three-stdlib 2.15.2 → 2.16.1
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +275 -207
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.js +152 -82
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -968
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
- package/nodes/materials/NodeMaterial.js +36 -20
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/**
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" sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
|
26
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
|
27
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
|
28
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
|
29
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
|
30
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
|
31
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
|
32
|
-
" sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
|
33
|
-
" gl_FragColor = sum;",
|
34
|
-
"}"
|
35
|
-
].join("\n")
|
21
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
22
|
+
fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float h;', 'uniform float r;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' float hh = h * abs( r - vUv.y );', ' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;', ' gl_FragColor = sum;', '}'].join('\n')
|
36
23
|
};
|
37
|
-
|
24
|
+
|
25
|
+
export { HorizontalTiltShiftShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},hue:{value:0},saturation:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float hue;","uniform float saturation;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tfloat angle = hue * 3.14159265;","\tfloat s = sin(angle), c = cos(angle);","\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;","\tfloat len = length(gl_FragColor.rgb);","\tgl_FragColor.rgb = vec3(","\t\tdot(gl_FragColor.rgb, weights.xyz),","\t\tdot(gl_FragColor.rgb, weights.zxy),","\t\tdot(gl_FragColor.rgb, weights.yzx)","\t);","\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;","\tif (saturation > 0.0) {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));","\t} else {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);","\t}","}"].join("\n")};exports.HueSaturationShader=t;
|
@@ -1,41 +1,25 @@
|
|
1
|
-
|
2
|
-
|
1
|
+
/**
|
2
|
+
* Hue and saturation adjustment
|
3
|
+
* https://github.com/evanw/glfx.js
|
4
|
+
* hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
|
5
|
+
* saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
6
|
+
*/
|
3
7
|
const HueSaturationShader = {
|
4
8
|
uniforms: {
|
5
|
-
tDiffuse: {
|
6
|
-
|
7
|
-
|
9
|
+
tDiffuse: {
|
10
|
+
value: null
|
11
|
+
},
|
12
|
+
hue: {
|
13
|
+
value: 0
|
14
|
+
},
|
15
|
+
saturation: {
|
16
|
+
value: 0
|
17
|
+
}
|
8
18
|
},
|
9
|
-
vertexShader: [
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
14
|
-
"}"
|
15
|
-
].join("\n"),
|
16
|
-
fragmentShader: [
|
17
|
-
"uniform sampler2D tDiffuse;",
|
18
|
-
"uniform float hue;",
|
19
|
-
"uniform float saturation;",
|
20
|
-
"varying vec2 vUv;",
|
21
|
-
"void main() {",
|
22
|
-
" gl_FragColor = texture2D( tDiffuse, vUv );",
|
23
|
-
" float angle = hue * 3.14159265;",
|
24
|
-
" float s = sin(angle), c = cos(angle);",
|
25
|
-
" vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
|
26
|
-
" float len = length(gl_FragColor.rgb);",
|
27
|
-
" gl_FragColor.rgb = vec3(",
|
28
|
-
" dot(gl_FragColor.rgb, weights.xyz),",
|
29
|
-
" dot(gl_FragColor.rgb, weights.zxy),",
|
30
|
-
" dot(gl_FragColor.rgb, weights.yzx)",
|
31
|
-
" );",
|
32
|
-
