three-stdlib 2.15.2 → 2.16.1
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +275 -207
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.js +152 -82
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -968
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
- package/nodes/materials/NodeMaterial.js +36 -20
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package/shaders/BokehShader2.js
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tColor: {
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value: null
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},
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tDepth: {
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value: null
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},
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maxblur: {
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value: 1.0
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},
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showFocus: {
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value: 0
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},
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manualdof: {
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value: 0
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},
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vignetting: {
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value: 0
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},
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depthblur: {
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value: 0
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},
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threshold: {
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value: 0.5
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},
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gain: {
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value: 2.0
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},
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bias: {
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value: 0.5
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},
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fringe: {
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value: 0.7
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},
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znear: {
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value: 0.1
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},
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zfar: {
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value: 100
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},
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noise: {
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value: 1
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},
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dithering: {
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value: 0.0001
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},
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pentagon: {
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value: 0
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},
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shaderFocus: {
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value: 1
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},
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focusCoords: {
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value: new Vector2()
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}
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},
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vertexShader: [
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"#include <common>",
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"varying vec2 vUv;",
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"uniform float textureWidth;",
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"uniform float textureHeight;",
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"uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
|
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|
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"uniform float focalLength; //focal length in mm",
|
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|
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"uniform float fstop; //f-stop value",
|
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|
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"uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
|
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"/*",
|
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|
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"make sure that these two values are the same for your camera, otherwise distances will be wrong.",
|
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"*/",
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"uniform float znear; // camera clipping start",
|
52
|
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"uniform float zfar; // camera clipping end",
|
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|
-
"//------------------------------------------",
|
54
|
-
"//user variables",
|
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|
-
"const int samples = SAMPLES; //samples on the first ring",
|
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|
-
"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",
|
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|
-
"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
|
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"uniform bool vignetting; // use optical lens vignetting",
|
65
|
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"float vignout = 1.3; // vignetting outer border",
|
66
|
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"float vignin = 0.0; // vignetting inner border",
|
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|
-
"float vignfade = 22.0; // f-stops till vignete fades",
|
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|
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"uniform bool shaderFocus;",
|
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|
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"// disable if you use external focalDepth value",
|
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|
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"uniform vec2 focusCoords;",
|
71
|
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"// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
|
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|
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"// if center of screen use vec2(0.5, 0.5);",
|
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|
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"uniform float maxblur;",
|
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|
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"//clamp value of max blur (0.0 = no blur, 1.0 default)",
|
75
|
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"uniform float threshold; // highlight threshold;",
|
76
|
-
"uniform float gain; // highlight gain;",
|
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|
-
"uniform float bias; // bokeh edge bias",
|
78
|
-
"uniform float fringe; // bokeh chromatic aberration / fringing",
|
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|
-
"uniform bool noise; //use noise instead of pattern for sample dithering",
|
80
|
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"uniform float dithering;",
|
81
|
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"uniform bool depthblur; // blur the depth buffer",
|
82
|
-
"float dbsize = 1.25; // depth blur size",
|
83
|
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"/*",
|
84
|
-
"next part is experimental",
|
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|
-
"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')
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const BokehDepthShader = {
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mFar: {
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vertexShader: ['varying float vViewZDepth;', 'void main() {', ' #include <begin_vertex>', ' #include <project_vertex>', ' vViewZDepth = - mvPosition.z;', '}'].join('\n'),
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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')
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"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;
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/**
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* Brightness and contrast adjustment
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* brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
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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')
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"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;
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mulRGB: {
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addRGB: {
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vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
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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')
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export { ColorCorrectionShader };
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"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;
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/**
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* Colorify shader
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*/
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const ColorifyShader = {
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color: {
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value: new Color(0xffffff)
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}
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vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
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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')
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export { ColorifyShader };
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"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;
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import { Vector2 } from 'three';
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/**
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* Convolution shader
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* ported from o3d sample to WebGL / GLSL
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* http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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*/
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const ConvolutionShader = {
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defines: {
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KERNEL_SIZE_FLOAT:
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KERNEL_SIZE_INT:
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KERNEL_SIZE_FLOAT: '25.0',
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KERNEL_SIZE_INT: '25'
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},
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uniforms: {
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tDiffuse: {
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tDiffuse: {
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value: null
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},
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uImageIncrement: {
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value: new Vector2(0.001953125, 0.0)
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},
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cKernel: {
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value: []
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}
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},
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vertexShader: [
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float cKernel[ KERNEL_SIZE_INT ];",
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"uniform sampler2D tDiffuse;",
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"uniform vec2 uImageIncrement;",
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"varying vec2 vUv;",
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"void main() {",
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" vec2 imageCoord = vUv;",
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" vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
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" for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
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" sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
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" imageCoord += uImageIncrement;",
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" }",
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" gl_FragColor = sum;",
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"}"
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].join("\n"),
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buildKernel: function(sigma) {
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function gauss(x, sigma2) {
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return Math.exp(-(x * x) / (2 * sigma2 * sigma2));
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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'),
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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'),
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buildKernel: function (sigma) {
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// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
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function gauss(x, sigma) {
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return Math.exp(-(x * x) / (2.0 * sigma * sigma));
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}
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const kMaxKernelSize = 25;
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const kernelSize = Math.min(2 * Math.ceil(sigma * 3) + 1, kMaxKernelSize);
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const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize);
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const halfWidth = (kernelSize - 1) * 0.5;
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const values = new Array(kernelSize);
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let sum = 0;
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let sum = 0.0;
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for (let i = 0; i < kernelSize; ++i) {
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values[i] = gauss(i - halfWidth, sigma);
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sum += values[i];
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}
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} // normalize the kernel
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for (let i = 0; i < kernelSize; ++i) values[i] /= sum;
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return values;
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}
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};
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export { ConvolutionShader };
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"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;
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