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
@@ -1,59 +1,45 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { ShaderChunk, UniformsUtils, ShaderLib, Color } from 'three';
2
+
3
+ /**
4
+ * ------------------------------------------------------------------------------------------
5
+ * Subsurface Scattering shader
6
+ * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
7
+ * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
8
+ *------------------------------------------------------------------------------------------
9
+ */
10
+
4
11
  function replaceAll(string, find, replace) {
5
12
  return string.split(find).join(replace);
6
13
  }
7
- const meshphong_frag_head = THREE.ShaderChunk["meshphong_frag"].slice(
8
- 0,
9
- THREE.ShaderChunk["meshphong_frag"].indexOf("void main() {")
10
- );
11
- const meshphong_frag_body = THREE.ShaderChunk["meshphong_frag"].slice(THREE.ShaderChunk["meshphong_frag"].indexOf("void main() {"));
14
+
15
+ const meshphong_frag_head = ShaderChunk['meshphong_frag'].slice(0, ShaderChunk['meshphong_frag'].indexOf('void main() {'));
16
+ const meshphong_frag_body = ShaderChunk['meshphong_frag'].slice(ShaderChunk['meshphong_frag'].indexOf('void main() {'));
12
17
  const SubsurfaceScatteringShader = {
13
- uniforms: THREE.UniformsUtils.merge([
14
- THREE.ShaderLib["phong"].uniforms,
15
- {
16
- thicknessMap: { value: null },
17
- thicknessColor: { value: new THREE.Color(16777215) },
18
- thicknessDistortion: { value: 0.1 },
19
- thicknessAmbient: { value: 0 },
20
- thicknessAttenuation: { value: 0.1 },
21
- thicknessPower: { value: 2 },
22
- thicknessScale: { value: 10 }
18
+ uniforms: UniformsUtils.merge([ShaderLib['phong'].uniforms, {
19
+ thicknessMap: {
20
+ value: null
21
+ },
22
+ thicknessColor: {
23
+ value: new Color(0xffffff)
24
+ },
25
+ thicknessDistortion: {
26
+ value: 0.1
27
+ },
28
+ thicknessAmbient: {
29
+ value: 0.0
30
+ },
31
+ thicknessAttenuation: {
32
+ value: 0.1
33
+ },
34
+ thicknessPower: {
35
+ value: 2.0
36
+ },
37
+ thicknessScale: {
38
+ value: 10.0
23
39
  }
24
- ]),
25
- vertexShader: ["#define USE_UV", THREE.ShaderChunk["meshphong_vert"]].join("\n"),
26
- fragmentShader: [
27
- "#define USE_UV",
28
- "#define SUBSURFACE",
29
- meshphong_frag_head,
30
- "uniform sampler2D thicknessMap;",
31
- "uniform float thicknessPower;",
32
- "uniform float thicknessScale;",
33
- "uniform float thicknessDistortion;",
34
- "uniform float thicknessAmbient;",
35
- "uniform float thicknessAttenuation;",
36
- "uniform vec3 thicknessColor;",
37
- "void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {",
38
- " vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;",
39
- " vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));",
40
- " float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;",
41
- " vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;",
42
- " reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;",
43
- "}",
44
- meshphong_frag_body.replace(
45
- "#include <lights_fragment_begin>",
46
- replaceAll(
47
- THREE.ShaderChunk["lights_fragment_begin"],
48
- "RE_Direct( directLight, geometry, material, reflectedLight );",
49
- [
50
- "RE_Direct( directLight, geometry, material, reflectedLight );",
51
- "#if defined( SUBSURFACE ) && defined( USE_UV )",
52
- " RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
53
- "#endif"
54
- ].join("\n")
55
- )
56
- )
57
- ].join("\n")
40
+ }]),
41
+ vertexShader: ['#define USE_UV', ShaderChunk['meshphong_vert']].join('\n'),
42
+ fragmentShader: ['#define USE_UV', '#define SUBSURFACE', meshphong_frag_head, 'uniform sampler2D thicknessMap;', 'uniform float thicknessPower;', 'uniform float thicknessScale;', 'uniform float thicknessDistortion;', 'uniform float thicknessAmbient;', 'uniform float thicknessAttenuation;', 'uniform vec3 thicknessColor;', 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {', ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;', ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));', ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;', ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;', '}', meshphong_frag_body.replace('#include <lights_fragment_begin>', replaceAll(ShaderChunk['lights_fragment_begin'], 'RE_Direct( directLight, geometry, material, reflectedLight );', ['RE_Direct( directLight, geometry, material, reflectedLight );', '#if defined( SUBSURFACE ) && defined( USE_UV )', ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);', '#endif'].join('\n')))].join('\n')
58
43
  };
59
- exports.SubsurfaceScatteringShader = SubsurfaceScatteringShader;
44
+
45
+ export { SubsurfaceScatteringShader };
@@ -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:["uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );","\tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);","\tgl_FragColor = newTex;","}"].join("\n")};exports.TechnicolorShader=e;
@@ -1,24 +1,17 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Technicolor Shader
3
+ * Simulates the look of the two-strip technicolor process popular in early 20th century films.