" float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
|
33
|
-
" if (saturation > 0.0) {",
|
34
|
-
" gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
|
35
|
-
" } else {",
|
36
|
-
" gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
|
37
|
-
" }",
|
38
|
-
"}"
|
39
|
-
].join("\n")
|
19
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
20
|
+
fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float hue;', 'uniform float saturation;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', // hue
|
21
|
+
' float angle = hue * 3.14159265;', ' float s = sin(angle), c = cos(angle);', ' vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;', ' float len = length(gl_FragColor.rgb);', ' gl_FragColor.rgb = vec3(', ' dot(gl_FragColor.rgb, weights.xyz),', ' dot(gl_FragColor.rgb, weights.zxy),', ' dot(gl_FragColor.rgb, weights.yzx)', ' );', // saturation
|
22
|
+
' float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;', ' if (saturation > 0.0) {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));', ' } else {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);', ' }', '}'].join('\n')
|
40
23
|
};
|
41
|
-
|
24
|
+
|
25
|
+
export { HueSaturationShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},sides:{value:6},angle:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float sides;","uniform float angle;","varying vec2 vUv;","void main() {","\tvec2 p = vUv - 0.5;","\tfloat r = length(p);","\tfloat a = atan(p.y, p.x) + angle;","\tfloat tau = 2. * 3.1416 ;","\ta = mod(a, tau/sides);","\ta = abs(a - tau/sides/2.) ;","\tp = r * vec2(cos(a), sin(a));","\tvec4 color = texture2D(tDiffuse, p + 0.5);","\tgl_FragColor = color;","}"].join("\n")};exports.KaleidoShader=e;
|
package/shaders/KaleidoShader.js
CHANGED
@@ -1,34 +1,26 @@
|
|
1
|
-
|
2
|
-
|
1
|
+
/**
|
2
|
+
* Kaleidoscope Shader
|
3
|
+
* Radial reflection around center point
|
4
|
+
* Ported from: http://pixelshaders.com/editor/
|
5
|
+
* by Toby Schachman / http://tobyschachman.com/
|
6
|
+
*
|
7
|
+
* sides: number of reflections
|
8
|
+
* angle: initial angle in radians
|
9
|
+
*/
|
3
10
|
const KaleidoShader = {
|
4
11
|
uniforms: {
|
5
|
-
tDiffuse: {
|
6
|
-
|
7
|
-
|
12
|
+
tDiffuse: {
|
13
|
+
value: null
|
14
|
+
},
|
15
|
+
sides: {
|
16
|
+
value: 6.0
|
17
|
+
},
|
18
|
+
angle: {
|
19
|
+
value: 0.0
|
20
|
+
}
|
8
21
|
},
|
9
|
-
vertexShader: [
|
10
|
-
|
11
|
-
"void main() {",
|
12
|
-
" vUv = uv;",
|
13
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
14
|
-
"}"
|
15
|
-
].join("\n"),
|
16
|
-
fragmentShader: [
|
17
|
-
"uniform sampler2D tDiffuse;",
|
18
|
-
"uniform float sides;",
|
19
|
-
"uniform float angle;",
|
20
|
-
"varying vec2 vUv;",
|
21
|
-
"void main() {",
|
22
|
-
" vec2 p = vUv - 0.5;",
|
23
|
-
" float r = length(p);",
|
24
|
-
" float a = atan(p.y, p.x) + angle;",
|
25
|
-
" float tau = 2. * 3.1416 ;",
|
26
|
-
" a = mod(a, tau/sides);",
|
27
|
-
" a = abs(a - tau/sides/2.) ;",
|
28
|
-
" p = r * vec2(cos(a), sin(a));",
|
29
|
-
" vec4 color = texture2D(tDiffuse, p + 0.5);",
|
30
|
-
" gl_FragColor = color;",
|
31
|
-
"}"
|
32
|
-
].join("\n")
|
22
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
23
|
+
fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float sides;', 'uniform float angle;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv - 0.5;', ' float r = length(p);', ' float a = atan(p.y, p.x) + angle;', ' float tau = 2. * 3.1416 ;', ' a = mod(a, tau/sides);', ' a = abs(a - tau/sides/2.) ;', ' p = r * vec2(cos(a), sin(a));', ' vec4 color = texture2D(tDiffuse, p + 0.5);', ' gl_FragColor = color;', '}'].join('\n')
