three-stdlib 2.15.2 → 2.16.1

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Files changed (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,77 +1,96 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector3, Color } from 'three';
2
+
3
+ /**
4
+ * God-rays (crepuscular rays)
5
+ *
6
+ * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
7
+ * Blurs a mask generated from the depth map along radial lines emanating from the light
8
+ * source. The blur repeatedly applies a blur filter of increasing support but constant
9
+ * sample count to produce a blur filter with large support.
10
+ *
11
+ * My implementation performs 3 passes, similar to the implementation from Sousa. I found
12
+ * just 6 samples per pass produced acceptible results. The blur is applied three times,
13
+ * with decreasing filter support. The result is equivalent to a single pass with
14
+ * 6*6*6 = 216 samples.
15
+ *
16
+ * References:
17
+ *
18
+ * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
19
+ */
20
+
4
21
  const GodRaysDepthMaskShader = {
5
22
  uniforms: {
6
23
  tInput: {
7
24
  value: null
8
25
  }
9
26
  },
10
- vertexShader: [
11
- "varying vec2 vUv;",
12
- "void main() {",
13
- " vUv = uv;",
14
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
15
- "}"
16
- ].join("\n"),
17
- fragmentShader: [
18
- "varying vec2 vUv;",
19
- "uniform sampler2D tInput;",
20
- "void main() {",
21
- " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
22
- "}"
23
- ].join("\n")
27
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
+ fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tInput;', 'void main() {', ' gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );', '}'].join('\n')
24
29
  };
30
+ /**
31
+ * The god-ray generation shader.
32
+ *
33
+ * First pass:
34
+ *
35
+ * The depth map is blurred along radial lines towards the "sun". The
36
+ * output is written to a temporary render target (I used a 1/4 sized
37
+ * target).
38
+ *
39
+ * Pass two & three:
40
+ *
41
+ * The results of the previous pass are re-blurred, each time with a
42
+ * decreased distance between samples.
43
+ */
44
+
25
45
  const GodRaysGenerateShader = {
26
46
  uniforms: {
27
47
  tInput: {
28
48
  value: null
29
49
  },
30
50
  fStepSize: {
31
- value: 1
51
+ value: 1.0
32
52
  },
33
53
  vSunPositionScreenSpace: {
34
- value: new THREE.Vector3()
54
+ value: new Vector3()
35
55
  }
36
56
  },
37
- vertexShader: [
38
- "varying vec2 vUv;",
39
- "void main() {",
40
- " vUv = uv;",
41
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
42
- "}"
43
- ].join("\n"),
44
- fragmentShader: [
45
- "#define TAPS_PER_PASS 6.0",
46
- "varying vec2 vUv;",
47
- "uniform sampler2D tInput;",
48
- "uniform vec3 vSunPositionScreenSpace;",
49
- "uniform float fStepSize;",
50
- "void main() {",
51
- " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
52
- " float dist = length( delta );",
53
- " vec2 stepv = fStepSize * delta / dist;",
54
- " float iters = dist/fStepSize;",
55
- " vec2 uv = vUv.xy;",
56
- " float col = 0.0;",
57
- " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
58
- " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
59
- " uv += stepv;",
60
- " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
61
- " uv += stepv;",
62
- " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
63
- " uv += stepv;",
64
- " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
65
- " uv += stepv;",
66
- " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
67
- " uv += stepv;",
68
- " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
69
- " uv += stepv;",
70
- " gl_FragColor = vec4( col/TAPS_PER_PASS );",
71
- " gl_FragColor.a = 1.0;",
72
- "}"
73
- ].join("\n")
57
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
58
+ fragmentShader: ['#define TAPS_PER_PASS 6.0', 'varying vec2 vUv;', 'uniform sampler2D tInput;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fStepSize;', // filter step size
59
+ 'void main() {', // delta from current pixel to "sun" position
60
+ ' vec2 delta = vSunPositionScreenSpace.xy - vUv;', ' float dist = length( delta );', // Step vector (uv space)
61
+ ' vec2 stepv = fStepSize * delta / dist;', // Number of iterations between pixel and sun
62
+ ' float iters = dist/fStepSize;', ' vec2 uv = vUv.xy;', ' float col = 0.0;', // This breaks ANGLE in Chrome 22
63
+ // - see http://code.google.com/p/chromium/issues/detail?id=153105
64
+
65
+ /*
66
+ // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
67
+ // so i've just left the loop
68
+ "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
69
+ // Accumulate samples, making sure we dont walk past the light source.
