three-stdlib 2.15.2 → 2.16.1

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 (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
  309. package/nodes/accessors/CubeTextureNode.js +26 -14
  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
  311. package/nodes/accessors/MaterialNode.js +53 -43
  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
  313. package/nodes/accessors/MaterialReferenceNode.js +6 -3
  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
  315. package/nodes/accessors/ModelNode.js +5 -3
  316. package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
  317. package/nodes/accessors/ModelViewProjectionNode.js +13 -14
  318. package/nodes/accessors/NormalNode.cjs.js +1 -0
  319. package/nodes/accessors/NormalNode.js +39 -40
  320. package/nodes/accessors/Object3DNode.cjs.js +1 -0
  321. package/nodes/accessors/Object3DNode.js +50 -40
  322. package/nodes/accessors/PointUVNode.cjs.js +1 -0
  323. package/nodes/accessors/PointUVNode.js +9 -5
  324. package/nodes/accessors/PositionNode.cjs.js +1 -0
  325. package/nodes/accessors/PositionNode.js +41 -42
  326. package/nodes/accessors/ReferenceNode.cjs.js +1 -0
  327. package/nodes/accessors/ReferenceNode.js +17 -10
  328. package/nodes/accessors/ReflectNode.cjs.js +1 -0
  329. package/nodes/accessors/ReflectNode.js +26 -23
  330. package/nodes/accessors/SkinningNode.cjs.js +1 -0
  331. package/nodes/accessors/SkinningNode.js +48 -46
  332. package/nodes/accessors/TextureNode.cjs.js +1 -0
  333. package/nodes/accessors/TextureNode.js +29 -14
  334. package/nodes/accessors/UVNode.cjs.js +1 -0
  335. package/nodes/accessors/UVNode.js +11 -5
  336. package/nodes/core/ArrayUniformNode.cjs.js +1 -0
  337. package/nodes/core/ArrayUniformNode.js +7 -3
  338. package/nodes/core/AttributeNode.cjs.js +1 -0
  339. package/nodes/core/AttributeNode.js +12 -5
  340. package/nodes/core/BypassNode.cjs.js +1 -0
  341. package/nodes/core/BypassNode.js +12 -5
  342. package/nodes/core/CodeNode.cjs.js +1 -0
  343. package/nodes/core/CodeNode.js +12 -4
  344. package/nodes/core/ConstNode.cjs.js +1 -0
  345. package/nodes/core/ConstNode.js +7 -3
  346. package/nodes/core/ContextNode.cjs.js +1 -0
  347. package/nodes/core/ContextNode.js +8 -3
  348. package/nodes/core/ExpressionNode.cjs.js +1 -0
  349. package/nodes/core/ExpressionNode.js +9 -5
  350. package/nodes/core/FunctionCallNode.cjs.js +1 -0
  351. package/nodes/core/FunctionCallNode.js +15 -6
  352. package/nodes/core/FunctionNode.cjs.js +1 -0
  353. package/nodes/core/FunctionNode.js +25 -10
  354. package/nodes/core/InputNode.cjs.js +1 -0
  355. package/nodes/core/InputNode.js +23 -12
  356. package/nodes/core/Node.cjs.js +1 -0
  357. package/nodes/core/Node.js +75 -35
  358. package/nodes/core/NodeAttribute.cjs.js +1 -0
  359. package/nodes/core/NodeAttribute.js +4 -2
  360. package/nodes/core/NodeBuilder.cjs.js +1 -0
  361. package/nodes/core/NodeBuilder.js +224 -110
  362. package/nodes/core/NodeCode.cjs.js +1 -0
  363. package/nodes/core/NodeCode.js +7 -4
  364. package/nodes/core/NodeFrame.cjs.js +1 -0
  365. package/nodes/core/NodeFrame.js +12 -9
  366. package/nodes/core/NodeFunction.cjs.js +1 -0
  367. package/nodes/core/NodeFunction.js +17 -0
  368. package/nodes/core/NodeFunctionInput.cjs.js +1 -0
  369. package/nodes/core/NodeFunctionInput.js +5 -3
  370. package/nodes/core/NodeKeywords.cjs.js +1 -0
  371. package/nodes/core/NodeKeywords.js +16 -5
  372. package/nodes/core/NodeParser.cjs.js +1 -0
  373. package/nodes/core/NodeParser.js +8 -0
  374. package/nodes/core/NodeUniform.cjs.js +1 -0
  375. package/nodes/core/NodeUniform.js +7 -3
  376. package/nodes/core/NodeUtils.cjs.js +1 -0
  377. package/nodes/core/NodeUtils.js +43 -39
  378. package/nodes/core/NodeVar.cjs.js +1 -0
  379. package/nodes/core/NodeVar.js +4 -2
  380. package/nodes/core/NodeVary.cjs.js +1 -0
  381. package/nodes/core/NodeVary.js +4 -2
  382. package/nodes/core/PropertyNode.cjs.js +1 -0
  383. package/nodes/core/PropertyNode.js +10 -4
  384. package/nodes/core/TempNode.cjs.js +1 -0
  385. package/nodes/core/TempNode.js +11 -5
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  1133. package/renderers/webgpu/WebGPUSampler.mjs +0 -15
  1134. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,38 +1,43 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- class Refractor extends THREE.Mesh {
1
+ import { Mesh, Color, PerspectiveCamera, Plane, Matrix4, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4 } from 'three';
2
+
3
+ class Refractor extends Mesh {
5
4
  constructor(geometry, options = {}) {