|
33
24
|
};
|
34
|
-
|
25
|
+
|
26
|
+
export { KaleidoShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={shaderID:"luminosityHighPass",uniforms:{tDiffuse:{value:null},luminosityThreshold:{value:1},smoothWidth:{value:1},defaultColor:{value:new(require("three").Color)(0)},defaultOpacity:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 defaultColor;","uniform float defaultOpacity;","uniform float luminosityThreshold;","uniform float smoothWidth;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );","\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );","\tgl_FragColor = mix( outputColor, texel, alpha );","}"].join("\n")};exports.LuminosityHighPassShader=t;
|
@@ -1,37 +1,31 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
1
|
+
import { Color } from 'three';
|
2
|
+
|
3
|
+
/**
|
4
|
+
* Luminosity
|
5
|
+
* http://en.wikipedia.org/wiki/Luminosity
|
6
|
+
*/
|
7
|
+
|
4
8
|
const LuminosityHighPassShader = {
|
5
|
-
shaderID:
|
9
|
+
shaderID: 'luminosityHighPass',
|
6
10
|
uniforms: {
|
7
|
-
tDiffuse: {
|
8
|
-
|
9
|
-
|
10
|
-
|
11
|
-
|
11
|
+
tDiffuse: {
|
12
|
+
value: null
|
13
|
+
},
|
14
|
+
luminosityThreshold: {
|
15
|
+
value: 1.0
|
16
|
+
},
|
17
|
+
smoothWidth: {
|
18
|
+
value: 1.0
|
19
|
+
},
|
20
|
+
defaultColor: {
|
21
|
+
value: new Color(0x000000)
|
22
|
+
},
|
23
|
+
defaultOpacity: {
|
24
|
+
value: 0.0
|
25
|
+
}
|
12
26
|
},
|
13
|
-
vertexShader: [
|
14
|
-
|
15
|
-
"void main() {",
|
16
|
-
" vUv = uv;",
|
17
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
18
|
-
"}"
|
19
|
-
].join("\n"),
|
20
|
-
fragmentShader: [
|
21
|
-
"uniform sampler2D tDiffuse;",
|
22
|
-
"uniform vec3 defaultColor;",
|
23
|
-
"uniform float defaultOpacity;",
|
24
|
-
"uniform float luminosityThreshold;",
|
25
|
-
"uniform float smoothWidth;",
|
26
|
-
"varying vec2 vUv;",
|
27
|
-
"void main() {",
|
28
|
-
" vec4 texel = texture2D( tDiffuse, vUv );",
|
29
|
-
" vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
30
|
-
" float v = dot( texel.xyz, luma );",
|
31
|
-
" vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
|
32
|
-
" float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
|
33
|
-
" gl_FragColor = mix( outputColor, texel, alpha );",
|
34
|
-
"}"
|
35
|
-
].join("\n")
|
27
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
28
|
+
fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec3 defaultColor;', 'uniform float defaultOpacity;', 'uniform float luminosityThreshold;', 'uniform float smoothWidth;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );', ' float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );', ' gl_FragColor = mix( outputColor, texel, alpha );', '}'].join('\n')
|
36
29
|
};
|
37
|
-
|
30
|
+
|
31
|
+
export { LuminosityHighPassShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tfloat l = linearToRelativeLuminance( texel.rgb );","\tgl_FragColor = vec4( l, l, l, texel.w );","}"].join("\n")};exports.LuminosityShader=e;
|
@@ -1,25 +1,15 @@
|
|
1
|
-
|
2
|
-
|
1
|
+
/**
|
2
|
+
* Luminosity
|
3
|
+
* http://en.wikipedia.org/wiki/Luminosity
|
4
|
+
*/
|
3
5
|
const LuminosityShader = {
|
4
6
|
uniforms: {
|
5
|
-
tDiffuse: {
|
7
|
+
tDiffuse: {
|
8
|
+
value: null
|
9
|
+
}
|
6
10
|
},
|
7
|
-
vertexShader: [
|
8
|
-
|
9
|
-
"void main() {",
|
10
|
-
" vUv = uv;",
|
11
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
12
|
-
"}"
|
13
|
-
].join("\n"),
|
14
|
-
fragmentShader: [
