three-stdlib 2.15.2 → 2.16.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
  309. package/nodes/accessors/CubeTextureNode.js +26 -14
  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
  311. package/nodes/accessors/MaterialNode.js +53 -43
  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
  313. package/nodes/accessors/MaterialReferenceNode.js +6 -3
  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
  315. package/nodes/accessors/ModelNode.js +5 -3
  316. package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
  317. package/nodes/accessors/ModelViewProjectionNode.js +13 -14
  318. package/nodes/accessors/NormalNode.cjs.js +1 -0
  319. package/nodes/accessors/NormalNode.js +39 -40
  320. package/nodes/accessors/Object3DNode.cjs.js +1 -0
  321. package/nodes/accessors/Object3DNode.js +50 -40
  322. package/nodes/accessors/PointUVNode.cjs.js +1 -0
  323. package/nodes/accessors/PointUVNode.js +9 -5
  324. package/nodes/accessors/PositionNode.cjs.js +1 -0
  325. package/nodes/accessors/PositionNode.js +41 -42
  326. package/nodes/accessors/ReferenceNode.cjs.js +1 -0
  327. package/nodes/accessors/ReferenceNode.js +17 -10
  328. package/nodes/accessors/ReflectNode.cjs.js +1 -0
  329. package/nodes/accessors/ReflectNode.js +26 -23
  330. package/nodes/accessors/SkinningNode.cjs.js +1 -0
  331. package/nodes/accessors/SkinningNode.js +48 -46
  332. package/nodes/accessors/TextureNode.cjs.js +1 -0
  333. package/nodes/accessors/TextureNode.js +29 -14
  334. package/nodes/accessors/UVNode.cjs.js +1 -0
  335. package/nodes/accessors/UVNode.js +11 -5
  336. package/nodes/core/ArrayUniformNode.cjs.js +1 -0
  337. package/nodes/core/ArrayUniformNode.js +7 -3
  338. package/nodes/core/AttributeNode.cjs.js +1 -0
  339. package/nodes/core/AttributeNode.js +12 -5
  340. package/nodes/core/BypassNode.cjs.js +1 -0
  341. package/nodes/core/BypassNode.js +12 -5
  342. package/nodes/core/CodeNode.cjs.js +1 -0
  343. package/nodes/core/CodeNode.js +12 -4
  344. package/nodes/core/ConstNode.cjs.js +1 -0
  345. package/nodes/core/ConstNode.js +7 -3
  346. package/nodes/core/ContextNode.cjs.js +1 -0
  347. package/nodes/core/ContextNode.js +8 -3
  348. package/nodes/core/ExpressionNode.cjs.js +1 -0
  349. package/nodes/core/ExpressionNode.js +9 -5
  350. package/nodes/core/FunctionCallNode.cjs.js +1 -0
  351. package/nodes/core/FunctionCallNode.js +15 -6
  352. package/nodes/core/FunctionNode.cjs.js +1 -0
  353. package/nodes/core/FunctionNode.js +25 -10
  354. package/nodes/core/InputNode.cjs.js +1 -0
  355. package/nodes/core/InputNode.js +23 -12
  356. package/nodes/core/Node.cjs.js +1 -0
  357. package/nodes/core/Node.js +75 -35
  358. package/nodes/core/NodeAttribute.cjs.js +1 -0
  359. package/nodes/core/NodeAttribute.js +4 -2
  360. package/nodes/core/NodeBuilder.cjs.js +1 -0
  361. package/nodes/core/NodeBuilder.js +224 -110
  362. package/nodes/core/NodeCode.cjs.js +1 -0
  363. package/nodes/core/NodeCode.js +7 -4
  364. package/nodes/core/NodeFrame.cjs.js +1 -0
  365. package/nodes/core/NodeFrame.js +12 -9
  366. package/nodes/core/NodeFunction.cjs.js +1 -0
  367. package/nodes/core/NodeFunction.js +17 -0
  368. package/nodes/core/NodeFunctionInput.cjs.js +1 -0
  369. package/nodes/core/NodeFunctionInput.js +5 -3
  370. package/nodes/core/NodeKeywords.cjs.js +1 -0
  371. package/nodes/core/NodeKeywords.js +16 -5
  372. package/nodes/core/NodeParser.cjs.js +1 -0
  373. package/nodes/core/NodeParser.js +8 -0
  374. package/nodes/core/NodeUniform.cjs.js +1 -0
  375. package/nodes/core/NodeUniform.js +7 -3
  376. package/nodes/core/NodeUtils.cjs.js +1 -0
  377. package/nodes/core/NodeUtils.js +43 -39
  378. package/nodes/core/NodeVar.cjs.js +1 -0
  379. package/nodes/core/NodeVar.js +4 -2
  380. package/nodes/core/NodeVary.cjs.js +1 -0
  381. package/nodes/core/NodeVary.js +4 -2
  382. package/nodes/core/PropertyNode.cjs.js +1 -0
  383. package/nodes/core/PropertyNode.js +10 -4
  384. package/nodes/core/TempNode.cjs.js +1 -0
  385. package/nodes/core/TempNode.js +11 -5
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  1133. package/renderers/webgpu/WebGPUSampler.mjs +0 -15
  1134. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,269 +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;