three-stdlib 2.15.1 → 2.16.0

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Files changed (1218) hide show
  1. package/animation/AnimationClipCreator.js +32 -52
  2. package/animation/AnimationClipCreator.mjs +57 -0
  3. package/animation/CCDIKSolver.js +196 -302
  4. package/animation/CCDIKSolver.mjs +223 -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 +14 -23
  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.js +969 -333
  108. package/index.mjs +969 -0
  109. package/interactive/SelectionBox.js +31 -46
  110. package/interactive/SelectionBox.mjs +137 -0
  111. package/interactive/SelectionHelper.js +16 -21
  112. package/interactive/SelectionHelper.mjs +54 -0
  113. package/libs/MeshoptDecoder.js +147 -58
  114. package/libs/MeshoptDecoder.mjs +210 -0
  115. package/libs/MotionControllers.js +66 -208
  116. package/libs/MotionControllers.mjs +261 -0
  117. package/lights/LightProbeGenerator.js +40 -96
  118. package/lights/LightProbeGenerator.mjs +145 -0
  119. package/lights/RectAreaLightUniformsLib.js +32842 -9
  120. package/lights/RectAreaLightUniformsLib.mjs +32842 -0
  121. package/lines/Line2.js +9 -12
  122. package/lines/Line2.mjs +13 -0
  123. package/lines/LineGeometry.js +7 -19
  124. package/lines/LineGeometry.mjs +44 -0
  125. package/lines/LineMaterial.js +51 -89
  126. package/lines/LineMaterial.mjs +539 -0
  127. package/lines/LineSegments2.js +56 -165
  128. package/lines/LineSegments2.mjs +202 -0
  129. package/lines/LineSegmentsGeometry.js +29 -71
  130. package/lines/LineSegmentsGeometry.mjs +124 -0
  131. package/lines/Wireframe.js +15 -29
  132. package/lines/Wireframe.mjs +31 -0
  133. package/lines/WireframeGeometry2.js +8 -9
  134. package/lines/WireframeGeometry2.mjs +13 -0
  135. package/loaders/3DMLoader.js +234 -469
  136. package/loaders/3DMLoader.mjs +802 -0
  137. package/loaders/3MFLoader.js +340 -555
  138. package/loaders/3MFLoader.mjs +837 -0
  139. package/loaders/AMFLoader.js +114 -219
  140. package/loaders/AMFLoader.mjs +284 -0
  141. package/loaders/AssimpLoader.js +328 -725
  142. package/loaders/AssimpLoader.mjs +1396 -0
  143. package/loaders/BVHLoader.js +94 -200
  144. package/loaders/BVHLoader.mjs +207 -0
  145. package/loaders/BasisTextureLoader.js +229 -357
  146. package/loaders/BasisTextureLoader.mjs +474 -0
  147. package/loaders/ColladaLoader.js +932 -1522
  148. package/loaders/ColladaLoader.mjs +2403 -0
  149. package/loaders/DDSLoader.js +42 -108
  150. package/loaders/DDSLoader.mjs +148 -0
  151. package/loaders/DRACOLoader.js +103 -210
  152. package/loaders/DRACOLoader.mjs +340 -0
  153. package/loaders/EXRLoader.js +461 -809
  154. package/loaders/EXRLoader.mjs +1351 -0
  155. package/loaders/FBXLoader.js +842 -1397
  156. package/loaders/FBXLoader.mjs +2362 -0
  157. package/loaders/FontLoader.js +33 -66
  158. package/loaders/FontLoader.mjs +111 -0
  159. package/loaders/GCodeLoader.js +63 -111
  160. package/loaders/GCodeLoader.mjs +141 -0
  161. package/loaders/GLTFLoader.js +771 -1484
  162. package/loaders/GLTFLoader.mjs +2316 -0
  163. package/loaders/HDRCubeTextureLoader.js +45 -50
  164. package/loaders/HDRCubeTextureLoader.mjs +77 -0
  165. package/loaders/KMZLoader.js +42 -55
  166. package/loaders/KMZLoader.mjs +75 -0
  167. package/loaders/KTX2Loader.js +229 -362
  168. package/loaders/KTX2Loader.mjs +427 -0
  169. package/loaders/KTXLoader.js +37 -99
  170. package/loaders/KTXLoader.mjs +87 -0
  171. package/loaders/LDrawLoader.js +313 -746
  172. package/loaders/LDrawLoader.mjs +1409 -0
  173. package/loaders/LUT3dlLoader.js +50 -62
  174. package/loaders/LUT3dlLoader.mjs +100 -0
  175. package/loaders/LUTCubeLoader.js +45 -56
  176. package/loaders/LUTCubeLoader.mjs +104 -0
  177. package/loaders/LWOLoader.js +227 -339
  178. package/loaders/LWOLoader.mjs +625 -0
  179. package/loaders/LottieLoader.js +36 -38
  180. package/loaders/LottieLoader.mjs +47 -0
  181. package/loaders/MD2Loader.js +248 -91
  182. package/loaders/MD2Loader.mjs +359 -0
  183. package/loaders/MDDLoader.js +25 -45
  184. package/loaders/MDDLoader.mjs +58 -0
  185. package/loaders/MMDLoader.js +359 -795
  186. package/loaders/MMDLoader.mjs +998 -0
  187. package/loaders/MTLLoader.js +91 -201
  188. package/loaders/MTLLoader.mjs +280 -0
  189. package/loaders/NRRDLoader.js +182 -263
  190. package/loaders/NRRDLoader.mjs +401 -0
  191. package/loaders/NodeMaterialLoader.js +121 -14
  192. package/loaders/NodeMaterialLoader.mjs +146 -0
  193. package/loaders/OBJLoader.js +161 -283
  194. package/loaders/OBJLoader.mjs +487 -0
  195. package/loaders/PCDLoader.js +145 -164
  196. package/loaders/PCDLoader.mjs +248 -0
  197. package/loaders/PDBLoader.js +45 -63
  198. package/loaders/PDBLoader.mjs +246 -0
  199. package/loaders/PLYLoader.js +106 -203
  200. package/loaders/PLYLoader.mjs +317 -0
  201. package/loaders/PRWMLoader.js +73 -110
  202. package/loaders/PRWMLoader.mjs +160 -0
  203. package/loaders/PVRLoader.js +32 -93
  204. package/loaders/PVRLoader.mjs +131 -0
  205. package/loaders/RGBELoader.js +96 -233
  206. package/loaders/RGBELoader.mjs +244 -0
  207. package/loaders/RGBMLoader.js +344 -514
  208. package/loaders/RGBMLoader.mjs +998 -0
  209. package/loaders/STLLoader.js +59 -165
  210. package/loaders/STLLoader.mjs +190 -0
  211. package/loaders/SVGLoader.js +481 -851
  212. package/loaders/SVGLoader.mjs +1709 -0
  213. package/loaders/TDSLoader.js +137 -527
  214. package/loaders/TDSLoader.mjs +480 -0
  215. package/loaders/TGALoader.js +94 -205
  216. package/loaders/TGALoader.mjs +285 -0
  217. package/loaders/TTFLoader.js +58 -79
  218. package/loaders/TTFLoader.mjs +131 -0
  219. package/loaders/TiltLoader.js +129 -167
  220. package/loaders/TiltLoader.mjs +373 -0
  221. package/loaders/VOXLoader.js +320 -84
  222. package/loaders/VOXLoader.mjs +431 -0
  223. package/loaders/VRMLLoader.js +786 -1268
  224. package/loaders/VRMLLoader.mjs +2093 -0
  225. package/loaders/VRMLoader.js +23 -31
  226. package/loaders/VRMLoader.mjs +38 -0
  227. package/loaders/VTKLoader.js +219 -407
  228. package/loaders/VTKLoader.mjs +646 -0