|
15
|
-
"#include <common>",
|
16
|
-
"uniform sampler2D tDiffuse;",
|
17
|
-
"varying vec2 vUv;",
|
18
|
-
"void main() {",
|
19
|
-
" vec4 texel = texture2D( tDiffuse, vUv );",
|
20
|
-
" float l = linearToRelativeLuminance( texel.rgb );",
|
21
|
-
" gl_FragColor = vec4( l, l, l, texel.w );",
|
22
|
-
"}"
|
23
|
-
].join("\n")
|
11
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
12
|
+
fragmentShader: ['#include <common>', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' float l = linearToRelativeLuminance( texel.rgb );', ' gl_FragColor = vec4( l, l, l, texel.w );', '}'].join('\n')
|
24
13
|
};
|
25
|
-
|
14
|
+
|
15
|
+
export { LuminosityShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},side:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform int side;","varying vec2 vUv;","void main() {","\tvec2 p = vUv;","\tif (side == 0){","\t\tif (p.x > 0.5) p.x = 1.0 - p.x;","\t}else if (side == 1){","\t\tif (p.x < 0.5) p.x = 1.0 - p.x;","\t}else if (side == 2){","\t\tif (p.y < 0.5) p.y = 1.0 - p.y;","\t}else if (side == 3){","\t\tif (p.y > 0.5) p.y = 1.0 - p.y;","\t} ","\tvec4 color = texture2D(tDiffuse, p);","\tgl_FragColor = color;","}"].join("\n")};exports.MirrorShader=e;
|
package/shaders/MirrorShader.js
CHANGED
@@ -1,35 +1,20 @@
|
|
1
|
-
|
2
|
-
|
1
|
+
/**
|
2
|
+
* Mirror Shader
|
3
|
+
* Copies half the input to the other half
|
4
|
+
*
|
5
|
+
* side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
|
6
|
+
*/
|
3
7
|
const MirrorShader = {
|
4
8
|
uniforms: {
|
5
|
-
tDiffuse: {
|
6
|
-
|
9
|
+
tDiffuse: {
|
10
|
+
value: null
|
11
|
+
},
|
12
|
+
side: {
|
13
|
+
value: 1
|
14
|
+
}
|
7
15
|
},
|
8
|
-
vertexShader: [
|
9
|
-
|
10
|
-
"void main() {",
|
11
|
-
" vUv = uv;",
|
12
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
13
|
-
"}"
|
14
|
-
].join("\n"),
|
15
|
-
fragmentShader: [
|
16
|
-
"uniform sampler2D tDiffuse;",
|
17
|
-
"uniform int side;",
|
18
|
-
"varying vec2 vUv;",
|
19
|
-
"void main() {",
|
20
|
-
" vec2 p = vUv;",
|
21
|
-
" if (side == 0){",
|
22
|
-
" if (p.x > 0.5) p.x = 1.0 - p.x;",
|
23
|
-
" }else if (side == 1){",
|
24
|
-
" if (p.x < 0.5) p.x = 1.0 - p.x;",
|
25
|
-
" }else if (side == 2){",
|
26
|
-
" if (p.y < 0.5) p.y = 1.0 - p.y;",
|
27
|
-
" }else if (side == 3){",
|
28
|
-
" if (p.y > 0.5) p.y = 1.0 - p.y;",
|
29
|
-
" } ",
|
30
|
-
" vec4 color = texture2D(tDiffuse, p);",
|
31
|
-
" gl_FragColor = color;",
|
32
|
-
"}"
|
33
|
-
].join("\n")
|
16
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
17
|
+
fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform int side;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv;', ' if (side == 0){', ' if (p.x > 0.5) p.x = 1.0 - p.x;', ' }else if (side == 1){', ' if (p.x < 0.5) p.x = 1.0 - p.x;', ' }else if (side == 2){', ' if (p.y < 0.5) p.y = 1.0 - p.y;', ' }else if (side == 3){', ' if (p.y > 0.5) p.y = 1.0 - p.y;', ' } ', ' vec4 color = texture2D(tDiffuse, p);', ' gl_FragColor = color;', '}'].join('\n')
|
34
18
|
};
|
35
|
-
|
19
|
+
|
20
|
+
export { MirrorShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{heightMap:{value:null},resolution:{value:new e.Vector2(512,512)},scale:{value:new e.Vector2(1,1)},height:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float height;","uniform vec2 resolution;","uniform sampler2D heightMap;","varying vec2 vUv;","void main() {","\tfloat val = texture2D( heightMap, vUv ).x;","\tfloat valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;","\tfloat valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;","\tgl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );","}"].join("\n")};exports.NormalMapShader=t;