6
5
  super(geometry);
7
- this.type = "Refractor";
6
+ this.type = 'Refractor';
8
7
  const scope = this;
9
- const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
8
+ const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
10
9
  const textureWidth = options.textureWidth || 512;
11
10
  const textureHeight = options.textureHeight || 512;
12
11
  const clipBias = options.clipBias || 0;
13
- const shader = options.shader || Refractor.RefractorShader;
14
- const virtualCamera = new THREE.PerspectiveCamera();
12
+ const shader = options.shader || Refractor.RefractorShader; //
13
+
14
+ const virtualCamera = new PerspectiveCamera();
15
15
  virtualCamera.matrixAutoUpdate = false;
16
- virtualCamera.userData.refractor = true;
17
- const refractorPlane = new THREE.Plane();
18
- const textureMatrix = new THREE.Matrix4();
19
- const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight);
20
- this.material = new THREE.ShaderMaterial({
21
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
16
+ virtualCamera.userData.refractor = true; //
17
+
18
+ const refractorPlane = new Plane();
19
+ const textureMatrix = new Matrix4(); // render target
20
+
21
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight); // material
22
+
23
+ this.material = new ShaderMaterial({
24
+ uniforms: UniformsUtils.clone(shader.uniforms),
22
25
  vertexShader: shader.vertexShader,
23
26
  fragmentShader: shader.fragmentShader,
24
- transparent: true
27
+ transparent: true // ensures, refractors are drawn from farthest to closest
28
+
25
29
  });
26
- this.material.uniforms["color"].value = color;
27
- this.material.uniforms["tDiffuse"].value = renderTarget.texture;
28
- this.material.uniforms["textureMatrix"].value = textureMatrix;
29
- const visible = function() {
30
- const refractorWorldPosition = new THREE.Vector3();
31
- const cameraWorldPosition = new THREE.Vector3();
32
- const rotationMatrix = new THREE.Matrix4();
33
- const view = new THREE.Vector3();
34
- const normal = new THREE.Vector3();
35
- return function visible2(camera) {
30
+ this.material.uniforms['color'].value = color;
31
+ this.material.uniforms['tDiffuse'].value = renderTarget.texture;
32
+ this.material.uniforms['textureMatrix'].value = textureMatrix; // functions
33
+
34
+ const visible = function () {
35
+ const refractorWorldPosition = new Vector3();
36
+ const cameraWorldPosition = new Vector3();
37
+ const rotationMatrix = new Matrix4();
38
+ const view = new Vector3();
39
+ const normal = new Vector3();
40
+ return function visible(camera) {
36
41
  refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
37
42
  cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
38
43
  view.subVectors(refractorWorldPosition, cameraWorldPosition);
@@ -42,88 +47,120 @@ class Refractor extends THREE.Mesh {
42
47
  return view.dot(normal) < 0;
43
48
  };
44
49
  }();
45
- const updateRefractorPlane = function() {
46
- const normal = new THREE.Vector3();
47
- const position = new THREE.Vector3();
48
- const quaternion = new THREE.Quaternion();
49
- const scale = new THREE.Vector3();
50
- return function updateRefractorPlane2() {
50
+
51
+ const updateRefractorPlane = function () {
52
+ const normal = new Vector3();
53
+ const position = new Vector3();
54
+ const quaternion = new Quaternion();
55
+ const scale = new Vector3();
56
+ return function updateRefractorPlane() {
51
57
  scope.matrixWorld.decompose(position, quaternion, scale);
52
- normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
58
+ normal.set(0, 0, 1).applyQuaternion(quaternion).normalize(); // flip the normal because we want to cull everything above the plane
59
+
53
60
  normal.negate();
54
61
  refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
55
62
  };
56
63
  }();
57
- const updateVirtualCamera = function() {
58
- const clipPlane = new THREE.Plane();
59
- const clipVector = new THREE.Vector4();
60
- const q = new THREE.Vector4();
61
- return function updateVirtualCamera2(camera) {
64
+
65
+ const updateVirtualCamera = function () {
66
+ const clipPlane = new Plane();
67
+ const clipVector = new Vector4();
68
+ const q = new Vector4();
69
+ return function updateVirtualCamera(camera) {
62
70
  virtualCamera.matrixWorld.copy(camera.matrixWorld);
63
71
  virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
64
72
  virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
65
- virtualCamera.far = camera.far;
73
+ virtualCamera.far = camera.far; // used in WebGLBackground
74
+ // The following code creates an oblique view frustum for clipping.