4
+ * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
5
+ * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
6
+ */
3
7
  const TechnicolorShader = {
4
8
  uniforms: {
5
- tDiffuse: { value: null }
9
+ tDiffuse: {
10
+ value: null
11
+ }
6
12
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "void main() {",
18
- " vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );",
19
- " vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);",
20
- " gl_FragColor = newTex;",
21
- "}"
22
- ].join("\n")
13
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
14
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );', ' vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);', ' gl_FragColor = newTex;', '}'].join('\n')
23
15
  };
24
- exports.TechnicolorShader = TechnicolorShader;
16
+
17
+ export { TechnicolorShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},averageLuminance:{value:1},luminanceMap:{value:null},maxLuminance:{value:16},minLuminance:{value:.01},middleGrey:{value:.6}},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;","uniform float middleGrey;","uniform float minLuminance;","uniform float maxLuminance;","#ifdef ADAPTED_LUMINANCE","\tuniform sampler2D luminanceMap;","#else","\tuniform float averageLuminance;","#endif","vec3 ToneMap( vec3 vColor ) {","\t#ifdef ADAPTED_LUMINANCE","\t\tfloat fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;","\t#else","\t\tfloat fLumAvg = averageLuminance;","\t#endif","\tfloat fLumPixel = linearToRelativeLuminance( vColor );","\tfloat fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );","\tfloat fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);","\treturn fLumCompressed * vColor;","}","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tgl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );","}"].join("\n")};exports.ToneMapShader=e;
@@ -1,48 +1,32 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Full-screen tone-mapping shader based on http://www.cis.rit.edu/people/faculty/ferwerda/publications/sig02_paper.pdf
3
+ */
3
4
  const ToneMapShader = {
4
5
  uniforms: {
5
- tDiffuse: { value: null },
6
- averageLuminance: { value: 1 },
7
- luminanceMap: { value: null },
8
- maxLuminance: { value: 16 },
9
- minLuminance: { value: 0.01 },
10
- middleGrey: { value: 0.6 }
6
+ tDiffuse: {
7
+ value: null
8
+ },
9
+ averageLuminance: {
10
+ value: 1.0
11
+ },
12
+ luminanceMap: {
13
+ value: null
14
+ },
15
+ maxLuminance: {
16
+ value: 16.0
17
+ },
18
+ minLuminance: {
19
+ value: 0.01
20
+ },
21
+ middleGrey: {
22
+ value: 0.6
23
+ }
11
24
  },
12
- vertexShader: [
13
- "varying vec2 vUv;",
14
- "void main() {",
15
- " vUv = uv;",
16
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
17
- "}"
18
- ].join("\n"),
19
- fragmentShader: [
20
- "#include <common>",
21
- "uniform sampler2D tDiffuse;",
22
- "varying vec2 vUv;",
23
- "uniform float middleGrey;",
24
- "uniform float minLuminance;",
25
- "uniform float maxLuminance;",
26
- "#ifdef ADAPTED_LUMINANCE",
27
- " uniform sampler2D luminanceMap;",
28
- "#else",
29
- " uniform float averageLuminance;",
30
- "#endif",
31
- "vec3 ToneMap( vec3 vColor ) {",
32
- " #ifdef ADAPTED_LUMINANCE",
33
- " float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;",
34
- " #else",
35
- " float fLumAvg = averageLuminance;",
36
- " #endif",
37
- " float fLumPixel = linearToRelativeLuminance( vColor );",
38
- " float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );",
39
- " float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);",
40
- " return fLumCompressed * vColor;",
41
- "}",
42
- "void main() {",
43
- " vec4 texel = texture2D( tDiffuse, vUv );",
44
- " gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );",
45
- "}"
46
- ].join("\n")
25
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
26
+ fragmentShader: ['#include <common>', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'uniform float middleGrey;', 'uniform float minLuminance;', 'uniform float maxLuminance;', '#ifdef ADAPTED_LUMINANCE', ' uniform sampler2D luminanceMap;', '#else', ' uniform float averageLuminance;', '#endif', 'vec3 ToneMap( vec3 vColor ) {', ' #ifdef ADAPTED_LUMINANCE', // Get the calculated average luminance
27
+ ' float fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;', ' #else', ' float fLumAvg = averageLuminance;', ' #endif', // Calculate the luminance of the current pixel
28