|
@@ -1,31 +1,27 @@
|
|
1
|
-
|
2
|
-
|
3
|
-
|
1
|
+
import { Vector2 } from 'three';
|
2
|
+
|
3
|
+
/**
|
4
|
+
* Normal map shader
|
5
|
+
* - compute normals from heightmap
|
6
|
+
*/
|
7
|
+
|
4
8
|
const NormalMapShader = {
|
5
9
|
uniforms: {
|
6
|
-
heightMap: {
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
+
heightMap: {
|
11
|
+
value: null
|
12
|
+
},
|
13
|
+
resolution: {
|
14
|
+
value: new Vector2(512, 512)
|
15
|
+
},
|
16
|
+
scale: {
|
17
|
+
value: new Vector2(1, 1)
|
18
|
+
},
|
19
|
+
height: {
|
20
|
+
value: 0.05
|
21
|
+
}
|
10
22
|
},
|
11
|
-
vertexShader: [
|
12
|
-
|
13
|
-
"void main() {",
|
14
|
-
" vUv = uv;",
|
15
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
16
|
-
"}"
|
17
|
-
].join("\n"),
|
18
|
-
fragmentShader: [
|
19
|
-
"uniform float height;",
|
20
|
-
"uniform vec2 resolution;",
|
21
|
-
"uniform sampler2D heightMap;",
|
22
|
-
"varying vec2 vUv;",
|
23
|
-
"void main() {",
|
24
|
-
" float val = texture2D( heightMap, vUv ).x;",
|
25
|
-
" float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
|
26
|
-
" float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
|
27
|
-
" gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
|
28
|
-
"}"
|
29
|
-
].join("\n")
|
23
|
+
vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
|
24
|
+
fragmentShader: ['uniform float height;', 'uniform vec2 resolution;', 'uniform sampler2D heightMap;', 'varying vec2 vUv;', 'void main() {', ' float val = texture2D( heightMap, vUv ).x;', ' float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;', ' float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;', ' gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );', '}'].join('\n')
|
30
25
|
};
|
31
|
-
|
26
|
+
|
27
|
+
export { NormalMapShader };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={modes:{none:"NO_PARALLAX",basic:"USE_BASIC_PARALLAX",steep:"USE_STEEP_PARALLAX",occlusion:"USE_OCLUSION_PARALLAX",relief:"USE_RELIEF_PARALLAX"},uniforms:{bumpMap:{value:null},map:{value:null},parallaxScale:{value:null},parallaxMinLayers:{value:null},parallaxMaxLayers:{value:null}},vertexShader:["varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","void main() {","\tvUv = uv;","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvViewPosition = -mvPosition.xyz;","\tvNormal = normalize( normalMatrix * normal );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform sampler2D bumpMap;","uniform sampler2D map;","uniform float parallaxScale;","uniform float parallaxMinLayers;","uniform float parallaxMaxLayers;","varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","#ifdef USE_BASIC_PARALLAX","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;","\t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;","\t\treturn vUv - texCoordOffset;","\t}","#else","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );","\t\tfloat layerHeight = 1.0 / numLayers;","\t\tfloat currentLayerHeight = 0.0;","\t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;","\t\tvec2 currentTextureCoords = vUv;","\t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\tfor ( int i = 0; i < 30; i += 1 ) {","\t\t\tif ( heightFromTexture <= currentLayerHeight ) {","\t\t\t\tbreak;","\t\t\t}","\t\t\tcurrentLayerHeight += layerHeight;","\t\t\tcurrentTextureCoords -= dtex;","\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t}","\t\t#ifdef