  229. package/loaders/XLoader.js +1083 -1259
  230. package/loaders/XLoader.mjs +1258 -0
  231. package/loaders/XYZLoader.js +28 -34
  232. package/loaders/XYZLoader.mjs +60 -0
  233. package/loaders/lwo/IFFParser.js +238 -492
  234. package/loaders/lwo/IFFParser.mjs +697 -0
  235. package/loaders/lwo/LWO2Parser.js +176 -279
  236. package/loaders/lwo/LWO2Parser.mjs +327 -0
  237. package/loaders/lwo/LWO3Parser.js +160 -247
  238. package/loaders/lwo/LWO3Parser.mjs +298 -0
  239. package/math/Capsule.js +56 -43
  240. package/math/Capsule.mjs +100 -0
  241. package/math/ColorConverter.js +18 -32
  242. package/math/ColorConverter.mjs +51 -0
  243. package/math/ConvexHull.js +97 -357
  244. package/math/ConvexHull.mjs +574 -0
  245. package/math/ImprovedNoise.js +282 -32
  246. package/math/ImprovedNoise.mjs +302 -0
  247. package/math/Lut.js +51 -35
  248. package/math/Lut.mjs +135 -0
  249. package/math/MeshSurfaceSampler.js +25 -68
  250. package/math/MeshSurfaceSampler.mjs +107 -0
  251. package/math/OBB.js +91 -152
  252. package/math/OBB.mjs +235 -0
  253. package/math/Octree.js +76 -139
  254. package/math/Octree.mjs +278 -0
  255. package/math/SimplexNoise.js +217 -238
  256. package/math/SimplexNoise.mjs +425 -0
  257. package/misc/ConvexObjectBreaker.js +79 -185
  258. package/misc/ConvexObjectBreaker.mjs +292 -0
  259. package/misc/GPUComputationRenderer.js +69 -194
  260. package/misc/GPUComputationRenderer.mjs +171 -0
  261. package/misc/Gyroscope.js +16 -22
  262. package/misc/Gyroscope.mjs +35 -0
  263. package/misc/MD2Character.js +52 -74
  264. package/misc/MD2Character.mjs +162 -0
  265. package/misc/MD2CharacterComplex.js +112 -163
  266. package/misc/MD2CharacterComplex.mjs +328 -0
  267. package/misc/MorphAnimMesh.js +20 -28
  268. package/misc/MorphAnimMesh.mjs +40 -0
  269. package/misc/MorphBlendMesh.js +45 -69
  270. package/misc/MorphBlendMesh.mjs +179 -0
  271. package/misc/ProgressiveLightmap.js +70 -187
  272. package/misc/ProgressiveLightmap.mjs +166 -0
  273. package/misc/RollerCoaster.js +106 -135
  274. package/misc/RollerCoaster.mjs +346 -0
  275. package/misc/TubePainter.js +74 -92
  276. package/misc/TubePainter.mjs +123 -0
  277. package/misc/Volume.js +108 -270
  278. package/misc/Volume.mjs +244 -0
  279. package/misc/VolumeSlice.js +34 -122
  280. package/misc/VolumeSlice.mjs +106 -0
  281. package/misc/WebGL.js +37 -34
  282. package/misc/WebGL.mjs +74 -0
  283. package/modifiers/CurveModifier.js +46 -151
  284. package/modifiers/CurveModifier.mjs +182 -0
  285. package/modifiers/EdgeSplitModifier.js +46 -90
  286. package/modifiers/EdgeSplitModifier.mjs +162 -0
  287. package/modifiers/SimplifyModifier.js +77 -202
  288. package/modifiers/SimplifyModifier.mjs +282 -0
  289. package/modifiers/TessellateModifier.js +65 -90
  290. package/modifiers/TessellateModifier.mjs +206 -0
  291. package/nodes/Nodes.js +274 -140
  292. package/nodes/Nodes.mjs +400 -0
  293. package/nodes/ShaderNode.js +296 -196
  294. package/nodes/ShaderNode.mjs +408 -0
  295. package/nodes/accessors/BufferNode.js +4 -8
  296. package/nodes/accessors/BufferNode.mjs +15 -0
  297. package/nodes/accessors/CameraNode.js +20 -25
  298. package/nodes/accessors/CameraNode.mjs +44 -0
  299. package/nodes/accessors/CubeTextureNode.js +14 -26
  300. package/nodes/accessors/CubeTextureNode.mjs +42 -0
  301. package/nodes/accessors/MaterialNode.js +43 -53
  302. package/nodes/accessors/MaterialNode.mjs +71 -0
  303. package/nodes/accessors/MaterialReferenceNode.js +3 -6
  304. package/nodes/accessors/MaterialReferenceNode.mjs +14 -0
  305. package/nodes/accessors/ModelNode.js +3 -5
  306. package/nodes/accessors/ModelNode.mjs +9 -0
  307. package/nodes/accessors/ModelViewProjectionNode.js +14 -13
  308. package/nodes/accessors/ModelViewProjectionNode.mjs +24 -0
  309. package/nodes/accessors/NormalNode.js +40 -39
  310. package/nodes/accessors/NormalNode.mjs +62 -0
  311. package/nodes/accessors/Object3DNode.js +40 -50
  312. package/nodes/accessors/Object3DNode.mjs +76 -0
  313. package/nodes/accessors/PointUVNode.js +5 -9
  314. package/nodes/accessors/PointUVNode.mjs +13 -0
  315. package/nodes/accessors/PositionNode.js +42 -41
  316. package/nodes/accessors/PositionNode.mjs +65 -0
  317. package/nodes/accessors/ReferenceNode.js +10 -17
  318. package/nodes/accessors/ReferenceNode.mjs +37 -0
  319. package/nodes/accessors/ReflectNode.js +23 -26
  320. package/nodes/accessors/ReflectNode.mjs +43 -0
  321. package/nodes/accessors/SkinningNode.js +46 -48
  322. package/nodes/accessors/SkinningNode.mjs +58 -0
  323. package/nodes/accessors/TextureNode.js +14 -29
  324. package/nodes/accessors/TextureNode.mjs +54 -0
  325. package/nodes/accessors/UVNode.js +5 -11
  326. package/nodes/accessors/UVNode.mjs +23 -0
  327. package/nodes/core/ArrayUniformNode.js +3 -7
  328. package/nodes/core/ArrayUniformNode.mjs +14 -0
  329. package/nodes/core/AttributeNode.js +5 -12
  330. package/nodes/core/AttributeNode.mjs +30 -0
  331. package/nodes/core/BypassNode.js +5 -12
  332. package/nodes/core/BypassNode.mjs +22 -0
  333. package/nodes/core/CodeNode.js +4 -12
  334. package/nodes/core/CodeNode.mjs +28 -0
  335. package/nodes/core/ConstNode.js +3 -7
  336. package/nodes/core/ConstNode.mjs +14 -0
  337. package/nodes/core/ContextNode.js +3 -8
  338. package/nodes/core/ContextNode.mjs +22 -0
  339. package/nodes/core/ExpressionNode.js +5 -9
  340. package/nodes/core/ExpressionNode.mjs +19 -0
  341. package/nodes/core/FunctionCallNode.js +6 -15
  342. package/nodes/core/FunctionCallNode.mjs +37 -0
  343. package/nodes/core/FunctionNode.js +10 -25
  344. package/nodes/core/FunctionNode.mjs +56 -0
  345. package/nodes/core/InputNode.js +12 -23
  346. package/nodes/core/InputNode.mjs +38 -0
  347. package/nodes/core/Node.js +35 -75
  348. package/nodes/core/Node.mjs +139 -0
  349. package/nodes/core/NodeAttribute.js +2 -4
  350. package/nodes/core/NodeAttribute.mjs +10 -0
  351. package/nodes/core/NodeBuilder.js +110 -224
  352. package/nodes/core/NodeBuilder.mjs +395 -0
  353. package/nodes/core/NodeCode.js +4 -7
