position on the front surface
47
- ' vec3 front = v_position + view_ray * distance;', // Decide how many steps to take
48
- ' int nsteps = int(-distance / relative_step_size + 0.5);', ' if ( nsteps < 1 )', ' discard;', // Get starting location and step vector in texture coordinates
49
- ' vec3 step = ((v_position - front) / u_size) / float(nsteps);', ' vec3 start_loc = front / u_size;', // For testing: show the number of steps. This helps to establish
50
- // whether the rays are correctly oriented
51
- //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
52
- //'return;',
53
- ' if (u_renderstyle == 0)', ' cast_mip(start_loc, step, nsteps, view_ray);', ' else if (u_renderstyle == 1)', ' cast_iso(start_loc, step, nsteps, view_ray);', ' if (gl_FragColor.a < 0.05)', ' discard;', ' }', ' float sample1(vec3 texcoords) {', ' /* Sample float value from a 3D texture. Assumes intensity data. */', ' return texture(u_data, texcoords.xyz).r;', ' }', ' vec4 apply_colormap(float val) {', ' val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);', ' return texture2D(u_cmdata, vec2(val, 0.5));', ' }', ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {', ' float max_val = -1e6;', ' int max_i = 100;', ' vec3 loc = start_loc;', // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
54
- // non-constant expression. So we use a hard-coded max, and an additional condition
55
- // inside the loop.
56
- ' for (int iter=0; iter<MAX_STEPS; iter++) {', ' if (iter >= nsteps)', ' break;', // Sample from the 3D texture
57
- ' float val = sample1(loc);', // Apply MIP operation
58
- ' if (val > max_val) {', ' max_val = val;', ' max_i = iter;', ' }', // Advance location deeper into the volume
59
- ' loc += step;', ' }', // Refine location, gives crispier images
60
- ' vec3 iloc = start_loc + step * (float(max_i) - 0.5);', ' vec3 istep = step / float(REFINEMENT_STEPS);', ' for (int i=0; i<REFINEMENT_STEPS; i++) {', ' max_val = max(max_val, sample1(iloc));', ' iloc += istep;', ' }', // Resolve final color
61
- ' gl_FragColor = apply_colormap(max_val);', ' }', ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {', ' gl_FragColor = vec4(0.0); // init transparent', ' vec4 color3 = vec4(0.0); // final color', ' vec3 dstep = 1.5 / u_size; // step to sample derivative', ' vec3 loc = start_loc;', ' float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);', // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
62
- // non-constant expression. So we use a hard-coded max, and an additional condition
63
- // inside the loop.
64
- ' for (int iter=0; iter<MAX_STEPS; iter++) {', ' if (iter >= nsteps)', ' break;', // Sample from the 3D texture
65
- ' float val = sample1(loc);', ' if (val > low_threshold) {', // Take the last interval in smaller steps
66
- ' vec3 iloc = loc - 0.5 * step;', ' vec3 istep = step / float(REFINEMENT_STEPS);', ' for (int i=0; i<REFINEMENT_STEPS; i++) {', ' val = sample1(iloc);', ' if (val > u_renderthreshold) {', ' gl_FragColor = add_lighting(val, iloc, dstep, view_ray);', ' return;', ' }', ' iloc += istep;', ' }', ' }', // Advance location deeper into the volume
67
- ' loc += step;', ' }', ' }', ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)', ' {', // Calculate color by incorporating lighting
68
- // View direction
69
- ' vec3 V = normalize(view_ray);', // calculate normal vector from gradient
70
- ' vec3 N;', ' float val1, val2;', ' val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));', ' val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));', ' N[0] = val1 - val2;', ' val = max(max(val1, val2), val);', ' val1 = sample1(loc + vec3(0.0, -step[1], 0.0));', ' val2 = sample1(loc + vec3(0.0, +step[1], 0.0));', ' N[1] = val1 - val2;', ' val = max(max(val1, val2), val);', ' val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));', ' val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));', ' N[2] = val1 - val2;', ' val = max(max(val1, val2), val);', ' float gm = length(N); // gradient magnitude', ' N = normalize(N);', // Flip normal so it points towards viewer
71