USE_STEEP_PARALLAX","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_RELIEF_PARALLAX )","\t\t\tvec2 deltaTexCoord = dtex / 2.0;","\t\t\tfloat deltaHeight = layerHeight / 2.0;","\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\tconst int numSearches = 5;","\t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {","\t\t\t\tdeltaTexCoord /= 2.0;","\t\t\t\tdeltaHeight /= 2.0;","\t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t\t\tif( heightFromTexture > currentLayerHeight ) {","\t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight += deltaHeight;","\t\t\t\t} else {","\t\t\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\t\t}","\t\t\t}","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_OCLUSION_PARALLAX )","\t\t\tvec2 prevTCoords = currentTextureCoords + dtex;","\t\t\tfloat nextH = heightFromTexture - currentLayerHeight;","\t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;","\t\t\tfloat weight = nextH / ( nextH - prevH );","\t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );","\t\t#else","\t\t\treturn vUv;","\t\t#endif","\t}","#endif","vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {","\tvec2 texDx = dFdx( vUv );","\tvec2 texDy = dFdy( vUv );","\tvec3 vSigmaX = dFdx( surfPosition );","\tvec3 vSigmaY = dFdy( surfPosition );","\tvec3 vR1 = cross( vSigmaY, surfNormal );","\tvec3 vR2 = cross( surfNormal, vSigmaX );","\tfloat fDet = dot( vSigmaX, vR1 );","\tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );","\tvec3 vProjVtex;","\tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;","\tvProjVtex.z = dot( surfNormal, viewPosition );","\treturn parallaxMap( vProjVtex );","}","void main() {","\tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );","\tgl_FragColor = texture2D( map, mapUv );","}"].join("\n")};exports.ParallaxShader=t;
|
@@ -1,113 +1,54 @@
|
|
1
|
-
|
2
|
-
|
1
|
+
// Parallax Occlusion shaders from
|
2
|
+
// http://sunandblackcat.com/tipFullView.php?topicid=28
|
3
|
+
// No tangent-space transforms logic based on
|
4
|
+
// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
|
3
5
|
const ParallaxShader = {
|
6
|
+
// Ordered from fastest to best quality.
|
4
7
|
modes: {
|
5
|
-
none:
|
6
|
-
basic:
|
7
|
-
steep:
|
8
|
-
occlusion:
|
9
|
-
|
8
|
+
none: 'NO_PARALLAX',
|
9
|
+
basic: 'USE_BASIC_PARALLAX',
|
10
|
+
steep: 'USE_STEEP_PARALLAX',
|
11
|
+
occlusion: 'USE_OCLUSION_PARALLAX',
|
12
|
+
// a.k.a. POM
|
13
|
+
relief: 'USE_RELIEF_PARALLAX'
|
10
14
|
},
|
11
15
|
uniforms: {
|
12
|
-
bumpMap: {
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
16
|
+
bumpMap: {
|
17
|
+
value: null
|
18
|
+
},
|
19
|
+
map: {
|
20
|
+
value: null
|
21
|
+
},
|
22
|
+
parallaxScale: {
|
23
|
+
value: null
|
24
|
+
},
|
25
|
+
parallaxMinLayers: {
|
26
|
+
value: null
|
27
|
+
},
|
28
|
+
parallaxMaxLayers: {
|
29
|
+
value: null
|
30
|
+
}
|
17
31
|
},
|
18
|
-
vertexShader: [
|
19
|
-
|
20
|
-
|
21
|
-
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
|
26
|
-
|
27
|
-
|
28
|
-
|
29
|
-
|
30
|
-
|
31
|
-
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
|
36
|
-
|
37
|
-
|
38
|
-
"varying vec3 vNormal;",
|
39
|
-
"#ifdef USE_BASIC_PARALLAX",
|
40
|
-
" vec2 parallaxMap( in vec3 V ) {",
|
41
|
-
" float initialHeight = texture2D( bumpMap, vUv ).r;",
|
42
|
-
" vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
|
43
|
-
" return vUv - texCoordOffset;",
|
44
|
-
" }",
|
45
|
-
"#else",
|
46
|
-
" vec2 parallaxMap( in vec3 V ) {",
|
47
|
-
" float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