  354. package/nodes/core/NodeCode.mjs +11 -0
  355. package/nodes/core/NodeFrame.js +9 -12
  356. package/nodes/core/NodeFrame.mjs +35 -0
  357. package/nodes/core/NodeFunctionInput.js +3 -5
  358. package/nodes/core/NodeFunctionInput.mjs +13 -0
  359. package/nodes/core/NodeKeywords.js +5 -16
  360. package/nodes/core/NodeKeywords.mjs +44 -0
  361. package/nodes/core/NodeUniform.js +3 -7
  362. package/nodes/core/NodeUniform.mjs +18 -0
  363. package/nodes/core/NodeUtils.js +39 -43
  364. package/nodes/core/NodeUtils.mjs +57 -0
  365. package/nodes/core/NodeVar.js +2 -4
  366. package/nodes/core/NodeVar.mjs +10 -0
  367. package/nodes/core/NodeVary.js +2 -4
  368. package/nodes/core/NodeVary.mjs +10 -0
  369. package/nodes/core/PropertyNode.js +4 -10
  370. package/nodes/core/PropertyNode.mjs +21 -0
  371. package/nodes/core/TempNode.js +5 -11
  372. package/nodes/core/TempNode.mjs +25 -0
  373. package/nodes/core/UniformNode.js +4 -10
  374. package/nodes/core/UniformNode.mjs +23 -0
  375. package/nodes/core/VarNode.js +3 -11
  376. package/nodes/core/VarNode.mjs +31 -0
  377. package/nodes/core/VaryNode.js +6 -15
  378. package/nodes/core/VaryNode.mjs +30 -0
  379. package/nodes/core/constants.js +20 -7
  380. package/nodes/core/constants.mjs +24 -0
  381. package/nodes/display/ColorSpaceNode.js +34 -38
  382. package/nodes/display/ColorSpaceNode.mjs +63 -0
  383. package/nodes/display/NormalMapNode.js +35 -53
  384. package/nodes/display/NormalMapNode.mjs +54 -0
  385. package/nodes/fog/FogNode.js +5 -9
  386. package/nodes/fog/FogNode.mjs +15 -0
  387. package/nodes/fog/FogRangeNode.js +5 -9
  388. package/nodes/fog/FogRangeNode.mjs +17 -0
  389. package/nodes/functions/BSDFs.js +61 -118
  390. package/nodes/functions/BSDFs.mjs +64 -0
  391. package/nodes/lights/LightContextNode.js +14 -23
  392. package/nodes/lights/LightContextNode.mjs +35 -0
  393. package/nodes/lights/LightNode.js +27 -31
  394. package/nodes/lights/LightNode.mjs +58 -0
  395. package/nodes/lights/LightsNode.js +9 -28
  396. package/nodes/lights/LightsNode.mjs +59 -0
  397. package/nodes/loaders/NodeLoader.js +27 -42
  398. package/nodes/loaders/NodeLoader.mjs +66 -0
  399. package/nodes/loaders/NodeMaterialLoader.js +4 -10
  400. package/nodes/loaders/NodeMaterialLoader.mjs +24 -0
  401. package/nodes/loaders/NodeObjectLoader.js +9 -19
  402. package/nodes/loaders/NodeObjectLoader.mjs +40 -0
  403. package/nodes/materials/LineBasicNodeMaterial.js +5 -10
  404. package/nodes/materials/LineBasicNodeMaterial.mjs +27 -0
  405. package/nodes/materials/Materials.js +14 -17
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  1139. package/shaders/AfterimageShader.cjs.js +0 -1
  1140. package/shaders/BasicShader.cjs.js +0 -1
  1141. package/shaders/BleachBypassShader.cjs.js +0 -1
  1142. package/shaders/BlendShader.cjs.js +0 -1
  1143. package/shaders/BokehShader.cjs.js +0 -1
  1144. package/shaders/BokehShader2.cjs.js +0 -1
  1145. package/shaders/BrightnessContrastShader.cjs.js +0 -1
  1146. package/shaders/ColorCorrectionShader.cjs.js +0 -1
  1147. package/shaders/ColorifyShader.cjs.js +0 -1
  1148. package/shaders/ConvolutionShader.cjs.js +0 -1
  1149. package/shaders/CopyShader.cjs.js +0 -1
  1150. package/shaders/DOFMipMapShader.cjs.js +0 -1
  1151. package/shaders/DepthLimitedBlurShader.cjs.js +0 -1
  1152. package/shaders/DigitalGlitch.cjs.js +0 -1
  1153. package/shaders/DotScreenShader.cjs.js +0 -1
  1154. package/shaders/FXAAShader.cjs.js +0 -1
  1155. package/shaders/FilmShader.cjs.js +0 -1
  1156. package/shaders/FocusShader.cjs.js +0 -1
  1157. package/shaders/FreiChenShader.cjs.js +0 -1
  1158. package/shaders/FresnelShader.cjs.js +0 -1
  1159. package/shaders/GammaCorrectionShader.cjs.js +0 -1
  1160. package/shaders/GodRaysShader.cjs.js +0 -1
  1161. package/shaders/HalftoneShader.cjs.js +0 -1
  1162. package/shaders/HorizontalBlurShader.cjs.js +0 -1
  1163. package/shaders/HorizontalTiltShiftShader.cjs.js +0 -1
  1164. package/shaders/HueSaturationShader.cjs.js +0 -1
  1165. package/shaders/KaleidoShader.cjs.js +0 -1
  1166. package/shaders/LuminosityHighPassShader.cjs.js +0 -1
  1167. package/shaders/LuminosityShader.cjs.js +0 -1
  1168. package/shaders/MirrorShader.cjs.js +0 -1
  1169. package/shaders/NormalMapShader.cjs.js +0 -1
  1170. package/shaders/ParallaxShader.cjs.js +0 -1
  1171. package/shaders/PixelShader.cjs.js +0 -1
  1172. package/shaders/RGBShiftShader.cjs.js +0 -1
  1173. package/shaders/SAOShader.cjs.js +0 -1
  1174. package/shaders/SMAAShader.cjs.js +0 -1
  1175. package/shaders/SSAOShader.cjs.js +0 -1
  1176. package/shaders/SSRShader.cjs.js +0 -1
  1177. package/shaders/SepiaShader.cjs.js +0 -1
  1178. package/shaders/SobelOperatorShader.cjs.js +0 -1
  1179. package/shaders/SubsurfaceScatteringShader.cjs.js +0 -1
  1180. package/shaders/TechnicolorShader.cjs.js +0 -1
  1181. package/shaders/ToneMapShader.cjs.js +0 -1
  1182. package/shaders/ToonShader.cjs.js +0 -1
  1183. package/shaders/TriangleBlurShader.cjs.js +0 -1
  1184. package/shaders/UnpackDepthRGBAShader.cjs.js +0 -1
  1185. package/shaders/VerticalBlurShader.cjs.js +0 -1
  1186. package/shaders/VerticalTiltShiftShader.cjs.js +0 -1
  1187. package/shaders/VignetteShader.cjs.js +0 -1
  1188. package/shaders/VolumeShader.cjs.js +0 -1
  1189. package/shaders/WaterRefractionShader.cjs.js +0 -1
  1190. package/shaders/types.cjs.js +0 -1
  1191. package/textures/FlakesTexture.cjs.js +0 -1
  1192. package/types/helpers.cjs.js +0 -1
  1193. package/types/shared.cjs.js +0 -1
  1194. package/types/shared.js +0 -1
  1195. package/types/utils.cjs.js +0 -1
  1196. package/types/utils.js +0 -1
  1197. package/utils/BufferGeometryUtils.cjs.js +0 -1
  1198. package/utils/GeometryCompressionUtils.cjs.js +0 -1
  1199. package/utils/GeometryUtils.cjs.js +0 -1
  1200. package/utils/LDrawUtils.cjs.js +0 -1
  1201. package/utils/LDrawUtils.d.ts +0 -5
  1202. package/utils/LDrawUtils.js +0 -144
  1203. package/utils/RoughnessMipmapper.cjs.js +0 -1
  1204. package/utils/SceneUtils.cjs.js +0 -1
  1205. package/utils/ShadowMapViewer.cjs.js +0 -1