75
+ // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
76
+ // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
77
+
66
78
  clipPlane.copy(refractorPlane);
67
79
  clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
68
- clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
80
+ clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant); // calculate the clip-space corner point opposite the clipping plane and
81
+ // transform it into camera space by multiplying it by the inverse of the projection matrix
82
+
69
83
  const projectionMatrix = virtualCamera.projectionMatrix;
70
84
  q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
71
85
  q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
72
- q.z = -1;
73
- q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
74
- clipVector.multiplyScalar(2 / clipVector.dot(q));
86
+ q.z = -1.0;
87
+ q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // calculate the scaled plane vector
88
+
89
+ clipVector.multiplyScalar(2.0 / clipVector.dot(q)); // replacing the third row of the projection matrix
90
+
75
91
  projectionMatrix.elements[2] = clipVector.x;
76
92
  projectionMatrix.elements[6] = clipVector.y;
77
- projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
93
+ projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;
78
94
  projectionMatrix.elements[14] = clipVector.w;
79
95
  };
80
- }();
96
+ }(); // This will update the texture matrix that is used for projective texture mapping in the shader.
97
+ // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
98
+
99
+
81
100
  function updateTextureMatrix(camera) {
82
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
101
+ // this matrix does range mapping to [ 0, 1 ]
102
+ textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); // we use "Object Linear Texgen", so we need to multiply the texture matrix T
103
+ // (matrix above) with the projection and view matrix of the virtual camera
104
+ // and the model matrix of the refractor
105
+
83
106
  textureMatrix.multiply(camera.projectionMatrix);
84
107
  textureMatrix.multiply(camera.matrixWorldInverse);
85
108
  textureMatrix.multiply(scope.matrixWorld);
86
- }
109
+ } //
110
+
111
+
87
112
  function render(renderer, scene, camera) {
88
113
  scope.visible = false;
89
114
  const currentRenderTarget = renderer.getRenderTarget();
90
115
  const currentXrEnabled = renderer.xr.enabled;
91
116
  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
92
- renderer.xr.enabled = false;
93
- renderer.shadowMap.autoUpdate = false;
117
+ renderer.xr.enabled = false; // avoid camera modification
118
+
119
+ renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
120
+
94
121
  renderer.setRenderTarget(renderTarget);
95
- if (renderer.autoClear === false)
96
- renderer.clear();
122
+ if (renderer.autoClear === false) renderer.clear();
97
123
  renderer.render(scene, virtualCamera);
98
124
  renderer.xr.enabled = currentXrEnabled;
99
125
  renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
100
- renderer.setRenderTarget(currentRenderTarget);
126
+ renderer.setRenderTarget(currentRenderTarget); // restore viewport
127
+
101
128
  const viewport = camera.viewport;
102
- if (viewport !== void 0) {
129
+
130
+ if (viewport !== undefined) {
103
131
  renderer.state.viewport(viewport);
104
132
  }
133
+
105
134
  scope.visible = true;
106
- }
107
- this.onBeforeRender = function(renderer, scene, camera) {
108
- renderTarget.texture.encoding = renderer.outputEncoding;
109
- if (camera.userData.refractor === true)
110
- return;
111
- if (!visible(camera) === true)
112
- return;
135
+ } //
136
+
137
+
138
+ this.onBeforeRender = function (renderer, scene, camera) {
139
+ // Render
140
+ renderTarget.texture.encoding = renderer.outputEncoding; // ensure refractors are rendered only once per frame
141
+
142
+ if (camera.userData.refractor === true) return; // avoid rendering when the refractor is viewed from behind
143
+
144
+ if (!visible(camera) === true) return; // update
145
+
113
146
  updateRefractorPlane();
114
147
  updateTextureMatrix(camera);
115
148
  updateVirtualCamera(camera);
116
149
  render(renderer, scene, camera);
117
150
  };
118
- this.getRenderTarget = function() {
151
+
152
