three-stdlib 2.15.2 → 2.16.1

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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
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  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
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  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
@@ -1,269 +1,98 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
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
+ */
4
10
  const BokehShader2 = {
5
11
  uniforms: {
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() }
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
+ }
29
81
  },
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")
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')
244
84
  };
245
85
  const BokehDepthShader = {
246
86
  uniforms: {
247
- mNear: { value: 1 },
248
- mFar: { value: 1e3 }
87
+ mNear: {
88
+ value: 1.0
89
+ },
90
+ mFar: {
91
+ value: 1000.0
92
+ }
249
93
  },
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")
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')
267
96
  };
268
- exports.BokehDepthShader = BokehDepthShader;
269
- exports.BokehShader2 = BokehShader2;
97
+
98
+ export { BokehDepthShader, BokehShader2 };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const r={uniforms:{tDiffuse:{value:null},brightness:{value:0},contrast:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float brightness;","uniform float contrast;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb += brightness;","\tif (contrast > 0.0) {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;","\t} else {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;","\t}","}"].join("\n")};exports.BrightnessContrastShader=r;
@@ -1,32 +1,23 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Brightness and contrast adjustment
3
+ * https://github.com/evanw/glfx.js
4
+ * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
5
+ * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
6
+ */
3
7
  const BrightnessContrastShader = {
4
8
  uniforms: {
5
- tDiffuse: { value: null },
6
- brightness: { value: 0 },
7
- contrast: { value: 0 }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ brightness: {
13
+ value: 0
14
+ },
15
+ contrast: {
16
+ value: 0
17
+ }
8
18
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float brightness;",
19
- "uniform float contrast;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " gl_FragColor = texture2D( tDiffuse, vUv );",
23
- " gl_FragColor.rgb += brightness;",
24
- " if (contrast > 0.0) {",
25
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
26
- " } else {",
27
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
28
- " }",
29
- "}"
30
- ].join("\n")
19
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float brightness;', 'uniform float contrast;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', ' gl_FragColor.rgb += brightness;', ' if (contrast > 0.0) {', ' gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;', ' } else {', ' gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;', ' }', '}'].join('\n')
31
21
  };
32
- exports.BrightnessContrastShader = BrightnessContrastShader;
22
+
23
+ export { BrightnessContrastShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const r={uniforms:{tDiffuse:{value:null},powRGB:{value:new e.Vector3(2,2,2)},mulRGB:{value:new e.Vector3(1,1,1)},addRGB:{value:new e.Vector3(0,0,0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 powRGB;","uniform vec3 mulRGB;","uniform vec3 addRGB;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );","}"].join("\n")};exports.ColorCorrectionShader=r;
@@ -1,30 +1,26 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector3 } from 'three';
2
+
3
+ /**
4
+ * Color correction
5
+ */
6
+
4
7
  const ColorCorrectionShader = {
5
8
  uniforms: {
6
- tDiffuse: { value: null },
7
- powRGB: { value: new THREE.Vector3(2, 2, 2) },
8
- mulRGB: { value: new THREE.Vector3(1, 1, 1) },
9
- addRGB: { value: new THREE.Vector3(0, 0, 0) }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ powRGB: {
13
+ value: new Vector3(2, 2, 2)
14
+ },
15
+ mulRGB: {
16
+ value: new Vector3(1, 1, 1)
17
+ },
18
+ addRGB: {
19
+ value: new Vector3(0, 0, 0)
20
+ }
10
21
  },
11
- vertexShader: [
12
- "varying vec2 vUv;",
13
- "void main() {",
14
- " vUv = uv;",
15
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
- "}"
17
- ].join("\n"),
18
- fragmentShader: [
19
- "uniform sampler2D tDiffuse;",
20
- "uniform vec3 powRGB;",
21
- "uniform vec3 mulRGB;",
22
- "uniform vec3 addRGB;",
23
- "varying vec2 vUv;",
24
- "void main() {",
25
- " gl_FragColor = texture2D( tDiffuse, vUv );",
26
- " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
27
- "}"
28
- ].join("\n")
22
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
23
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec3 powRGB;', 'uniform vec3 mulRGB;', 'uniform vec3 addRGB;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', ' gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );', '}'].join('\n')
29
24
  };
30
- exports.ColorCorrectionShader = ColorCorrectionShader;
25
+
26
+ export { ColorCorrectionShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},color:{value:new(require("three").Color)(16777215)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tgl_FragColor = vec4( v * color, texel.w );","}"].join("\n")};exports.ColorifyShader=e;