  1206. package/utils/SkeletonUtils.cjs.js +0 -1
  1207. package/utils/UVsDebug.cjs.js +0 -1
  1208. package/utils/WorkerPool.cjs.js +0 -1
  1209. package/webxr/ARButton.cjs.js +0 -1
  1210. package/webxr/OculusHandModel.cjs.js +0 -1
  1211. package/webxr/OculusHandPointerModel.cjs.js +0 -1
  1212. package/webxr/Text2D.cjs.js +0 -1
  1213. package/webxr/VRButton.cjs.js +0 -1
  1214. package/webxr/XRControllerModelFactory.cjs.js +0 -1
  1215. package/webxr/XREstimatedLight.cjs.js +0 -1
  1216. package/webxr/XRHandMeshModel.cjs.js +0 -1
  1217. package/webxr/XRHandModelFactory.cjs.js +0 -1
  1218. package/webxr/XRHandPrimitiveModel.cjs.js +0 -1
@@ -1,44 +1,106 @@
1
- /**
2
- * Depth-of-field shader with bokeh
3
- * ported from GLSL shader by Martins Upitis
4
- * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
5
- */
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
6
3
  const BokehShader = {
7
4
  defines: {
8
5
  DEPTH_PACKING: 1,
9
6
  PERSPECTIVE_CAMERA: 1
10
7
  },
11
8
  uniforms: {
12
- tColor: {
13
- value: null
14
- },
15
- tDepth: {
16
- value: null
17
- },
18
- focus: {
19
- value: 1.0
20
- },
21
- aspect: {
22
- value: 1.0
23
- },
24
- aperture: {
25
- value: 0.025
26
- },
27
- maxblur: {
28
- value: 0.01
29
- },
30
- nearClip: {
31
- value: 1.0
32
- },
33
- farClip: {
34
- value: 1000.0
35
- }
9
+ tColor: { value: null },
10
+ tDepth: { value: null },
11
+ focus: { value: 1 },
12
+ aspect: { value: 1 },
13
+ aperture: { value: 0.025 },
14
+ maxblur: { value: 0.01 },
15
+ nearClip: { value: 1 },
16
+ farClip: { value: 1e3 }
36
17
  },
37
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
38
- fragmentShader: ['#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float maxblur;', // max blur amount
39
- 'uniform float aperture;', // aperture - bigger values for shallower depth of field
40
- 'uniform float nearClip;', 'uniform float farClip;', 'uniform float focus;', 'uniform float aspect;', '#include <packing>', 'float getDepth( const in vec2 screenPosition ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, nearClip, farClip );', ' #else', ' return orthographicDepthToViewZ( depth, nearClip, farClip );', ' #endif', '}', 'void main() {', ' vec2 aspectcorrect = vec2( 1.0, aspect );', ' float viewZ = getViewZ( getDepth( vUv ) );', ' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
41
- ' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );', ' vec2 dofblur9 = dofblur * 0.9;', ' vec2 dofblur7 = dofblur * 0.7;', ' vec2 dofblur4 = dofblur * 0.4;', ' vec4 col = vec4( 0.0 );', ' col += texture2D( tColor, vUv.xy );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );', ' gl_FragColor = col / 41.0;', ' gl_FragColor.a = 1.0;', '}'].join('\n')
18
+ vertexShader: [
19
+ "varying vec2 vUv;",
20
+ "void main() {",
21
+ " vUv = uv;",
22
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
23
+ "}"
24
+ ].join("\n"),
25
+ fragmentShader: [
26
+ "#include <common>",
27
+ "varying vec2 vUv;",
28
+ "uniform sampler2D tColor;",
29
+ "uniform sampler2D tDepth;",
30
+ "uniform float maxblur;",
31
+ "uniform float aperture;",
32
+ "uniform float nearClip;",
33
+ "uniform float farClip;",
34
+ "uniform float focus;",
35
+ "uniform float aspect;",
36
+ "#include <packing>",
37
+ "float getDepth( const in vec2 screenPosition ) {",
38
+ " #if DEPTH_PACKING == 1",
39
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
40
+ " #else",
41
+ " return texture2D( tDepth, screenPosition ).x;",
42
+ " #endif",
43
+ "}",
44
+ "float getViewZ( const in float depth ) {",
45
+ " #if PERSPECTIVE_CAMERA == 1",
46
+ " return perspectiveDepthToViewZ( depth, nearClip, farClip );",
47
+ " #else",
48
+ " return orthographicDepthToViewZ( depth, nearClip, farClip );",
49
+ " #endif",
50
+ "}",
51
+ "void main() {",
52
+ " vec2 aspectcorrect = vec2( 1.0, aspect );",
53
+ " float viewZ = getViewZ( getDepth( vUv ) );",
54
+ " float factor = ( focus + viewZ );",
55
+ " vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
56
+ " vec2 dofblur9 = dofblur * 0.9;",
57
+ " vec2 dofblur7 = dofblur * 0.7;",
58
+ " vec2 dofblur4 = dofblur * 0.4;",
59
+ " vec4 col = vec4( 0.0 );",
60
+ " col += texture2D( tColor, vUv.xy );",
61
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
62
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
63
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
64
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
65
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
66
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
67
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
68
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
69
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
70
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
71
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
72
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
73
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
74
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
75
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
76
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
77
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
78
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
79
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
80
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
81
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
82
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
83
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
84
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
85
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
86
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
87
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
88
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
89
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
90
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
91
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
92
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
93
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
94
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
95