+ ' float fLumPixel = linearToRelativeLuminance( vColor );', // Apply the modified operator (Eq. 4)
29
+ ' float fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );', ' float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);', ' return fLumCompressed * vColor;', '}', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' gl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );', '}'].join('\n')
47
30
  };
48
- exports.ToneMapShader = ToneMapShader;
31
+
32
+ export { ToneMapShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var o=require("three");const i={uniforms:{uDirLightPos:{value:new o.Vector3},uDirLightColor:{value:new o.Color(15658734)},uAmbientLightColor:{value:new o.Color(328965)},uBaseColor:{value:new o.Color(16777215)}},vertexShader:["varying vec3 vNormal;","varying vec3 vRefract;","void main() {","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );","\tvNormal = normalize( normalMatrix * normal );","\tvec3 I = worldPosition.xyz - cameraPosition;","\tvRefract = refract( normalize( I ), worldNormal, 1.02 );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform vec3 uBaseColor;","uniform vec3 uDirLightPos;","uniform vec3 uDirLightColor;","uniform vec3 uAmbientLightColor;","varying vec3 vNormal;","varying vec3 vRefract;","void main() {","\tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);","\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;","\tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );","\tintensity += length(lightWeighting) * 0.2;","\tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );","\tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );","\tintensity = intensity * 0.2 + 0.3;","\tif ( intensity < 0.50 ) {","\t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );","\t} else {","\t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );","}","}"].join("\n")},r={uniforms:{uDirLightPos:{value:new o.Vector3},uDirLightColor:{value:new o.Color(15658734)},uAmbientLightColor:{value:new o.Color(328965)},uBaseColor:{value:new o.Color(15658734)},uLineColor1:{value:new o.Color(8421504)},uLineColor2:{value:new o.Color(0)},uLineColor3:{value:new o.Color(0)},uLineColor4:{value:new o.Color(0)}},vertexShader:["varying vec3 vNormal;","void main() {","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tvNormal = normalize( normalMatrix * normal );","}"].join("\n"),fragmentShader:["uniform vec3 uBaseColor;","uniform vec3 uLineColor1;","uniform vec3 uLineColor2;","uniform vec3 uLineColor3;","uniform vec3 uLineColor4;","uniform vec3 uDirLightPos;","uniform vec3 uDirLightColor;","uniform vec3 uAmbientLightColor;","varying vec3 vNormal;","void main() {","\tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);","\tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);","\tgl_FragColor = vec4( uBaseColor, 1.0 );","\tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {","\t\tgl_FragColor *= vec4( uLineColor1, 1.0 );","\t}","\tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {","\t\tgl_FragColor *= vec4( uLineColor2, 1.0 );","\t}","}"].join("\n")},e={uniforms:{uDirLightPos:{value:new o.Vector3},uDirLightColor:{value:new o.Color(15658734)},uAmbientLightColor:{value:new o.Color(328965)},uBaseColor:{value:new o.Color(16777215)},uLineColor1:{value:new o.Color(0)},uLineColor2:{value:new o.Color(0)},uLineColor3:{value:new o.Color(0)},uLineColor4:{value:new o.Color(0)}},vertexShader:["varying vec3 vNormal;","void main() {","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tvNormal = normalize( normalMatrix * normal );","}"].join("\n"),fragmentShader:["uniform vec3 uBaseColor;","uniform vec3 uLineColor1;","uniform vec3 uLineColor2;","uniform vec3 uLineColor3;","uniform vec3 uLineColor4;","uniform vec3 uDirLightPos;","uniform vec3 uDirLightColor;","uniform vec3 uAmbientLightColor;","varying vec3 vNormal;","void main() {","\tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);","\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;","\tgl_FragColor = vec4( uBaseColor, 1.0 );","\tif ( length(lightWeighting) < 1.00 ) {","\t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {","\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );","\t\t}","\t}","\tif ( length(lightWeighting) < 0.75 ) {","\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {","\t\t\tgl_FragColor = vec4( uLineColor2, 1.0 );","\t\t}","\t}","\tif ( length(lightWeighting) < 0.50 ) {","\t\tif (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {","\t\t\tgl_FragColor = vec4( uLineColor3, 1.0 );","\t\t}","\t}","\tif ( length(lightWeighting) < 0.3465 ) {","\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {","\t\t\tgl_FragColor = vec4( uLineColor4, 1.0 );","\t}","\t}","}"].join("\n")},t={uniforms:{uDirLightPos:{value:new o.Vector3},uDirLightColor:{value:new o.Color(15658734)},uAmbientLightColor:{value:new o.Color(328965)},uBaseColor:{value:new o.Color(16777215)},uLineColor1:{value:new o.Color(0)}},vertexShader:["varying vec3 vNormal;","void main() {","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tvNormal = normalize( normalMatrix * normal );","}"].join("\n"),fragmentShader:["uniform vec3 uBaseColor;","uniform vec3 uLineColor1;","uniform vec3 uLineColor2;","uniform vec3 uLineColor3;","uniform vec3 uLineColor4;","uniform vec3 uDirLightPos;","uniform vec3 uDirLightColor;","uniform vec3 uAmbientLightColor;","varying vec3 vNormal;","void main() {","float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);","vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;","gl_FragColor = vec4( uBaseColor, 1.0 );","if ( length(lightWeighting) < 1.00 ) {","\t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {","\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );","\t\t}","\t}","\tif ( length(lightWeighting) < 0.50 ) {","\t\tif ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {","\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );","\t\t}","\t}","}"].join("\n")};exports.ToonShader1=i,exports.ToonShader2=r,exports.ToonShaderDotted=t,exports.ToonShaderHatching=e;
@@ -1,188 +1,112 @@
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
+ * Currently contains:
5
+ *
6
+ * toon1
7
+ * toon2
8
+ * hatching
9
+ * dotted
10
+ */
11
+
4
12
  const ToonShader1 = {
5
13
  uniforms: {
6
- uDirLightPos: { value: new THREE.Vector3() },
7
- uDirLightColor: { value: new THREE.Color(15658734) },
8
- uAmbientLightColor: { value: new THREE.Color(328965) },
9
- uBaseColor: { value: new THREE.Color(16777215) }
14
+ uDirLightPos: {
15
+ value: new Vector3()
16
+ },
17
+ uDirLightColor: {
18
+ value: new Color(0xeeeeee)
19
+ },
20
+ uAmbientLightColor: {
21
+ value: new Color(0x050505)
22
+ },
23
+ uBaseColor: {
24
+ value: new Color(0xffffff)
25
+ }
10
26
  },
11
- vertexShader: [
12
- "varying vec3 vNormal;",
13
- "varying vec3 vRefract;",
14
- "void main() {",
15
- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
16
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
17
- " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
18
- " vNormal = normalize( normalMatrix * normal );",
19
- " vec3 I = worldPosition.xyz - cameraPosition;",
20
- " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
21
- " gl_Position = projectionMatrix * mvPosition;",
22
- "}"
23
- ].join("\n"),
24
- fragmentShader: [
25
- "uniform vec3 uBaseColor;",
26
- "uniform vec3 uDirLightPos;",
27
- "uniform vec3 uDirLightColor;",
28
- "uniform vec3 uAmbientLightColor;",
29
- "varying vec3 vNormal;",
30
- "varying vec3 vRefract;",
31
- "void main() {",
32
- " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
33
- " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
34
- " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
35
- " intensity += length(lightWeighting) * 0.2;",
36
- " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
37
- " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
38
- " intensity = intensity * 0.2 + 0.3;",
39
- " if ( intensity < 0.50 ) {",
40
- " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
41
- " } else {",
42
- " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
43
- "}",
44
- "}"
45
- ].join("\n")
27
+ vertexShader: ['varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vNormal = normalize( normalMatrix * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vRefract = refract( normalize( I ), worldNormal, 1.02 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
28
+ fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );', ' intensity += length(lightWeighting) * 0.2;', ' float cameraWeighting = dot( normalize( vNormal ), vRefract );', ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );', ' intensity = intensity * 0.2 + 0.3;', ' if ( intensity < 0.50 ) {', ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );', ' } else {', ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );', '}', '}'].join('\n')
46
29
  };
47
30
  const ToonShader2 = {