|
48
|
-
" float layerHeight = 1.0 / numLayers;",
|
49
|
-
" float currentLayerHeight = 0.0;",
|
50
|
-
" vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
|
51
|
-
" vec2 currentTextureCoords = vUv;",
|
52
|
-
" float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
|
53
|
-
" for ( int i = 0; i < 30; i += 1 ) {",
|
54
|
-
" if ( heightFromTexture <= currentLayerHeight ) {",
|
55
|
-
" break;",
|
56
|
-
" }",
|
57
|
-
" currentLayerHeight += layerHeight;",
|
58
|
-
" currentTextureCoords -= dtex;",
|
59
|
-
" heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
|
60
|
-
" }",
|
61
|
-
" #ifdef USE_STEEP_PARALLAX",
|
62
|
-
" return currentTextureCoords;",
|
63
|
-
" #elif defined( USE_RELIEF_PARALLAX )",
|
64
|
-
" vec2 deltaTexCoord = dtex / 2.0;",
|
65
|
-
" float deltaHeight = layerHeight / 2.0;",
|
66
|
-
" currentTextureCoords += deltaTexCoord;",
|
67
|
-
" currentLayerHeight -= deltaHeight;",
|
68
|
-
" const int numSearches = 5;",
|
69
|
-
" for ( int i = 0; i < numSearches; i += 1 ) {",
|
70
|
-
" deltaTexCoord /= 2.0;",
|
71
|
-
" deltaHeight /= 2.0;",
|
72
|
-
" heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
|
73
|
-
" if( heightFromTexture > currentLayerHeight ) {",
|
74
|
-
" currentTextureCoords -= deltaTexCoord;",
|
75
|
-
" currentLayerHeight += deltaHeight;",
|
76
|
-
" } else {",
|
77
|
-
" currentTextureCoords += deltaTexCoord;",
|
78
|
-
" currentLayerHeight -= deltaHeight;",
|
79
|
-
" }",
|
80
|
-
" }",
|
81
|
-
" return currentTextureCoords;",
|
82
|
-
" #elif defined( USE_OCLUSION_PARALLAX )",
|
83
|
-
" vec2 prevTCoords = currentTextureCoords + dtex;",
|
84
|
-
" float nextH = heightFromTexture - currentLayerHeight;",
|
85
|
-
" float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
|
86
|
-
" float weight = nextH / ( nextH - prevH );",
|
87
|
-
" return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
|
88
|
-
" #else",
|
89
|
-
" return vUv;",
|
90
|
-
" #endif",
|
91
|
-
" }",
|
92
|
-
"#endif",
|
93
|
-
"vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
|
94
|
-
" vec2 texDx = dFdx( vUv );",
|
95
|
-
" vec2 texDy = dFdy( vUv );",
|
96
|
-
" vec3 vSigmaX = dFdx( surfPosition );",
|
97
|
-
" vec3 vSigmaY = dFdy( surfPosition );",
|
98
|
-
" vec3 vR1 = cross( vSigmaY, surfNormal );",
|
99
|
-
" vec3 vR2 = cross( surfNormal, vSigmaX );",
|
100
|
-
" float fDet = dot( vSigmaX, vR1 );",
|
101
|
-
" vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
|
102
|
-
" vec3 vProjVtex;",
|
103
|
-
" vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
|
104
|
-
" vProjVtex.z = dot( surfNormal, viewPosition );",
|
105
|
-
" return parallaxMap( vProjVtex );",
|
106
|
-
"}",
|
107
|
-
"void main() {",
|
108
|
-
" vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
|
109
|
-
" gl_FragColor = texture2D( map, mapUv );",
|
110
|
-
"}"
|
111
|
-
].join("\n")
|
32
|
+
vertexShader: ['varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vViewPosition = -mvPosition.xyz;', ' vNormal = normalize( normalMatrix * normal );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
|
33
|
+
fragmentShader: ['uniform sampler2D bumpMap;', 'uniform sampler2D map;', 'uniform float parallaxScale;', 'uniform float parallaxMinLayers;', 'uniform float parallaxMaxLayers;', 'varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', '#ifdef USE_BASIC_PARALLAX', ' vec2 parallaxMap( in vec3 V ) {', ' float initialHeight = texture2D( bumpMap, vUv ).r;', // No Offset Limitting: messy, floating output at grazing angles.