70
+ // The check for uv.y < 1 would not be necessary with "border" UV wrap
71
+ // mode, with a black border color. I don't think this is currently
72
+ // exposed by three.js. As a result there might be artifacts when the
73
+ // sun is to the left, right or bottom of screen as these cases are
74
+ // not specifically handled.
75
+ " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
76
+ " uv += stepv;",
77
+ "}",
78
+ */
79
+ // Unrolling loop manually makes it work in ANGLE
80
+ ' float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays
81
+ ' if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
82
+ // objectionable artifacts, in particular near the sun position. The side
83
+ // effect is that the result is darker than it should be around the sun, as
84
+ // TAPS_PER_PASS is greater than the number of samples actually accumulated.
85
+ // When the result is inverted (in the shader 'godrays_combine', this produces
86
+ // a slight bright spot at the position of the sun, even when it is occluded.
87
+ ' gl_FragColor = vec4( col/TAPS_PER_PASS );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
74
88
  };
89
+ /**
90
+ * Additively applies god rays from texture tGodRays to a background (tColors).
91
+ * fGodRayIntensity attenuates the god rays.
92
+ */
93
+
75
94
  const GodRaysCombineShader = {
76
95
  uniforms: {
77
96
  tColors: {
@@ -84,63 +103,35 @@ const GodRaysCombineShader = {
84
103
  value: 0.69
85
104
  }
86
105
  },
87
- vertexShader: [
88
- "varying vec2 vUv;",
89
- "void main() {",
90
- " vUv = uv;",
91
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
92
- "}"
93
- ].join("\n"),
94
- fragmentShader: [
95
- "varying vec2 vUv;",
96
- "uniform sampler2D tColors;",
97
- "uniform sampler2D tGodRays;",
98
- "uniform float fGodRayIntensity;",
99
- "void main() {",
100
- " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
101
- " gl_FragColor.a = 1.0;",
102
- "}"
103
- ].join("\n")
106
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
107
+ fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tColors;', 'uniform sampler2D tGodRays;', 'uniform float fGodRayIntensity;', 'void main() {', // Since THREE.MeshDepthMaterial renders foreground objects white and background
108
+ // objects black, the god-rays will be white streaks. Therefore value is inverted
109
+ // before being combined with tColors
110
+ ' gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
104
111
  };
112
+ /**
113
+ * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
114
+ * cheaper/faster/simpler to implement this as a simple sun sprite.
115
+ */
116
+
105
117
  const GodRaysFakeSunShader = {
106
118
  uniforms: {
107
119
  vSunPositionScreenSpace: {
108
- value: new THREE.Vector3()
120
+ value: new Vector3()
109
121
  },
110
122
  fAspect: {
111
- value: 1
123
+ value: 1.0
112
124
  },
113
125
  sunColor: {
114
- value: new THREE.Color(16772608)
126
+ value: new Color(0xffee00)
115
127
  },
116
128
  bgColor: {
117
- value: new THREE.Color(0)
129
+ value: new Color(0x000000)
118
130
  }
119
131
  },
120
- vertexShader: [
121
- "varying vec2 vUv;",
122
- "void main() {",
123
- " vUv = uv;",
124
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
125
- "}"
126
- ].join("\n"),
127
- fragmentShader: [
128
- "varying vec2 vUv;",
129
- "uniform vec3 vSunPositionScreenSpace;",
130
- "uniform float fAspect;",
131
- "uniform vec3 sunColor;",
132
- "uniform vec3 bgColor;",
133
- "void main() {",
134
- " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
135
- " diff.x *= fAspect;",
136
- " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
137
- " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
138
- " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
139
- " gl_FragColor.w = 1.0;",
140
- "}"
141
- ].join("\n")
132
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
133