@@ -1,28 +1,20 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Color } from 'three';
2
+
3
+ /**
4
+ * Colorify shader
5
+ */
6
+
4
7
  const ColorifyShader = {
5
8
  uniforms: {
6
- tDiffuse: { value: null },
7
- color: { value: new THREE.Color(16777215) }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ color: {
13
+ value: new Color(0xffffff)
14
+ }
8
15
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform vec3 color;",
18
- "uniform sampler2D tDiffuse;",
19
- "varying vec2 vUv;",
20
- "void main() {",
21
- " vec4 texel = texture2D( tDiffuse, vUv );",
22
- " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
23
- " float v = dot( texel.xyz, luma );",
24
- " gl_FragColor = vec4( v * color, texel.w );",
25
- "}"
26
- ].join("\n")
16
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
17
+ fragmentShader: ['uniform vec3 color;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' gl_FragColor = vec4( v * color, texel.w );', '}'].join('\n')
27
18
  };
28
- exports.ColorifyShader = ColorifyShader;
19
+
20
+ export { ColorifyShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={defines:{KERNEL_SIZE_FLOAT:"25.0",KERNEL_SIZE_INT:"25"},uniforms:{tDiffuse:{value:null},uImageIncrement:{value:new(require("three").Vector2)(.001953125,0)},cKernel:{value:[]}},vertexShader:["uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float cKernel[ KERNEL_SIZE_INT ];","uniform sampler2D tDiffuse;","uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvec2 imageCoord = vUv;","\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );","\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {","\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];","\t\timageCoord += uImageIncrement;","\t}","\tgl_FragColor = sum;","}"].join("\n"),buildKernel:function(e){function t(e,t){return Math.exp(-e*e/(2*t*t))}const r=Math.min(2*Math.ceil(3*e)+1,25),n=.5*(r-1),i=new Array(r);let o=0;for(let u=0;u<r;++u)i[u]=t(u-n,e),o+=i[u];for(let e=0;e<r;++e)i[e]/=o;return i}};exports.ConvolutionShader=e;
@@ -1,55 +1,51 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2 } from 'three';
2
+
3
+ /**
4
+ * Convolution shader
5
+ * ported from o3d sample to WebGL / GLSL
6
+ * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
7
+ */
8
+
4
9
  const ConvolutionShader = {
5
10
  defines: {
6
- KERNEL_SIZE_FLOAT: "25.0",
7
- KERNEL_SIZE_INT: "25"
11
+ KERNEL_SIZE_FLOAT: '25.0',
12
+ KERNEL_SIZE_INT: '25'
8
13
  },
9
14
  uniforms: {
10
- tDiffuse: { value: null },
11
- uImageIncrement: { value: new THREE.Vector2(1953125e-9, 0) },
12
- cKernel: { value: [] }
15
+ tDiffuse: {
16
+ value: null
17
+ },
18
+ uImageIncrement: {
19
+ value: new Vector2(0.001953125, 0.0)
20
+ },
21
+ cKernel: {
22
+ value: []
23
+ }
13
24
  },
14
- vertexShader: [
15
- "uniform vec2 uImageIncrement;",
16
- "varying vec2 vUv;",
17
- "void main() {",
18
- " vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
19
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
20
- "}"
21
- ].join("\n"),
22
- fragmentShader: [
23
- "uniform float cKernel[ KERNEL_SIZE_INT ];",
24
- "uniform sampler2D tDiffuse;",
25
- "uniform vec2 uImageIncrement;",
26
- "varying vec2 vUv;",
27
- "void main() {",
28
- " vec2 imageCoord = vUv;",
29
- " vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
30
- " for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
31
- " sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
32
- " imageCoord += uImageIncrement;",
33
- " }",
34
- " gl_FragColor = sum;",
35
- "}"
36
- ].join("\n"),
37
- buildKernel: function(sigma) {
38
- function gauss(x, sigma2) {
39
- return Math.exp(-(x * x) / (2 * sigma2 * sigma2));
25
+ vertexShader: ['uniform vec2 uImageIncrement;', 'varying vec2 vUv;', 'void main() {', ' vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
26
+ fragmentShader: ['uniform float cKernel[ KERNEL_SIZE_INT ];', 'uniform sampler2D tDiffuse;', 'uniform vec2 uImageIncrement;', 'varying vec2 vUv;', 'void main() {', ' vec2 imageCoord = vUv;', ' vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );', ' for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {', ' sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];', ' imageCoord += uImageIncrement;', ' }', ' gl_FragColor = sum;', '}'].join('\n'),
27
+ buildKernel: function (sigma) {
28
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
29
+ function gauss(x, sigma) {
30
+ return Math.exp(-(x * x) / (2.0 * sigma * sigma));
40
31
  }
32
+
41
33
  const kMaxKernelSize = 25;
42
- const kernelSize = Math.min(2 * Math.ceil(sigma * 3) + 1, kMaxKernelSize);
34
+ const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize);
43
35
  const halfWidth = (kernelSize - 1) * 0.5;
44
36
  const values = new Array(kernelSize);
45
- let sum = 0;
37
+ let sum = 0.0;
38
+
46
39
  for (let i = 0; i < kernelSize; ++i) {
47
40
  values[i] = gauss(i - halfWidth, sigma);
48
41
  sum += values[i];
49
- }
50
- for (let i = 0; i < kernelSize; ++i)
51
- values[i] /= sum;
42
+ } // normalize the kernel
43
+
44
+
45
+ for (let i = 0; i < kernelSize; ++i) values[i] /= sum;
46
+
52
47
  return values;
53
48
  }
54
49
  };
55
- exports.ConvolutionShader = ConvolutionShader;
50
+
51
+ export { ConvolutionShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tgl_FragColor = opacity * texel;","}"].join("\n")};exports.CopyShader=e;