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
96
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
97
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
98
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
99
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
100
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
101
+ " gl_FragColor = col / 41.0;",
102
+ " gl_FragColor.a = 1.0;",
103
+ "}"
104
+ ].join("\n")
42
105
  };
43
-
44
- export { BokehShader };
106
+ exports.BokehShader = BokehShader;
@@ -0,0 +1,106 @@
1
+ const BokehShader = {
2
+ defines: {
3
+ DEPTH_PACKING: 1,
4
+ PERSPECTIVE_CAMERA: 1
5
+ },
6
+ uniforms: {
7
+ tColor: { value: null },
8
+ tDepth: { value: null },
9
+ focus: { value: 1 },
10
+ aspect: { value: 1 },
11
+ aperture: { value: 0.025 },
12
+ maxblur: { value: 0.01 },
13
+ nearClip: { value: 1 },
14
+ farClip: { value: 1e3 }
15
+ },
16
+ vertexShader: [
17
+ "varying vec2 vUv;",
18
+ "void main() {",
19
+ " vUv = uv;",
20
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
21
+ "}"
22
+ ].join("\n"),
23
+ fragmentShader: [
24
+ "#include <common>",
25
+ "varying vec2 vUv;",
26
+ "uniform sampler2D tColor;",
27
+ "uniform sampler2D tDepth;",
28
+ "uniform float maxblur;",
29
+ "uniform float aperture;",
30
+ "uniform float nearClip;",
31
+ "uniform float farClip;",
32
+ "uniform float focus;",
33
+ "uniform float aspect;",
34
+ "#include <packing>",
35
+ "float getDepth( const in vec2 screenPosition ) {",
36
+ " #if DEPTH_PACKING == 1",
37
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
38
+ " #else",
39
+ " return texture2D( tDepth, screenPosition ).x;",
40
+ " #endif",
41
+ "}",
42
+ "float getViewZ( const in float depth ) {",
43
+ " #if PERSPECTIVE_CAMERA == 1",
44
+ " return perspectiveDepthToViewZ( depth, nearClip, farClip );",
45
+ " #else",
46
+ " return orthographicDepthToViewZ( depth, nearClip, farClip );",
47
+ " #endif",
48
+ "}",
49
+ "void main() {",
50
+ " vec2 aspectcorrect = vec2( 1.0, aspect );",
51
+ " float viewZ = getViewZ( getDepth( vUv ) );",
52
+ " float factor = ( focus + viewZ );",
53
+ " vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );",
54
+ " vec2 dofblur9 = dofblur * 0.9;",
55
+ " vec2 dofblur7 = dofblur * 0.7;",
56
+ " vec2 dofblur4 = dofblur * 0.4;",
57
+ " vec4 col = vec4( 0.0 );",
58
+ " col += texture2D( tColor, vUv.xy );",
59
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );",
60
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );",
61
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );",
62
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );",
63
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );",
64
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );",
65
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );",
66
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );",
67
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );",
68
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );",
69
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );",
70
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );",
71
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );",
72
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );",
73
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );",
74
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );",
75
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
76
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
77
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
78
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
79
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );",
80
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );",
81
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );",
82
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );",
83
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
84
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );",
85
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
86
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );",
87
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );",
88
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );",
89
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );",
90
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );",
91
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
92
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
93
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
94
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );",
95
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );",
96
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );",
97
+ " col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );",
98
+ " col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );",
99
+ " gl_FragColor = col / 41.0;",
100
+ " gl_FragColor.a = 1.0;",
101
+ "}"
102
+ ].join("\n")
103
+ };
104
+ export {
105
+ BokehShader
106
+ };
@@ -1,98 +1,269 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Depth-of-field shader with bokeh
5
- * ported from GLSL shader by Martins Upitis
6
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
7
- *
8
- * Requires #define RINGS and SAMPLES integers
9
- */
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
10
4
  const BokehShader2 = {
11
5
  uniforms: {
12
- textureWidth: {
13
- value: 1.0
14
- },
15
- textureHeight: {
16
- value: 1.0
17
- },
18
- focalDepth: {
19
- value: 1.0
20
- },
21
- focalLength: {
22
- value: 24.0
23
- },
24
- fstop: {
25
- value: 0.9
26
- },
27
- tColor: {
28
- value: null
29
- },
30
- tDepth: {
31
- value: null
32
- },
33
- maxblur: {
34
- value: 1.0
35
- },
36
- showFocus: {
37
- value: 0
38
- },
39
- manualdof: {
40
- value: 0
41
- },
42
- vignetting: {
43
- value: 0
44
- },
45
- depthblur: {
46
- value: 0
47
- },
48
- threshold: {
49
- value: 0.5
50
- },
51
- gain: {
52
- value: 2.0
53
- },
54
- bias: {
55
- value: 0.5
56
- },
57
- fringe: {
58
- value: 0.7
59
- },
60
- znear: {
61
- value: 0.1
62
- },
63
- zfar: {
64
- value: 100
65
- },
66
- noise: {
67
- value: 1
68
- },
69
- dithering: {
70
- value: 0.0001
71
- },
72
- pentagon: {
73
- value: 0
74