+ fragmentShader: ['varying vec2 vUv;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fAspect;', 'uniform vec3 sunColor;', 'uniform vec3 bgColor;', 'void main() {', ' vec2 diff = vUv - vSunPositionScreenSpace.xy;', // Correct for aspect ratio
134
+ ' diff.x *= fAspect;', ' float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );', ' prop = 0.35 * pow( 1.0 - prop, 3.0 );', ' gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;', ' gl_FragColor.w = 1.0;', '}'].join('\n')
142
135
  };
143
- exports.GodRaysCombineShader = GodRaysCombineShader;
144
- exports.GodRaysDepthMaskShader = GodRaysDepthMaskShader;
145
- exports.GodRaysFakeSunShader = GodRaysFakeSunShader;
146
- exports.GodRaysGenerateShader = GodRaysGenerateShader;
136
+
137
+ export { GodRaysCombineShader, GodRaysDepthMaskShader, GodRaysFakeSunShader, GodRaysGenerateShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},shape:{value:1},radius:{value:4},rotateR:{value:Math.PI/12*1},rotateG:{value:Math.PI/12*2},rotateB:{value:Math.PI/12*3},scatter:{value:0},width:{value:1},height:{value:1},blending:{value:1},blendingMode:{value:1},greyscale:{value:!1},disable:{value:!1}},vertexShader:["varying vec2 vUV;","void main() {","\tvUV = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);","}"].join("\n"),fragmentShader:["#define SQRT2_MINUS_ONE 0.41421356","#define SQRT2_HALF_MINUS_ONE 0.20710678","#define PI2 6.28318531","#define SHAPE_DOT 1","#define SHAPE_ELLIPSE 2","#define SHAPE_LINE 3","#define SHAPE_SQUARE 4","#define BLENDING_LINEAR 1","#define BLENDING_MULTIPLY 2","#define BLENDING_ADD 3","#define BLENDING_LIGHTER 4","#define BLENDING_DARKER 5","uniform sampler2D tDiffuse;","uniform float radius;","uniform float rotateR;","uniform float rotateG;","uniform float rotateB;","uniform float scatter;","uniform float width;","uniform float height;","uniform int shape;","uniform bool disable;","uniform float blending;","uniform int blendingMode;","varying vec2 vUV;","uniform bool greyscale;","const int samples = 8;","float blend( float a, float b, float t ) {","\treturn a * ( 1.0 - t ) + b * t;","}","float hypot( float x, float y ) {","\treturn sqrt( x * x + y * y );","}","float rand( vec2 seed ){","return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );","}","float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {","\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );","\tfloat rad = channel;","\tif ( shape == SHAPE_DOT ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t} else if ( shape == SHAPE_ELLIPSE ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t\tif ( dist != 0.0 ) {","\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );","\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;","\t\t}","\t} else if ( shape == SHAPE_LINE ) {","\t\trad = pow( abs( rad ), 1.5) * rad_max;","\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;","\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );","\t} else if ( shape == SHAPE_SQUARE ) {","\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;","\t\tfloat sin_t = abs( sin( theta ) );","\t\tfloat cos_t = abs( cos( theta ) );","\t\trad = pow( abs( rad ), 1.4 );","\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );","\t}","\treturn rad - dist;","}","struct Cell {","\tvec2 normal;","\tvec2 p1;","\tvec2 p2;","\tvec2 p3;","\tvec2 p4;","\tfloat samp2;","\tfloat samp1;","\tfloat samp3;","\tfloat samp4;","};","vec4 getSample( vec2 point ) {","\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );","\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;","\tfloat step = PI2 / float( samples );","\tfloat dist = radius * 0.66;","\tfor ( int i = 0; i < samples; ++i ) {","\t\tfloat r = base + step * float( i );","\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );","\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );","\t}","\ttex /= float( samples ) + 1.0;","\treturn tex;","}","float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {","\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;","\tif ( channel == 0 ) {","\t\tc.samp1 = getSample( c.p1 ).r;","\t\tc.samp2 = getSample( c.p2 ).r;","\t\tc.samp3 = getSample( c.p3 ).r;","\t\tc.samp4 = getSample( c.p4 ).r;","\t} else if (channel == 1) {","\t\tc.samp1 = getSample( c.p1 ).g;","\t\tc.samp2 = getSample( c.p2 ).g;","\t\tc.samp3 = getSample( c.p3 ).g;","\t\tc.samp4 = getSample( c.p4 ).g;","\t} else {","\t\tc.samp1 = getSample( c.p1 ).b;","\t\tc.samp3 = getSample( c.p3 ).b;","\t\tc.samp2 = getSample( c.p2 ).b;","\t\tc.samp4 = getSample( c.p4 ).b;","\t}","\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );","\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );","\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );","\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );","\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;","\tres = clamp( res, 0.0, 1.0 );","\treturn res;","}","Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {","\tCell c;","\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );","\tfloat threshold = step * 0.5;","\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );","\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );","\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );","\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );","\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;","\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;","\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );","\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;","\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;","\tc.normal = n;","\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;","\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;","\tif ( scatter != 0.0 ) {","\t\tfloat off_mag = scatter * threshold * 0.5;","\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;","\t\tc.p1.x += cos( off_angle ) * off_mag;","\t\tc.p1.y += sin( off_angle ) * off_mag;","\t}","\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );","\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );","\tc.p2.x = c.p1.x - n.x * normal_step;","\tc.p2.y = c.p1.y - n.y * normal_step;","\tc.p3.x = c.p1.x + n.y * line_step;","\tc.p3.y = c.p1.y - n.x * line_step;","\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;","\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;","\treturn c;","}","float blendColour( float a, float b, float t ) {","\tif ( blendingMode == BLENDING_LINEAR ) {","\t\treturn blend( a, b, 1.0 - t );","\t} else if ( blendingMode == BLENDING_ADD ) {","\t\treturn blend( a, min( 1.0, a + b ), t );","\t} else if ( blendingMode == BLENDING_MULTIPLY ) {","\t\treturn blend( a, max( 0.0, a * b ), t );","\t} else if ( blendingMode == BLENDING_LIGHTER ) {","\t\treturn blend( a, max( a, b ), t );","\t} else if ( blendingMode == BLENDING_DARKER ) {","\t\treturn blend( a, min( a, b ), t );","\t} else {","\t\treturn blend( a, b, 1.0 - t );","\t}","}","void main() {","\tif ( ! disable ) {","\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );","\t\tvec2 origin = vec2( 0, 0 );","\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;","\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );","\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );","\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );","\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );","\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );","\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );","\t\tvec4 colour = texture2D( tDiffuse, vUV );","\t\tr = blendColour( r, colour.r, blending );","\t\tg = blendColour( g, colour.g, blending );","\t\tb = blendColour( b, colour.b, blending );","\t\tif ( greyscale ) {","\t\t\tr = g = b = (r + b + g) / 3.0;","\t\t}","\t\tgl_FragColor = vec4( r, g, b, 1.0 );","\t} else {","\t\tgl_FragColor = texture2D( tDiffuse, vUV );","\t}","}"].join("\n")};exports.HalftoneShader=t;
@@ -1,212 +1,69 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * RGB Halftone shader for three.js.