+ this.getRenderTarget = function () {
119
153
  return renderTarget;
120
154
  };
121
- this.dispose = function() {
155
+
156
+ this.dispose = function () {
122
157
  renderTarget.dispose();
123
158
  scope.material.dispose();
124
159
  };
125
160
  }
161
+
126
162
  }
163
+
127
164
  Refractor.prototype.isRefractor = true;
128
165
  Refractor.RefractorShader = {
129
166
  uniforms: {
@@ -137,7 +174,9 @@ Refractor.RefractorShader = {
137
174
  value: null
138
175
  }
139
176
  },
140
- vertexShader: `
177
+ vertexShader:
178
+ /* glsl */
179
+ `
141
180
 
142
181
  uniform mat4 textureMatrix;
143
182
 
@@ -149,7 +188,9 @@ Refractor.RefractorShader = {
149
188
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
150
189
 
151
190
  }`,
152
- fragmentShader: `
191
+ fragmentShader:
192
+ /* glsl */
193
+ `
153
194
 
154
195
  uniform vec3 color;
155
196
  uniform sampler2D tDiffuse;
@@ -175,4 +216,5 @@ Refractor.RefractorShader = {
175
216
 
176
217
  }`
177
218
  };
178
- exports.Refractor = Refractor;
219
+
220
+ export { Refractor };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const r=new t.Matrix4;class a extends t.Mesh{constructor(r){const a=new t.MeshBasicMaterial({color:0,transparent:!0,opacity:.6,depthWrite:!1});super(r.geometry,a),this.meshMatrix=r.matrixWorld,this.frustumCulled=!1,this.matrixAutoUpdate=!1}update(t,a){const e=t.normal.x*a.x+t.normal.y*a.y+t.normal.z*a.z+-t.constant*a.w,o=r.elements;o[0]=e-a.x*t.normal.x,o[4]=-a.x*t.normal.y,o[8]=-a.x*t.normal.z,o[12]=-a.x*-t.constant,o[1]=-a.y*t.normal.x,o[5]=e-a.y*t.normal.y,o[9]=-a.y*t.normal.z,o[13]=-a.y*-t.constant,o[2]=-a.z*t.normal.x,o[6]=-a.z*t.normal.y,o[10]=e-a.z*t.normal.z,o[14]=-a.z*-t.constant,o[3]=-a.w*t.normal.x,o[7]=-a.w*t.normal.y,o[11]=-a.w*t.normal.z,o[15]=e-a.w*-t.constant,this.matrix.multiplyMatrices(r,this.meshMatrix)}}a.prototype.isShadowMesh=!0,exports.ShadowMesh=a;
@@ -1,11 +1,15 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const _shadowMatrix = new THREE.Matrix4();
5
- class ShadowMesh extends THREE.Mesh {
1
+ import { Matrix4, Mesh, MeshBasicMaterial } from 'three';
2
+
3
+ /**
4
+ * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
5
+ */
6
+
7
+ const _shadowMatrix = new Matrix4();
8
+
9
+ class ShadowMesh extends Mesh {
6
10
  constructor(mesh) {
7
- const shadowMaterial = new THREE.MeshBasicMaterial({
8
- color: 0,
11
+ const shadowMaterial = new MeshBasicMaterial({
12
+ color: 0x000000,
9
13
  transparent: true,
10
14
  opacity: 0.6,
11
15
  depthWrite: false
@@ -15,7 +19,9 @@ class ShadowMesh extends THREE.Mesh {
15
19
  this.frustumCulled = false;
16
20
  this.matrixAutoUpdate = false;
17
21
  }
22
+
18
23
  update(plane, lightPosition4D) {
24
+ // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
19
25
  const dot = plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + plane.normal.z * lightPosition4D.z + -plane.constant * lightPosition4D.w;
20
26
  const sme = _shadowMatrix.elements;
21
27
  sme[0] = dot - lightPosition4D.x * plane.normal.x;
@@ -36,6 +42,9 @@ class ShadowMesh extends THREE.Mesh {
36
42
  sme[15] = dot - lightPosition4D.w * -plane.constant;
37
43
  this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix);
38
44
  }
45
+
39
46
  }
47
+
40
48
  ShadowMesh.prototype.isShadowMesh = true;
41
- exports.ShadowMesh = ShadowMesh;
49
+
50
+ export { ShadowMesh };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=o(e);class i extends t.Mesh{constructor(){super(new t.BoxGeometry(1,1,1),i.material)}}a.default(i,"SkyShader",{uniforms:{turbidity:{value:2},rayleigh:{value:1},mieCoefficient:{value:.005},mieDirectionalG:{value:.8},sunPosition:{value:new t.Vector3},up:{value:new t.Vector3(0,1,0)}},vertexShader:["uniform vec3 sunPosition;","uniform float rayleigh;","uniform float turbidity;","uniform float mieCoefficient;","uniform vec3 up;","varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","const float e = 2.71828182845904523536028747135266249775724709369995957;","const float pi = 3.141592653589793238462643383279502884197169;","const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );","const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );","const float v = 4.0;","const vec3 K = vec3( 0.686, 0.678, 0.666 );","const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );","const float cutoffAngle = 1.6110731556870734;","const float steepness = 1.5;","const float EE = 1000.0;","float sunIntensity( float zenithAngleCos ) {","\tzenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );","\treturn EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );","}","vec3 totalMie( float T ) {","\tfloat c = ( 0.2 * T ) * 10E-18;","\treturn 0.434 * c * MieConst;","}","void main() {","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvWorldPosition = worldPosition.xyz;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tgl_Position.z = gl_Position.w;","\tvSunDirection = normalize( sunPosition );","\tvSunE = sunIntensity( dot( vSunDirection, up ) );","\tvSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );","\tfloat rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );","\tvBetaR = totalRayleigh * rayleighCoefficient;","\tvBetaM = totalMie( turbidity ) * mieCoefficient;","}"].join("\n"),fragmentShader:["varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","uniform float mieDirectionalG;","uniform vec3 up;","const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );","const float pi = 3.141592653589793238462643383279502884197169;","const float n = 1.0003;","const float N = 2.545E25;","const float rayleighZenithLength = 8.4E3;","const float mieZenithLength = 1.25E3;","const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;","const float THREE_OVER_SIXTEENPI = 0.05968310365946075;","const float ONE_OVER_FOURPI = 0.07957747154594767;","float rayleighPhase( float cosTheta ) {","\treturn THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );","}","float hgPhase( float cosTheta, float g ) {","\tfloat g2 = pow( g, 2.0 );","\tfloat inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );","\treturn ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );","}","void main() {","\tvec3 direction = normalize( vWorldPosition - cameraPos );","\tfloat zenithAngle = acos( max( 0.0, dot( up, direction ) ) );","\tfloat inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );","\tfloat sR = rayleighZenithLength * inverse;","\tfloat sM = mieZenithLength * inverse;","\tvec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );","\tfloat cosTheta = dot( direction, vSunDirection );","\tfloat rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );","\tvec3 betaRTheta = vBetaR * rPhase;","\tfloat mPhase = hgPhase( cosTheta, mieDirectionalG );","\tvec3 betaMTheta = vBetaM * mPhase;","\tvec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );","\tLin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );","\tfloat theta = acos( direction.y ); // elevation --\x3e y-axis, [-pi/2, pi/2]","\tfloat phi = atan( direction.z, direction.x ); // azimuth --\x3e x-axis [-pi/2, pi/2]","\tvec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );","\tvec3 L0 = vec3( 0.1 ) * Fex;","\tfloat sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );","\tL0 += ( vSunE * 19000.0 * Fex ) * sundisk;","\tvec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );","\tvec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );","\tgl_FragColor = vec4( retColor, 1.0 );","#include <tonemapping_fragment>","#include <encodings_fragment>","}"].join("\n")}),a.default(i,"material",new t.ShaderMaterial({name:"SkyShader",fragmentShader:i.SkyShader.fragmentShader,vertexShader:i.SkyShader.vertexShader,uniforms:t.UniformsUtils.clone(i.SkyShader.uniforms),side:t.BackSide,depthWrite:!1})),exports.Sky=i;
package/objects/Sky.js CHANGED
@@ -1,124 +1,85 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const _Sky = class extends THREE.Mesh {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from 'three';
3
+
4
+ /**
5
+ * Based on "A Practical Analytic Model for Daylight"
6
+ * aka The Preetham Model, the de facto standard analytic skydome model
7
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
8
+ *
9
+ * First implemented by Simon Wallner
10
+ * http://www.simonwallner.at/projects/atmospheric-scattering
11
+ *
12
+ * Improved by Martin Upitis
13
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
14
+ *
15
+ * Three.js integration by zz85 http://twitter.com/blurspline
16
+ */
17
+
18
+ class Sky extends Mesh {
5
19
  constructor() {
6
