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
@@ -1,77 +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;