3
+ * NOTE:
4
+ * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
5
+ * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
6
+ */
3
7
  const HalftoneShader = {
4
8
  uniforms: {
5
- tDiffuse: { value: null },
6
- shape: { value: 1 },
7
- radius: { value: 4 },
8
- rotateR: { value: Math.PI / 12 * 1 },
9
- rotateG: { value: Math.PI / 12 * 2 },
10
- rotateB: { value: Math.PI / 12 * 3 },
11
- scatter: { value: 0 },
12
- width: { value: 1 },
13
- height: { value: 1 },
14
- blending: { value: 1 },
15
- blendingMode: { value: 1 },
16
- greyscale: { value: false },
17
- disable: { value: false }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ shape: {
13
+ value: 1
14
+ },
15
+ radius: {
16
+ value: 4
17
+ },
18
+ rotateR: {
19
+ value: Math.PI / 12 * 1
20
+ },
21
+ rotateG: {
22
+ value: Math.PI / 12 * 2
23
+ },
24
+ rotateB: {
25
+ value: Math.PI / 12 * 3
26
+ },
27
+ scatter: {
28
+ value: 0
29
+ },
30
+ width: {
31
+ value: 1
32
+ },
33
+ height: {
34
+ value: 1
35
+ },
36
+ blending: {
37
+ value: 1
38
+ },
39
+ blendingMode: {
40
+ value: 1
41
+ },
42
+ greyscale: {
43
+ value: false
44
+ },
45
+ disable: {
46
+ value: false
47
+ }
18
48
  },
19
- vertexShader: [
20
- "varying vec2 vUV;",
21
- "void main() {",
22
- " vUV = uv;",
23
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
24
- "}"
25
- ].join("\n"),
26
- fragmentShader: [
27
- "#define SQRT2_MINUS_ONE 0.41421356",
28
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
29
- "#define PI2 6.28318531",
30
- "#define SHAPE_DOT 1",
31
- "#define SHAPE_ELLIPSE 2",
32
- "#define SHAPE_LINE 3",
33
- "#define SHAPE_SQUARE 4",
34
- "#define BLENDING_LINEAR 1",
35
- "#define BLENDING_MULTIPLY 2",
36
- "#define BLENDING_ADD 3",
37
- "#define BLENDING_LIGHTER 4",
38
- "#define BLENDING_DARKER 5",
39
- "uniform sampler2D tDiffuse;",
40
- "uniform float radius;",
41
- "uniform float rotateR;",
42
- "uniform float rotateG;",
43
- "uniform float rotateB;",
44
- "uniform float scatter;",
45
- "uniform float width;",
46
- "uniform float height;",
47
- "uniform int shape;",
48
- "uniform bool disable;",
49
- "uniform float blending;",
50
- "uniform int blendingMode;",
51
- "varying vec2 vUV;",
52
- "uniform bool greyscale;",
53
- "const int samples = 8;",
54
- "float blend( float a, float b, float t ) {",
55
- " return a * ( 1.0 - t ) + b * t;",
56
- "}",
57
- "float hypot( float x, float y ) {",
58
- " return sqrt( x * x + y * y );",
59
- "}",
60
- "float rand( vec2 seed ){",
61
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
62
- "}",
63
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
64
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
65
- " float rad = channel;",
66
- " if ( shape == SHAPE_DOT ) {",
67
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
68
- " } else if ( shape == SHAPE_ELLIPSE ) {",
69
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
- " if ( dist != 0.0 ) {",
71
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
72
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
73
- " }",
74
- " } else if ( shape == SHAPE_LINE ) {",
75
- " rad = pow( abs( rad ), 1.5) * rad_max;",
76
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
77
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
78
- " } else if ( shape == SHAPE_SQUARE ) {",
79
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
80
- " float sin_t = abs( sin( theta ) );",
81
- " float cos_t = abs( cos( theta ) );",
82
- " rad = pow( abs( rad ), 1.4 );",
83
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
84
- " }",
85
- " return rad - dist;",
86
- "}",
87
- "struct Cell {",
88
- " vec2 normal;",
89
- " vec2 p1;",
90
- " vec2 p2;",
91
- " vec2 p3;",
92
- " vec2 p4;",
93
- " float samp2;",
94
- " float samp1;",
95
- " float samp3;",
96
- " float samp4;",
97
- "};",
98
- "vec4 getSample( vec2 point ) {",
99
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
100
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
101
- " float step = PI2 / float( samples );",
102
- " float dist = radius * 0.66;",
103
- " for ( int i = 0; i < samples; ++i ) {",
104
- " float r = base + step * float( i );",
105
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
106
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
107
- " }",
108
- " tex /= float( samples ) + 1.0;",
109
- " return tex;",
110
- "}",
111
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
112
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