- },
75
- shaderFocus: {
76
- value: 1
77
- },
78
- focusCoords: {
79
- value: new Vector2()
80
- }
6
+ textureWidth: { value: 1 },
7
+ textureHeight: { value: 1 },
8
+ focalDepth: { value: 1 },
9
+ focalLength: { value: 24 },
10
+ fstop: { value: 0.9 },
11
+ tColor: { value: null },
12
+ tDepth: { value: null },
13
+ maxblur: { value: 1 },
14
+ showFocus: { value: 0 },
15
+ manualdof: { value: 0 },
16
+ vignetting: { value: 0 },
17
+ depthblur: { value: 0 },
18
+ threshold: { value: 0.5 },
19
+ gain: { value: 2 },
20
+ bias: { value: 0.5 },
21
+ fringe: { value: 0.7 },
22
+ znear: { value: 0.1 },
23
+ zfar: { value: 100 },
24
+ noise: { value: 1 },
25
+ dithering: { value: 1e-4 },
26
+ pentagon: { value: 0 },
27
+ shaderFocus: { value: 1 },
28
+ focusCoords: { value: new THREE.Vector2() }
81
29
  },
82
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
83
- fragmentShader: ['#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float textureWidth;', 'uniform float textureHeight;', 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below', 'uniform float focalLength; //focal length in mm', 'uniform float fstop; //f-stop value', 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)', '/*', 'make sure that these two values are the same for your camera, otherwise distances will be wrong.', '*/', 'uniform float znear; // camera clipping start', 'uniform float zfar; // camera clipping end', '//------------------------------------------', '//user variables', 'const int samples = SAMPLES; //samples on the first ring', 'const int rings = RINGS; //ring count', 'const int maxringsamples = rings * samples;', 'uniform bool manualdof; // manual dof calculation', 'float ndofstart = 1.0; // near dof blur start', 'float ndofdist = 2.0; // near dof blur falloff distance', 'float fdofstart = 1.0; // far dof blur start', 'float fdofdist = 3.0; // far dof blur falloff distance', 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)', 'uniform bool vignetting; // use optical lens vignetting', 'float vignout = 1.3; // vignetting outer border', 'float vignin = 0.0; // vignetting inner border', 'float vignfade = 22.0; // f-stops till vignete fades', 'uniform bool shaderFocus;', '// disable if you use external focalDepth value', 'uniform vec2 focusCoords;', '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)', '// if center of screen use vec2(0.5, 0.5);', 'uniform float maxblur;', '//clamp value of max blur (0.0 = no blur, 1.0 default)', 'uniform float threshold; // highlight threshold;', 'uniform float gain; // highlight gain;', 'uniform float bias; // bokeh edge bias', 'uniform float fringe; // bokeh chromatic aberration / fringing', 'uniform bool noise; //use noise instead of pattern for sample dithering', 'uniform float dithering;', 'uniform bool depthblur; // blur the depth buffer', 'float dbsize = 1.25; // depth blur size', '/*', 'next part is experimental', 'not looking good with small sample and ring count', 'looks okay starting from samples = 4, rings = 4', '*/', 'uniform bool pentagon; //use pentagon as bokeh shape?', 'float feather = 0.4; //pentagon shape feather', '//------------------------------------------', 'float penta(vec2 coords) {', ' //pentagonal shape', ' float scale = float(rings) - 1.3;', ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);', ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);', ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);', ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);', ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);', ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);', ' vec4 one = vec4( 1.0 );', ' vec4 P = vec4((coords),vec2(scale, scale));', ' vec4 dist = vec4(0.0);', ' float inorout = -4.0;', ' dist.x = dot( P, HS0 );', ' dist.y = dot( P, HS1 );', ' dist.z = dot( P, HS2 );', ' dist.w = dot( P, HS3 );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dot( dist, one );', ' dist.x = dot( P, HS4 );', ' dist.y = HS5.w - abs( P.z );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dist.x;', ' return clamp( inorout, 0.0, 1.0 );', '}', 'float bdepth(vec2 coords) {', ' // Depth buffer blur', ' float d = 0.0;', ' float kernel[9];', ' vec2 offset[9];', ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;', ' offset[0] = vec2(-wh.x,-wh.y);', ' offset[1] = vec2( 0.0, -wh.y);', ' offset[2] = vec2( wh.x -wh.y);', ' offset[3] = vec2(-wh.x, 0.0);', ' offset[4] = vec2( 0.0, 0.0);', ' offset[5] = vec2( wh.x, 0.0);', ' offset[6] = vec2(-wh.x, wh.y);', ' offset[7] = vec2( 0.0, wh.y);', ' offset[8] = vec2( wh.x, wh.y);', ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;', ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;', ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;', ' for( int i=0; i<9; i++ ) {', ' float tmp = texture2D(tDepth, coords + offset[i]).r;', ' d += tmp * kernel[i];', ' }', ' return d;', '}', 'vec3 color(vec2 coords,float blur) {', ' //processing the sample', ' vec3 col = vec3(0.0);', ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);', ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;', ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;', ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;', ' vec3 lumcoeff = vec3(0.299,0.587,0.114);', ' float lum = dot(col.rgb, lumcoeff);', ' float thresh = max((lum-threshold)*gain, 0.0);', ' return col+mix(vec3(0.0),col,thresh*blur);', '}', 'vec3 debugFocus(vec3 col, float blur, float depth) {', ' float edge = 0.002*depth; //distance based edge smoothing', ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);', ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);', ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);', ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);', ' return col;', '}', 'float linearize(float depth) {', ' return -zfar * znear / (depth * (zfar - znear) - zfar);', '}', 'float vignette() {', ' float dist = distance(vUv.xy, vec2(0.5,0.5));', ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);', ' return clamp(dist,0.0,1.0);', '}', 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {', ' float rings2 = float(rings);', ' float step = PI*2.0 / float(ringsamples);', ' float pw = cos(j*step)*i;', ' float ph = sin(j*step)*i;', ' float p = 1.0;', ' if (pentagon) {', ' p = penta(vec2(pw,ph));', ' }', ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;', ' return 1.0 * mix(1.0, i /rings2, bias) * p;', '}', 'void main() {', ' //scene depth calculation', ' float depth = linearize(texture2D(tDepth,vUv.xy).x);', ' // Blur depth?', ' if ( depthblur ) {', ' depth = linearize(bdepth(vUv.xy));', ' }', ' //focal plane calculation', ' float fDepth = focalDepth;', ' if (shaderFocus) {', ' fDepth = linearize(texture2D(tDepth,focusCoords).x);', ' }', ' // dof blur factor calculation', ' float blur = 0.0;', ' if (manualdof) {', ' float a = depth-fDepth; // Focal plane', ' float b = (a-fdofstart)/fdofdist; // Far DoF', ' float c = (-a-ndofstart)/ndofdist; // Near Dof', ' blur = (a>0.0) ? b : c;', ' } else {', ' float f = focalLength; // focal length in mm', ' float d = fDepth*1000.0; // focal plane in mm', ' float o = depth*1000.0; // depth in mm', ' float a = (o*f)/(o-f);', ' float b = (d*f)/(d-f);', ' float c = (d-f)/(d*fstop*CoC);', ' blur = abs(a-b)*c;', ' }', ' blur = clamp(blur,0.0,1.0);', ' // calculation of pattern for dithering', ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;', ' // getting blur x and y step factor', ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;', ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;', ' // calculation of final color', ' vec3 col = vec3(0.0);', ' if(blur < 0.05) {', ' //some optimization thingy', ' col = texture2D(tColor, vUv.xy).rgb;', ' } else {', ' col = texture2D(tColor, vUv.xy).rgb;', ' float s = 1.0;', ' int ringsamples;', ' for (int i = 1; i <= rings; i++) {', ' /*unboxstart*/', ' ringsamples = i * samples;', ' for (int j = 0 ; j < maxringsamples ; j++) {', ' if (j >= ringsamples) break;', ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);', ' }', ' /*unboxend*/', ' }', ' col /= s; //divide by sample count', ' }', ' if (showFocus) {', ' col = debugFocus(col, blur, depth);', ' }', ' if (vignetting) {', ' col *= vignette();', ' }', ' gl_FragColor.rgb = col;', ' gl_FragColor.a = 1.0;', '} '].join('\n')
30
+ vertexShader: [
31
+ "varying vec2 vUv;",
32
+ "void main() {",
33
+ " vUv = uv;",
34
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
35
+ "}"
36
+ ].join("\n"),
37
+ fragmentShader: [
38
+ "#include <common>",
39
+ "varying vec2 vUv;",
40
+ "uniform sampler2D tColor;",
41
+ "uniform sampler2D tDepth;",
42
+ "uniform float textureWidth;",
43
+ "uniform float textureHeight;",
44
+ "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
45
+ "uniform float focalLength; //focal length in mm",
46
+ "uniform float fstop; //f-stop value",
47
+ "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
48
+ "/*",
49
+ "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
50
+ "*/",
51
+ "uniform float znear; // camera clipping start",
52
+ "uniform float zfar; // camera clipping end",
53
+ "//------------------------------------------",
54
+ "//user variables",
55
+ "const int samples = SAMPLES; //samples on the first ring",
56
+ "const int rings = RINGS; //ring count",
57
+ "const int maxringsamples = rings * samples;",
58
+ "uniform bool manualdof; // manual dof calculation",
59
+ "float ndofstart = 1.0; // near dof blur start",
60
+ "float ndofdist = 2.0; // near dof blur falloff distance",
61
+ "float fdofstart = 1.0; // far dof blur start",
62
+ "float fdofdist = 3.0; // far dof blur falloff distance",
63
+ "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
64
+ "uniform bool vignetting; // use optical lens vignetting",
65
+ "float vignout = 1.3; // vignetting outer border",
66
+ "float vignin = 0.0; // vignetting inner border",
67
+ "float vignfade = 22.0; // f-stops till vignete fades",
68
+ "uniform bool shaderFocus;",
69
+ "// disable if you use external focalDepth value",
70
+ "uniform vec2 focusCoords;",
71
+ "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
72
+ "// if center of screen use vec2(0.5, 0.5);",
73
+ "uniform float maxblur;",
74
+ "//clamp value of max blur (0.0 = no blur, 1.0 default)",
75
+ "uniform float threshold; // highlight threshold;",
76
+ "uniform float gain; // highlight gain;",
77
+ "uniform float bias; // bokeh edge bias",
78
+ "uniform float fringe; // bokeh chromatic aberration / fringing",
79
+ "uniform bool noise; //use noise instead of pattern for sample dithering",
80
+ "uniform float dithering;",
81
+ "uniform bool depthblur; // blur the depth buffer",
82
+ "float dbsize = 1.25; // depth blur size",
83
+ "/*",
84
+ "next part is experimental",
85
+ "not looking good with small sample and ring count",
86
+ "looks okay starting from samples = 4, rings = 4",
87
+ "*/",
88
+ "uniform bool pentagon; //use pentagon as bokeh shape?",
89
+ "float feather = 0.4; //pentagon shape feather",
90
+ "//------------------------------------------",
91
+ "float penta(vec2 coords) {",
92
+ " //pentagonal shape",
93
+ " float scale = float(rings) - 1.3;",
94
+ " vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
95
+ " vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
96
+ " vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
97
+ " vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
98
+ " vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
99
+ " vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
100
+ " vec4 one = vec4( 1.0 );",
101
+ " vec4 P = vec4((coords),vec2(scale, scale));",
102
+ " vec4 dist = vec4(0.0);",
103
+ " float inorout = -4.0;",
104
+ " dist.x = dot( P, HS0 );",
105
+ " dist.y = dot( P, HS1 );",
106
+ " dist.z = dot( P, HS2 );",
107
+ " dist.w = dot( P, HS3 );",
108
+ " dist = smoothstep( -feather, feather, dist );",
109
+ " inorout += dot( dist, one );",
110
+ " dist.x = dot( P, HS4 );",
111
+ " dist.y = HS5.w - abs( P.z );",
112
+ " dist = smoothstep( -feather, feather, dist );",
113
+ " inorout += dist.x;",
114
+ " return clamp( inorout, 0.0, 1.0 );",
115
+ "}",
116
+ "float bdepth(vec2 coords) {",
117
+ " // Depth buffer blur",
118
+ " float d = 0.0;",
119
+ " float kernel[9];",
120
+ " vec2 offset[9];",