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34
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+
//"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
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35
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+
// Offset Limiting
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36
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+
' vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;', ' return vUv - texCoordOffset;', ' }', '#else', ' vec2 parallaxMap( in vec3 V ) {', // Determine number of layers from angle between V and N
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37
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+
' float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );', ' float layerHeight = 1.0 / numLayers;', ' float currentLayerHeight = 0.0;', // Shift of texture coordinates for each iteration
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38
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+
' vec2 dtex = parallaxScale * V.xy / V.z / numLayers;', ' vec2 currentTextureCoords = vUv;', ' float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // while ( heightFromTexture > currentLayerHeight )
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39
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+
// Infinite loops are not well supported. Do a "large" finite
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40
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+
// loop, but not too large, as it slows down some compilers.
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41
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+
' for ( int i = 0; i < 30; i += 1 ) {', ' if ( heightFromTexture <= currentLayerHeight ) {', ' break;', ' }', ' currentLayerHeight += layerHeight;', // Shift texture coordinates along vector V
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42
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+
' currentTextureCoords -= dtex;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', ' }', ' #ifdef USE_STEEP_PARALLAX', ' return currentTextureCoords;', ' #elif defined( USE_RELIEF_PARALLAX )', ' vec2 deltaTexCoord = dtex / 2.0;', ' float deltaHeight = layerHeight / 2.0;', // Return to the mid point of previous layer
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43
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+
' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', // Binary search to increase precision of Steep Parallax Mapping
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44
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+
' const int numSearches = 5;', ' for ( int i = 0; i < numSearches; i += 1 ) {', ' deltaTexCoord /= 2.0;', ' deltaHeight /= 2.0;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // Shift along or against vector V
|
45
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+
' if( heightFromTexture > currentLayerHeight ) {', // Below the surface
|
46
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+
' currentTextureCoords -= deltaTexCoord;', ' currentLayerHeight += deltaHeight;', ' } else {', // above the surface
|
47
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+
' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', ' }', ' }', ' return currentTextureCoords;', ' #elif defined( USE_OCLUSION_PARALLAX )', ' vec2 prevTCoords = currentTextureCoords + dtex;', // Heights for linear interpolation
|
48
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+
' float nextH = heightFromTexture - currentLayerHeight;', ' float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;', // Proportions for linear interpolation
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49
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+
' float weight = nextH / ( nextH - prevH );', // Interpolation of texture coordinates
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50
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+
' return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );', ' #else', // NO_PARALLAX
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51
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+
' return vUv;', ' #endif', ' }', '#endif', 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {', ' vec2 texDx = dFdx( vUv );', ' vec2 texDy = dFdy( vUv );', ' vec3 vSigmaX = dFdx( surfPosition );', ' vec3 vSigmaY = dFdy( surfPosition );', ' vec3 vR1 = cross( vSigmaY, surfNormal );', ' vec3 vR2 = cross( surfNormal, vSigmaX );', ' float fDet = dot( vSigmaX, vR1 );', ' vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );', ' vec3 vProjVtex;', ' vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;', ' vProjVtex.z = dot( surfNormal, viewPosition );', ' return parallaxMap( vProjVtex );', '}', 'void main() {', ' vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );', ' gl_FragColor = texture2D( map, mapUv );', '}'].join('\n')
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112
52
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};
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113
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-
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53
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+
|
54
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+
export { ParallaxShader };
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@@ -0,0 +1 @@
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1
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+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},resolution:{value:null},pixelSize:{value:1}},vertexShader:["varying highp vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float pixelSize;","uniform vec2 resolution;","varying highp vec2 vUv;","void main(){","vec2 dxy = pixelSize / resolution;","vec2 coord = dxy * floor( vUv / dxy );","gl_FragColor = texture2D(tDiffuse, coord);","}"].join("\n")};exports.PixelShader=e;
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