113
- " if ( channel == 0 ) {",
114
- " c.samp1 = getSample( c.p1 ).r;",
115
- " c.samp2 = getSample( c.p2 ).r;",
116
- " c.samp3 = getSample( c.p3 ).r;",
117
- " c.samp4 = getSample( c.p4 ).r;",
118
- " } else if (channel == 1) {",
119
- " c.samp1 = getSample( c.p1 ).g;",
120
- " c.samp2 = getSample( c.p2 ).g;",
121
- " c.samp3 = getSample( c.p3 ).g;",
122
- " c.samp4 = getSample( c.p4 ).g;",
123
- " } else {",
124
- " c.samp1 = getSample( c.p1 ).b;",
125
- " c.samp3 = getSample( c.p3 ).b;",
126
- " c.samp2 = getSample( c.p2 ).b;",
127
- " c.samp4 = getSample( c.p4 ).b;",
128
- " }",
129
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
130
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
131
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
132
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
133
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
134
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
135
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
136
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
137
- " res = clamp( res, 0.0, 1.0 );",
138
- " return res;",
139
- "}",
140
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
141
- " Cell c;",
142
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
143
- " float threshold = step * 0.5;",
144
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
145
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
146
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
147
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
148
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
149
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
150
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
151
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
152
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
153
- " c.normal = n;",
154
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
155
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
156
- " if ( scatter != 0.0 ) {",
157
- " float off_mag = scatter * threshold * 0.5;",
158
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
159
- " c.p1.x += cos( off_angle ) * off_mag;",
160
- " c.p1.y += sin( off_angle ) * off_mag;",
161
- " }",
162
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
163
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
164
- " c.p2.x = c.p1.x - n.x * normal_step;",
165
- " c.p2.y = c.p1.y - n.y * normal_step;",
166
- " c.p3.x = c.p1.x + n.y * line_step;",
167
- " c.p3.y = c.p1.y - n.x * line_step;",
168
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
169
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
170
- " return c;",
171
- "}",
172
- "float blendColour( float a, float b, float t ) {",
173
- " if ( blendingMode == BLENDING_LINEAR ) {",
174
- " return blend( a, b, 1.0 - t );",
175
- " } else if ( blendingMode == BLENDING_ADD ) {",
176
- " return blend( a, min( 1.0, a + b ), t );",
177
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
178
- " return blend( a, max( 0.0, a * b ), t );",
179
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
180
- " return blend( a, max( a, b ), t );",
181
- " } else if ( blendingMode == BLENDING_DARKER ) {",
182
- " return blend( a, min( a, b ), t );",
183
- " } else {",
184
- " return blend( a, b, 1.0 - t );",
185
- " }",
186
- "}",
187
- "void main() {",
188
- " if ( ! disable ) {",
189
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
190
- " vec2 origin = vec2( 0, 0 );",
191
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
192
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
193
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
194
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
195
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
196
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
197
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
198
- " vec4 colour = texture2D( tDiffuse, vUV );",
199
- " r = blendColour( r, colour.r, blending );",
200
- " g = blendColour( g, colour.g, blending );",
201
- " b = blendColour( b, colour.b, blending );",
202
- " if ( greyscale ) {",
203
- " r = g = b = (r + b + g) / 3.0;",
204
- " }",
205
- " gl_FragColor = vec4( r, g, b, 1.0 );",
206
- " } else {",
207
- " gl_FragColor = texture2D( tDiffuse, vUV );",
208
- " }",
209
- "}"
210
- ].join("\n")
49
+ vertexShader: ['varying vec2 vUV;', 'void main() {', ' vUV = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', '}'].join('\n'),