121
+ " vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
122
+ " offset[0] = vec2(-wh.x,-wh.y);",
123
+ " offset[1] = vec2( 0.0, -wh.y);",
124
+ " offset[2] = vec2( wh.x -wh.y);",
125
+ " offset[3] = vec2(-wh.x, 0.0);",
126
+ " offset[4] = vec2( 0.0, 0.0);",
127
+ " offset[5] = vec2( wh.x, 0.0);",
128
+ " offset[6] = vec2(-wh.x, wh.y);",
129
+ " offset[7] = vec2( 0.0, wh.y);",
130
+ " offset[8] = vec2( wh.x, wh.y);",
131
+ " kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
132
+ " kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
133
+ " kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
134
+ " for( int i=0; i<9; i++ ) {",
135
+ " float tmp = texture2D(tDepth, coords + offset[i]).r;",
136
+ " d += tmp * kernel[i];",
137
+ " }",
138
+ " return d;",
139
+ "}",
140
+ "vec3 color(vec2 coords,float blur) {",
141
+ " //processing the sample",
142
+ " vec3 col = vec3(0.0);",
143
+ " vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
144
+ " col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
145
+ " col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
146
+ " col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
147
+ " vec3 lumcoeff = vec3(0.299,0.587,0.114);",
148
+ " float lum = dot(col.rgb, lumcoeff);",
149
+ " float thresh = max((lum-threshold)*gain, 0.0);",
150
+ " return col+mix(vec3(0.0),col,thresh*blur);",
151
+ "}",
152
+ "vec3 debugFocus(vec3 col, float blur, float depth) {",
153
+ " float edge = 0.002*depth; //distance based edge smoothing",
154
+ " float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
155
+ " float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
156
+ " col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
157
+ " col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
158
+ " return col;",
159
+ "}",
160
+ "float linearize(float depth) {",
161
+ " return -zfar * znear / (depth * (zfar - znear) - zfar);",
162
+ "}",
163
+ "float vignette() {",
164
+ " float dist = distance(vUv.xy, vec2(0.5,0.5));",
165
+ " dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
166
+ " return clamp(dist,0.0,1.0);",
167
+ "}",
168
+ "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
169
+ " float rings2 = float(rings);",
170
+ " float step = PI*2.0 / float(ringsamples);",
171
+ " float pw = cos(j*step)*i;",
172
+ " float ph = sin(j*step)*i;",
173
+ " float p = 1.0;",
174
+ " if (pentagon) {",
175
+ " p = penta(vec2(pw,ph));",
176
+ " }",
177
+ " col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
178
+ " return 1.0 * mix(1.0, i /rings2, bias) * p;",
179
+ "}",
180
+ "void main() {",
181
+ " //scene depth calculation",
182
+ " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
183
+ " // Blur depth?",
184
+ " if ( depthblur ) {",
185
+ " depth = linearize(bdepth(vUv.xy));",
186
+ " }",
187
+ " //focal plane calculation",
188
+ " float fDepth = focalDepth;",
189
+ " if (shaderFocus) {",
190
+ " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
191
+ " }",
192
+ " // dof blur factor calculation",
193
+ " float blur = 0.0;",
194
+ " if (manualdof) {",
195
+ " float a = depth-fDepth; // Focal plane",
196
+ " float b = (a-fdofstart)/fdofdist; // Far DoF",
197
+ " float c = (-a-ndofstart)/ndofdist; // Near Dof",
198
+ " blur = (a>0.0) ? b : c;",
199
+ " } else {",
200
+ " float f = focalLength; // focal length in mm",
201
+ " float d = fDepth*1000.0; // focal plane in mm",
202
+ " float o = depth*1000.0; // depth in mm",
203
+ " float a = (o*f)/(o-f);",
204
+ " float b = (d*f)/(d-f);",
205
+ " float c = (d-f)/(d*fstop*CoC);",
206
+ " blur = abs(a-b)*c;",
207
+ " }",
208
+ " blur = clamp(blur,0.0,1.0);",
209
+ " // calculation of pattern for dithering",
210
+ " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
211
+ " // getting blur x and y step factor",
212
+ " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
213
+ " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
214
+ " // calculation of final color",
215
+ " vec3 col = vec3(0.0);",
216
+ " if(blur < 0.05) {",
217
+ " //some optimization thingy",
218
+ " col = texture2D(tColor, vUv.xy).rgb;",
219
+ " } else {",
220
+ " col = texture2D(tColor, vUv.xy).rgb;",
221
+ " float s = 1.0;",
222
+ " int ringsamples;",
223
+ " for (int i = 1; i <= rings; i++) {",
224
+ " /*unboxstart*/",
225
+ " ringsamples = i * samples;",
226
+ " for (int j = 0 ; j < maxringsamples ; j++) {",
227
+ " if (j >= ringsamples) break;",
228
+ " s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
229
+ " }",
230
+ " /*unboxend*/",
231
+ " }",
232
+ " col /= s; //divide by sample count",
233
+ " }",
234
+ " if (showFocus) {",
235
+ " col = debugFocus(col, blur, depth);",
236
+ " }",
237
+ " if (vignetting) {",
238
+ " col *= vignette();",
239
+ " }",
240
+ " gl_FragColor.rgb = col;",
241
+ " gl_FragColor.a = 1.0;",
242
+ "} "
243
+ ].join("\n")
84
244
  };
85
245
  const BokehDepthShader = {
86
246
  uniforms: {
87
- mNear: {
88
- value: 1.0
89
- },
90
- mFar: {
91
- value: 1000.0
92
- }
247
+ mNear: { value: 1 },
248
+ mFar: { value: 1e3 }
93
249
  },
94
- vertexShader: ['varying float vViewZDepth;', 'void main() {', ' #include <begin_vertex>', ' #include <project_vertex>', ' vViewZDepth = - mvPosition.z;', '}'].join('\n'),
95
- fragmentShader: ['uniform float mNear;', 'uniform float mFar;', 'varying float vViewZDepth;', 'void main() {', ' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );', ' gl_FragColor = vec4( vec3( color ), 1.0 );', '} '].join('\n')
250
+ vertexShader: [
251
+ "varying float vViewZDepth;",
252
+ "void main() {",
253
+ " #include <begin_vertex>",
254
+ " #include <project_vertex>",
255
+ " vViewZDepth = - mvPosition.z;",
256
+ "}"
257
+ ].join("\n"),
258
+ fragmentShader: [
259
+ "uniform float mNear;",
260
+ "uniform float mFar;",
261
+ "varying float vViewZDepth;",
262
+ "void main() {",
263
+ " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
264
+ " gl_FragColor = vec4( vec3( color ), 1.0 );",
265
+ "} "
266
+ ].join("\n")
96
267
  };
97
-
98
- export { BokehDepthShader, BokehShader2 };
268
+ exports.BokehDepthShader = BokehDepthShader;
269
+ exports.BokehShader2 = BokehShader2;