- super(new THREE.BoxGeometry(1, 1, 1), _Sky.material);
20
+ super(new BoxGeometry(1, 1, 1), Sky.material);
7
21
  }
8
- };
9
- let Sky = _Sky;
10
- Sky.SkyShader = {
22
+
23
+ }
24
+
25
+ _defineProperty(Sky, "SkyShader", {
11
26
  uniforms: {
12
- turbidity: { value: 2 },
13
- rayleigh: { value: 1 },
14
- mieCoefficient: { value: 5e-3 },
15
- mieDirectionalG: { value: 0.8 },
16
- sunPosition: { value: new THREE.Vector3() },
17
- up: { value: new THREE.Vector3(0, 1, 0) }
27
+ turbidity: {
28
+ value: 2
29
+ },
30
+ rayleigh: {
31
+ value: 1
32
+ },
33
+ mieCoefficient: {
34
+ value: 0.005
35
+ },
36
+ mieDirectionalG: {
37
+ value: 0.8
38
+ },
39
+ sunPosition: {
40
+ value: new Vector3()
41
+ },
42
+ up: {
43
+ value: new Vector3(0, 1, 0)
44
+ }
18
45
  },
19
- vertexShader: [
20
- "uniform vec3 sunPosition;",
21
- "uniform float rayleigh;",
22
- "uniform float turbidity;",
23
- "uniform float mieCoefficient;",
24
- "uniform vec3 up;",
25
- "varying vec3 vWorldPosition;",
26
- "varying vec3 vSunDirection;",
27
- "varying float vSunfade;",
28
- "varying vec3 vBetaR;",
29
- "varying vec3 vBetaM;",
30
- "varying float vSunE;",
31
- "const float e = 2.71828182845904523536028747135266249775724709369995957;",
32
- "const float pi = 3.141592653589793238462643383279502884197169;",
33
- "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
34
- "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
35
- "const float v = 4.0;",
36
- "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
37
- "const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
38
- "const float cutoffAngle = 1.6110731556870734;",
39
- "const float steepness = 1.5;",
40
- "const float EE = 1000.0;",
41
- "float sunIntensity( float zenithAngleCos ) {",
42
- " zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
43
- " return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
44
- "}",
45
- "vec3 totalMie( float T ) {",
46
- " float c = ( 0.2 * T ) * 10E-18;",
47
- " return 0.434 * c * MieConst;",
48
- "}",
49
- "void main() {",
50
- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
51
- " vWorldPosition = worldPosition.xyz;",
52
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
53
- " gl_Position.z = gl_Position.w;",
54
- " vSunDirection = normalize( sunPosition );",
55
- " vSunE = sunIntensity( dot( vSunDirection, up ) );",
56
- " vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
57
- " float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
58
- " vBetaR = totalRayleigh * rayleighCoefficient;",
59
- " vBetaM = totalMie( turbidity ) * mieCoefficient;",
60
- "}"
61
- ].join("\n"),
62
- fragmentShader: [
63
- "varying vec3 vWorldPosition;",
64
- "varying vec3 vSunDirection;",
65
- "varying float vSunfade;",
66
- "varying vec3 vBetaR;",
67
- "varying vec3 vBetaM;",
68
- "varying float vSunE;",
69
- "uniform float mieDirectionalG;",
70
- "uniform vec3 up;",
71
- "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
72
- "const float pi = 3.141592653589793238462643383279502884197169;",
73
- "const float n = 1.0003;",
74
- "const float N = 2.545E25;",
75
- "const float rayleighZenithLength = 8.4E3;",
76
- "const float mieZenithLength = 1.25E3;",
77
- "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
78
- "const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
79
- "const float ONE_OVER_FOURPI = 0.07957747154594767;",
80
- "float rayleighPhase( float cosTheta ) {",
81
- " return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
82
- "}",
83
- "float hgPhase( float cosTheta, float g ) {",
84
- " float g2 = pow( g, 2.0 );",
85
- " float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
86
- " return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
87
- "}",
88
- "void main() {",
89
- " vec3 direction = normalize( vWorldPosition - cameraPos );",
90
- " float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );",
91
- " float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
92
- " float sR = rayleighZenithLength * inverse;",
93
- " float sM = mieZenithLength * inverse;",
94
- " vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
95
- " float cosTheta = dot( direction, vSunDirection );",
96
- " float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
97