50
+ fragmentShader: ['#define SQRT2_MINUS_ONE 0.41421356', '#define SQRT2_HALF_MINUS_ONE 0.20710678', '#define PI2 6.28318531', '#define SHAPE_DOT 1', '#define SHAPE_ELLIPSE 2', '#define SHAPE_LINE 3', '#define SHAPE_SQUARE 4', '#define BLENDING_LINEAR 1', '#define BLENDING_MULTIPLY 2', '#define BLENDING_ADD 3', '#define BLENDING_LIGHTER 4', '#define BLENDING_DARKER 5', 'uniform sampler2D tDiffuse;', 'uniform float radius;', 'uniform float rotateR;', 'uniform float rotateG;', 'uniform float rotateB;', 'uniform float scatter;', 'uniform float width;', 'uniform float height;', 'uniform int shape;', 'uniform bool disable;', 'uniform float blending;', 'uniform int blendingMode;', 'varying vec2 vUV;', 'uniform bool greyscale;', 'const int samples = 8;', 'float blend( float a, float b, float t ) {', // linear blend
51
+ ' return a * ( 1.0 - t ) + b * t;', '}', 'float hypot( float x, float y ) {', // vector magnitude
52
+ ' return sqrt( x * x + y * y );', '}', 'float rand( vec2 seed ){', // get pseudo-random number
53
+ 'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );', '}', 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {', // apply shape-specific transforms
54
+ ' float dist = hypot( coord.x - p.x, coord.y - p.y );', ' float rad = channel;', ' if ( shape == SHAPE_DOT ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' } else if ( shape == SHAPE_ELLIPSE ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' if ( dist != 0.0 ) {', ' float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );', ' dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;', ' }', ' } else if ( shape == SHAPE_LINE ) {', ' rad = pow( abs( rad ), 1.5) * rad_max;', ' float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;', ' dist = hypot( normal.x * dot_p, normal.y * dot_p );', ' } else if ( shape == SHAPE_SQUARE ) {', ' float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;', ' float sin_t = abs( sin( theta ) );', ' float cos_t = abs( cos( theta ) );', ' rad = pow( abs( rad ), 1.4 );', ' rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );', ' }', ' return rad - dist;', '}', 'struct Cell {', // grid sample positions
55
+ ' vec2 normal;', ' vec2 p1;', ' vec2 p2;', ' vec2 p3;', ' vec2 p4;', ' float samp2;', ' float samp1;', ' float samp3;', ' float samp4;', '};', 'vec4 getSample( vec2 point ) {', // multi-sampled point
56
+ ' vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );', ' float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;', ' float step = PI2 / float( samples );', ' float dist = radius * 0.66;', ' for ( int i = 0; i < samples; ++i ) {', ' float r = base + step * float( i );', ' vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );', ' tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );', ' }', ' tex /= float( samples ) + 1.0;', ' return tex;', '}', 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {', // get colour for given point
57
+ ' float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;', ' if ( channel == 0 ) {', ' c.samp1 = getSample( c.p1 ).r;', ' c.samp2 = getSample( c.p2 ).r;', ' c.samp3 = getSample( c.p3 ).r;', ' c.samp4 = getSample( c.p4 ).r;', ' } else if (channel == 1) {', ' c.samp1 = getSample( c.p1 ).g;', ' c.samp2 = getSample( c.p2 ).g;', ' c.samp3 = getSample( c.p3 ).g;', ' c.samp4 = getSample( c.p4 ).g;', ' } else {', ' c.samp1 = getSample( c.p1 ).b;', ' c.samp3 = getSample( c.p3 ).b;', ' c.samp2 = getSample( c.p2 ).b;', ' c.samp4 = getSample( c.p4 ).b;', ' }', ' dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );', ' dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );', ' dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );', ' dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );', ' res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;', ' res = clamp( res, 0.0, 1.0 );', ' return res;', '}', 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {', // get containing cell
58
+ ' Cell c;', // calc grid
59
+ ' vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );', ' float threshold = step * 0.5;', ' float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );', ' float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );', ' vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );', ' float offset_normal = mod( hypot( offset.x, offset.y ), step );', ' float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;', ' float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;', ' float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );', ' float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;', ' float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;', // get closest corner