- ' float Nselect = float(dot(N, V) > 0.0);', ' N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;', // Init colors
72
- ' vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);', ' vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);', ' vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);', // note: could allow multiple lights
73
- ' for (int i=0; i<1; i++)', ' {', // Get light direction (make sure to prevent zero devision)
74
- ' vec3 L = normalize(view_ray); //lightDirs[i];', ' float lightEnabled = float( length(L) > 0.0 );', ' L = normalize(L + (1.0 - lightEnabled));', // Calculate lighting properties
75
- ' float lambertTerm = clamp(dot(N, L), 0.0, 1.0);', ' vec3 H = normalize(L+V); // Halfway vector', ' float specularTerm = pow(max(dot(H, N), 0.0), shininess);', // Calculate mask
76
- ' float mask1 = lightEnabled;', // Calculate colors
77
- ' ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;', ' diffuse_color += mask1 * lambertTerm;', ' specular_color += mask1 * specularTerm * specular_color;', ' }', // Calculate final color by componing different components
78
- ' vec4 final_color;', ' vec4 color = apply_colormap(val);', ' final_color = color * (ambient_color + diffuse_color) + specular_color;', ' final_color.a = color.a;', ' return final_color;', ' }'].join('\n')
13
+ vertexShader: [
14
+ " varying vec4 v_nearpos;",
15
+ " varying vec4 v_farpos;",
16
+ " varying vec3 v_position;",
17
+ " void main() {",
18
+ " mat4 viewtransformf = modelViewMatrix;",
19
+ " mat4 viewtransformi = inverse(modelViewMatrix);",
20
+ " vec4 position4 = vec4(position, 1.0);",
21
+ " vec4 pos_in_cam = viewtransformf * position4;",
22
+ " pos_in_cam.z = -pos_in_cam.w;",
23
+ " v_nearpos = viewtransformi * pos_in_cam;",
24
+ " pos_in_cam.z = pos_in_cam.w;",
25
+ " v_farpos = viewtransformi * pos_in_cam;",
26
+ " v_position = position;",
27
+ " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
28
+ " }"
29
+ ].join("\n"),
30
+ fragmentShader: [
31
+ " precision highp float;",
32
+ " precision mediump sampler3D;",
33
+ " uniform vec3 u_size;",
34
+ " uniform int u_renderstyle;",
35
+ " uniform float u_renderthreshold;",
36
+ " uniform vec2 u_clim;",
37
+ " uniform sampler3D u_data;",
38
+ " uniform sampler2D u_cmdata;",
39
+ " varying vec3 v_position;",
40
+ " varying vec4 v_nearpos;",
41
+ " varying vec4 v_farpos;",
42
+ " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
43
+ " const int REFINEMENT_STEPS = 4;",
44
+ " const float relative_step_size = 1.0;",
45
+ " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
46
+ " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
47
+ " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
48
+ " const float shininess = 40.0;",
49
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
50
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
51
+ " float sample1(vec3 texcoords);",
52
+ " vec4 apply_colormap(float val);",
53
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
54
+ " void main() {",
55
+ " vec3 farpos = v_farpos.xyz / v_farpos.w;",
56
+ " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
57
+ " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
58
+ " float distance = dot(nearpos - v_position, view_ray);",
59
+ " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
60
+ " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
61
+ " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
62
+ " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
63
+ " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
64
+ " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
65
+ " vec3 front = v_position + view_ray * distance;",
66
+ " int nsteps = int(-distance / relative_step_size + 0.5);",
67
+ " if ( nsteps < 1 )",
68
+ " discard;",
69
+ " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
70
+ " vec3 start_loc = front / u_size;",
71
+ " if (u_renderstyle == 0)",
72
+ " cast_mip(start_loc, step, nsteps, view_ray);",
73
+ " else if (u_renderstyle == 1)",
74
+ " cast_iso(start_loc, step, nsteps, view_ray);",
75
+ " if (gl_FragColor.a < 0.05)",
76
+ " discard;",
77