- " vec3 betaRTheta = vBetaR * rPhase;",
98
- " float mPhase = hgPhase( cosTheta, mieDirectionalG );",
99
- " vec3 betaMTheta = vBetaM * mPhase;",
100
- " vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
101
- " Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );",
102
- " float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
103
- " float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
104
- " vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
105
- " vec3 L0 = vec3( 0.1 ) * Fex;",
106
- " float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
107
- " L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
108
- " vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
109
- " vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
110
- " gl_FragColor = vec4( retColor, 1.0 );",
111
- "#include <tonemapping_fragment>",
112
- "#include <encodings_fragment>",
113
- "}"
114
- ].join("\n")
115
- };
116
- Sky.material = new THREE.ShaderMaterial({
117
- name: "SkyShader",
118
- fragmentShader: _Sky.SkyShader.fragmentShader,
119
- vertexShader: _Sky.SkyShader.vertexShader,
120
- uniforms: THREE.UniformsUtils.clone(_Sky.SkyShader.uniforms),
121
- side: THREE.BackSide,
122
- depthWrite: false
46
+ vertexShader: ['uniform vec3 sunPosition;', 'uniform float rayleigh;', 'uniform float turbidity;', 'uniform float mieCoefficient;', 'uniform vec3 up;', 'varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', // constants for atmospheric scattering
47
+ 'const float e = 2.71828182845904523536028747135266249775724709369995957;', 'const float pi = 3.141592653589793238462643383279502884197169;', // wavelength of used primaries, according to preetham
48
+ 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
49
+ // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
+ 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', // mie stuff
51
+ // K coefficient for the primaries
52
+ 'const float v = 4.0;', 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
53
+ 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', // earth shadow hack
54
+ // cutoffAngle = pi / 1.95;
55
+ 'const float cutoffAngle = 1.6110731556870734;', 'const float steepness = 1.5;', 'const float EE = 1000.0;', 'float sunIntensity( float zenithAngleCos ) {', ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', '}', 'vec3 totalMie( float T ) {', ' float c = ( 0.2 * T ) * 10E-18;', ' return 0.434 * c * MieConst;', '}', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vWorldPosition = worldPosition.xyz;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' gl_Position.z = gl_Position.w;', // set z to camera.far
56
+ ' vSunDirection = normalize( sunPosition );', ' vSunE = sunIntensity( dot( vSunDirection, up ) );', ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', // extinction (absorbtion + out scattering)
57
+ // rayleigh coefficients
58
+ ' vBetaR = totalRayleigh * rayleighCoefficient;', // mie coefficients
59
+ ' vBetaM = totalMie( turbidity ) * mieCoefficient;', '}'].join('\n'),
60
+ fragmentShader: ['varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', 'uniform float mieDirectionalG;', 'uniform vec3 up;', 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', // constants for atmospheric scattering
61
+ 'const float pi = 3.141592653589793238462643383279502884197169;', 'const float n = 1.0003;', // refractive index of air
62
+ 'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
63
+ // optical length at zenith for molecules
64
+ 'const float rayleighZenithLength = 8.4E3;', 'const float mieZenithLength = 1.25E3;', // 66 arc seconds -> degrees, and the cosine of that
65
+ 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', // 3.0 / ( 16.0 * pi )
66
+ 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', // 1.0 / ( 4.0 * pi )
67
+ 'const float ONE_OVER_FOURPI = 0.07957747154594767;', 'float rayleighPhase( float cosTheta ) {', ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', '}', 'float hgPhase( float cosTheta, float g ) {', ' float g2 = pow( g, 2.0 );', ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', '}', 'void main() {', ' vec3 direction = normalize( vWorldPosition - cameraPos );', // optical length
68
+ // cutoff angle at 90 to avoid singularity in next formula.