60
+ ' c.normal = n;', ' c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;', ' c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;', // scatter
61
+ ' if ( scatter != 0.0 ) {', ' float off_mag = scatter * threshold * 0.5;', ' float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;', ' c.p1.x += cos( off_angle ) * off_mag;', ' c.p1.y += sin( off_angle ) * off_mag;', ' }', // find corners
62
+ ' float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );', ' float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );', ' c.p2.x = c.p1.x - n.x * normal_step;', ' c.p2.y = c.p1.y - n.y * normal_step;', ' c.p3.x = c.p1.x + n.y * line_step;', ' c.p3.y = c.p1.y - n.x * line_step;', ' c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;', ' c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;', ' return c;', '}', 'float blendColour( float a, float b, float t ) {', // blend colours
63
+ ' if ( blendingMode == BLENDING_LINEAR ) {', ' return blend( a, b, 1.0 - t );', ' } else if ( blendingMode == BLENDING_ADD ) {', ' return blend( a, min( 1.0, a + b ), t );', ' } else if ( blendingMode == BLENDING_MULTIPLY ) {', ' return blend( a, max( 0.0, a * b ), t );', ' } else if ( blendingMode == BLENDING_LIGHTER ) {', ' return blend( a, max( a, b ), t );', ' } else if ( blendingMode == BLENDING_DARKER ) {', ' return blend( a, min( a, b ), t );', ' } else {', ' return blend( a, b, 1.0 - t );', ' }', '}', 'void main() {', ' if ( ! disable ) {', // setup
64
+ ' vec2 p = vec2( vUV.x * width, vUV.y * height );', ' vec2 origin = vec2( 0, 0 );', ' float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;', // get channel samples
65
+ ' Cell cell_r = getReferenceCell( p, origin, rotateR, radius );', ' Cell cell_g = getReferenceCell( p, origin, rotateG, radius );', ' Cell cell_b = getReferenceCell( p, origin, rotateB, radius );', ' float r = getDotColour( cell_r, p, 0, rotateR, aa );', ' float g = getDotColour( cell_g, p, 1, rotateG, aa );', ' float b = getDotColour( cell_b, p, 2, rotateB, aa );', // blend with original
66
+ ' vec4 colour = texture2D( tDiffuse, vUV );', ' r = blendColour( r, colour.r, blending );', ' g = blendColour( g, colour.g, blending );', ' b = blendColour( b, colour.b, blending );', ' if ( greyscale ) {', ' r = g = b = (r + b + g) / 3.0;', ' }', ' gl_FragColor = vec4( r, g, b, 1.0 );', ' } else {', ' gl_FragColor = texture2D( tDiffuse, vUV );', ' }', '}'].join('\n')
211
67
  };
212
- exports.HalftoneShader = HalftoneShader;
68
+
69
+ export { HalftoneShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},h:{value:1/512}},vertexShader:"\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n ",fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform float h;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n "};exports.HorizontalBlurShader=e;
@@ -1,11 +1,24 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
+ * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
4
+ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
5
+ *
6
+ * - 9 samples per pass
7
+ * - standard deviation 2.7
8
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
+ */
3
10
  const HorizontalBlurShader = {
4
11
  uniforms: {
5
- tDiffuse: { value: null },
6
- h: { value: 1 / 512 }
12
+ tDiffuse: {
13
+ value: null
14
+ },
15
+ h: {
16
+ value: 1.0 / 512.0
17
+ }
7
18
  },
8
- vertexShader: `
19
+ vertexShader:
20
+ /* glsl */
21
+ `
9
22
  varying vec2 vUv;
10
23
 
11
24
  void main() {
@@ -15,7 +28,9 @@ const HorizontalBlurShader = {
15
28
 
16
29
  }
17
30
  `,
18
- fragmentShader: `
31
+ fragmentShader:
32
+ /* glsl */
33
+ `
19
34
  uniform sampler2D tDiffuse;
20
35
  uniform float h;
21
36
 
@@ -40,4 +55,5 @@ const HorizontalBlurShader = {
40
55
  }
41
56
  `
42
57
  };
43
- exports.HorizontalBlurShader = HorizontalBlurShader;
58
+
59
+ export { HorizontalBlurShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},h:{value:1/512},r:{value:.35}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float h;","uniform float r;","varying vec2 vUv;","void main() {","\tvec4 sum = vec4( 0.0 );","\tfloat hh = h * abs( r - vUv.y );","\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;","\tgl_FragColor = sum;","}"].join("\n")};exports.HorizontalTiltShiftShader=v;