+ " }",
78
+ " float sample1(vec3 texcoords) {",
79
+ " /* Sample float value from a 3D texture. Assumes intensity data. */",
80
+ " return texture(u_data, texcoords.xyz).r;",
81
+ " }",
82
+ " vec4 apply_colormap(float val) {",
83
+ " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
84
+ " return texture2D(u_cmdata, vec2(val, 0.5));",
85
+ " }",
86
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
87
+ " float max_val = -1e6;",
88
+ " int max_i = 100;",
89
+ " vec3 loc = start_loc;",
90
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
91
+ " if (iter >= nsteps)",
92
+ " break;",
93
+ " float val = sample1(loc);",
94
+ " if (val > max_val) {",
95
+ " max_val = val;",
96
+ " max_i = iter;",
97
+ " }",
98
+ " loc += step;",
99
+ " }",
100
+ " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
101
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
102
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
103
+ " max_val = max(max_val, sample1(iloc));",
104
+ " iloc += istep;",
105
+ " }",
106
+ " gl_FragColor = apply_colormap(max_val);",
107
+ " }",
108
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
109
+ " gl_FragColor = vec4(0.0); // init transparent",
110
+ " vec4 color3 = vec4(0.0); // final color",
111
+ " vec3 dstep = 1.5 / u_size; // step to sample derivative",
112
+ " vec3 loc = start_loc;",
113
+ " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
114
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
115
+ " if (iter >= nsteps)",
116
+ " break;",
117
+ " float val = sample1(loc);",
118
+ " if (val > low_threshold) {",
119
+ " vec3 iloc = loc - 0.5 * step;",
120
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
121
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
122
+ " val = sample1(iloc);",
123
+ " if (val > u_renderthreshold) {",
124
+ " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
125
+ " return;",
126
+ " }",
127
+ " iloc += istep;",
128
+ " }",
129
+ " }",
130
+ " loc += step;",
131
+ " }",
132
+ " }",
133
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
134
+ " {",
135
+ " vec3 V = normalize(view_ray);",
136
+ " vec3 N;",
137
+ " float val1, val2;",
138
+ " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
139
+ " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
140
+ " N[0] = val1 - val2;",
141
+ " val = max(max(val1, val2), val);",
142
+ " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
143
+ " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
144
+ " N[1] = val1 - val2;",
145
+ " val = max(max(val1, val2), val);",
146
+ " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
147
+ " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
148
+ " N[2] = val1 - val2;",
149
+ " val = max(max(val1, val2), val);",
150
+ " float gm = length(N); // gradient magnitude",
151
+ " N = normalize(N);",
152
+ " float Nselect = float(dot(N, V) > 0.0);",
153
+ " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
154
+ " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
155
+ " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
156
+ " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
157
+ " for (int i=0; i<1; i++)",
158
+ " {",
159
+ " vec3 L = normalize(view_ray); //lightDirs[i];",
160
+ " float lightEnabled = float( length(L) > 0.0 );",
161
+ " L = normalize(L + (1.0 - lightEnabled));",
162
+ " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
163
+ " vec3 H = normalize(L+V); // Halfway vector",
164
+ " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
165
+ " float mask1 = lightEnabled;",
166
+ " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
167
+ " diffuse_color += mask1 * lambertTerm;",
168
+ " specular_color += mask1 * specularTerm * specular_color;",
169
+ " }",
170
+ " vec4 final_color;",
171
+ " vec4 color = apply_colormap(val);",
172
+ " final_color = color * (ambient_color + diffuse_color) + specular_color;",
173
+ " final_color.a = color.a;",
174
+ " return final_color;",
175
+ " }"
176
+ ].join("\n")
79
177
  };
80
-
81
- export { VolumeRenderShader1 };
178
+ exports.VolumeRenderShader1 = VolumeRenderShader1;