69
+ ' float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );', ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', ' float sR = rayleighZenithLength * inverse;', ' float sM = mieZenithLength * inverse;', // combined extinction factor
70
+ ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', // in scattering
71
+ ' float cosTheta = dot( direction, vSunDirection );', ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', ' vec3 betaRTheta = vBetaR * rPhase;', ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', ' vec3 betaMTheta = vBetaM * mPhase;', ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', ' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );', // nightsky
72
+ ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', ' vec3 L0 = vec3( 0.1 ) * Fex;', // composition + solar disc
73
+ ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', ' vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', ' gl_FragColor = vec4( retColor, 1.0 );', '#include <tonemapping_fragment>', '#include <encodings_fragment>', '}'].join('\n')
123
74
  });
124
- exports.Sky = Sky;
75
+
76
+ _defineProperty(Sky, "material", new ShaderMaterial({
77
+ name: 'SkyShader',
78
+ fragmentShader: Sky.SkyShader.fragmentShader,
79
+ vertexShader: Sky.SkyShader.vertexShader,
80
+ uniforms: UniformsUtils.clone(Sky.SkyShader.uniforms),
81
+ side: BackSide,
82
+ depthWrite: false
83
+ }));
84
+
85
+ export { Sky };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(e,r={}){super(e);const o=this,n=void 0!==r.textureWidth?r.textureWidth:512,i=void 0!==r.textureHeight?r.textureHeight:512,a=void 0!==r.clipBias?r.clipBias:0,l=void 0!==r.alpha?r.alpha:1,s=void 0!==r.time?r.time:0,u=void 0!==r.waterNormals?r.waterNormals:null,c=void 0!==r.sunDirection?r.sunDirection:new t.Vector3(.70707,.70707,0),m=new t.Color(void 0!==r.sunColor?r.sunColor:16777215),d=new t.Color(void 0!==r.waterColor?r.waterColor:8355711),v=void 0!==r.eye?r.eye:new t.Vector3(0,0,0),f=void 0!==r.distortionScale?r.distortionScale:20,p=void 0!==r.side?r.side:t.FrontSide,x=void 0!==r.fog&&r.fog,g=new t.Plane,w=new t.Vector3,h=new t.Vector3,y=new t.Vector3,C=new t.Matrix4,M=new t.Vector3(0,0,-1),S=new t.Vector4,_=new t.Vector3,b=new t.Vector3,D=new t.Vector4,P=new t.Matrix4,V=new t.PerspectiveCamera,z=new t.WebGLRenderTarget(n,i),L={uniforms:t.UniformsUtils.merge([t.UniformsLib.fog,t.UniformsLib.lights,{normalSampler:{value:null},mirrorSampler:{value:null},alpha:{value:1},time:{value:0},size:{value:1},distortionScale:{value:20},textureMatrix:{value:new t.Matrix4},sunColor:{value:new t.Color(8355711)},sunDirection:{value:new t.Vector3(.70707,.70707,0)},eye:{value:new t.Vector3},waterColor:{value:new t.Color(5592405)}}]),vertexShader:"\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}",fragmentShader:"\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t}"},N=new t.ShaderMaterial({fragmentShader:L.fragmentShader,vertexShader:L.vertexShader,uniforms:t.UniformsUtils.clone(L.uniforms),lights:!0,side:p,fog:x});N.uniforms.mirrorSampler.value=z.texture,N.uniforms.textureMatrix.value=P,N.uniforms.alpha.value=l,N.uniforms.time.value=s,N.uniforms.normalSampler.value=u,N.uniforms.sunColor.value=m,N.uniforms.waterColor.value=d,N.uniforms.sunDirection.value=c,N.uniforms.distortionScale.value=f,N.uniforms.eye.value=v,o.material=N,o.onBeforeRender=function(t,e,r){if(h.setFromMatrixPosition(o.matrixWorld),y.setFromMatrixPosition(r.matrixWorld),C.extractRotation(o.matrixWorld),w.set(0,0,1),w.applyMatrix4(C),_.subVectors(h,y),_.dot(w)>0)return;_.reflect(w).negate(),_.add(h),C.extractRotation(r.matrixWorld),M.set(0,0,-1),M.applyMatrix4(C),M.add(y),b.subVectors(h,M),b.reflect(w).negate(),b.add(h),V.position.copy(_),V.up.set(0,1,0),V.up.applyMatrix4(C),V.up.reflect(w),V.lookAt(b),V.far=r.far,V.updateMatrixWorld(),V.projectionMatrix.copy(r.projectionMatrix),P.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),P.multiply(V.projectionMatrix),P.multiply(V.matrixWorldInverse),g.setFromNormalAndCoplanarPoint(w,h),g.applyMatrix4(V.matrixWorldInverse),S.set(g.normal.x,g.normal.y,g.normal.z,g.constant);const n=V.projectionMatrix;D.x=(Math.sign(S.x)+n.elements[8])/n.elements[0],D.y=(Math.sign(S.y)+n.elements[9])/n.elements[5],D.z=-1,D.w=(1+n.elements[10])/n.elements[14],S.multiplyScalar(2/S.dot(D)),n.elements[2]=S.x,n.elements[6]=S.y,n.elements[10]=S.z+1-a,n.elements[14]=S.w,v.setFromMatrixPosition(r.matrixWorld);const i=t.getRenderTarget(),l=t.xr.enabled,s=t.shadowMap.autoUpdate;o.visible=!1,t.xr.enabled=!1,t.shadowMap.autoUpdate=!1,t.setRenderTarget(z),t.state.buffers.depth.setMask(!0),!1===t.autoClear&&t.clear(),t.render(e,V),o.visible=!0,t.xr.enabled=l,t.shadowMap.autoUpdate=s,t.setRenderTarget(i);const u=r.viewport;void 0!==u&&t.state.viewport(u)}}}e.prototype.isWater=!0,exports.Water=e;