48
31
  uniforms: {
49
- uDirLightPos: { value: new THREE.Vector3() },
50
- uDirLightColor: { value: new THREE.Color(15658734) },
51
- uAmbientLightColor: { value: new THREE.Color(328965) },
52
- uBaseColor: { value: new THREE.Color(15658734) },
53
- uLineColor1: { value: new THREE.Color(8421504) },
54
- uLineColor2: { value: new THREE.Color(0) },
55
- uLineColor3: { value: new THREE.Color(0) },
56
- uLineColor4: { value: new THREE.Color(0) }
32
+ uDirLightPos: {
33
+ value: new Vector3()
34
+ },
35
+ uDirLightColor: {
36
+ value: new Color(0xeeeeee)
37
+ },
38
+ uAmbientLightColor: {
39
+ value: new Color(0x050505)
40
+ },
41
+ uBaseColor: {
42
+ value: new Color(0xeeeeee)
43
+ },
44
+ uLineColor1: {
45
+ value: new Color(0x808080)
46
+ },
47
+ uLineColor2: {
48
+ value: new Color(0x000000)
49
+ },
50
+ uLineColor3: {
51
+ value: new Color(0x000000)
52
+ },
53
+ uLineColor4: {
54
+ value: new Color(0x000000)
55
+ }
57
56
  },
58
- vertexShader: [
59
- "varying vec3 vNormal;",
60
- "void main() {",
61
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
62
- " vNormal = normalize( normalMatrix * normal );",
63
- "}"
64
- ].join("\n"),
65
- fragmentShader: [
66
- "uniform vec3 uBaseColor;",
67
- "uniform vec3 uLineColor1;",
68
- "uniform vec3 uLineColor2;",
69
- "uniform vec3 uLineColor3;",
70
- "uniform vec3 uLineColor4;",
71
- "uniform vec3 uDirLightPos;",
72
- "uniform vec3 uDirLightColor;",
73
- "uniform vec3 uAmbientLightColor;",
74
- "varying vec3 vNormal;",
75
- "void main() {",
76
- " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
77
- " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
78
- " gl_FragColor = vec4( uBaseColor, 1.0 );",
79
- " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
80
- " gl_FragColor *= vec4( uLineColor1, 1.0 );",
81
- " }",
82
- " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
83
- " gl_FragColor *= vec4( uLineColor2, 1.0 );",
84
- " }",
85
- "}"
86
- ].join("\n")
57
+ vertexShader: ['varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}'].join('\n'),
58
+ fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);', ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {', ' gl_FragColor *= vec4( uLineColor1, 1.0 );', ' }', ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {', ' gl_FragColor *= vec4( uLineColor2, 1.0 );', ' }', '}'].join('\n')
87
59
  };
88
60
  const ToonShaderHatching = {
89
61
  uniforms: {
90
- uDirLightPos: { value: new THREE.Vector3() },
91
- uDirLightColor: { value: new THREE.Color(15658734) },
92
- uAmbientLightColor: { value: new THREE.Color(328965) },
93
- uBaseColor: { value: new THREE.Color(16777215) },
94
- uLineColor1: { value: new THREE.Color(0) },
95
- uLineColor2: { value: new THREE.Color(0) },
96
- uLineColor3: { value: new THREE.Color(0) },
97
- uLineColor4: { value: new THREE.Color(0) }
62
+ uDirLightPos: {
63
+ value: new Vector3()
64
+ },
65
+ uDirLightColor: {
66
+ value: new Color(0xeeeeee)
67
+ },
68
+ uAmbientLightColor: {
69
+ value: new Color(0x050505)
70
+ },
71
+ uBaseColor: {
72
+ value: new Color(0xffffff)
73
+ },
74
+ uLineColor1: {
75
+ value: new Color(0x000000)
76
+ },
77
+ uLineColor2: {
78
+ value: new Color(0x000000)
79
+ },
80
+ uLineColor3: {
81
+ value: new Color(0x000000)
82
+ },
83
+ uLineColor4: {
84
+ value: new Color(0x000000)
85
+ }
98
86
  },
99
- vertexShader: [
100
- "varying vec3 vNormal;",
101
- "void main() {",
102
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
103
- " vNormal = normalize( normalMatrix * normal );",
104
- "}"
105
- ].join("\n"),
106
- fragmentShader: [
107
- "uniform vec3 uBaseColor;",
108
- "uniform vec3 uLineColor1;",
109
- "uniform vec3 uLineColor2;",
110
- "uniform vec3 uLineColor3;",
111
- "uniform vec3 uLineColor4;",
112
- "uniform vec3 uDirLightPos;",
113
- "uniform vec3 uDirLightColor;",
114
- "uniform vec3 uAmbientLightColor;",
115
- "varying vec3 vNormal;",
116
- "void main() {",
117
- " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
118
- " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
119
- " gl_FragColor = vec4( uBaseColor, 1.0 );",
120
- " if ( length(lightWeighting) < 1.00 ) {",
121
- " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
122
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
123
- " }",
124
- " }",
125
- " if ( length(lightWeighting) < 0.75 ) {",
126
- " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
127
- " gl_FragColor = vec4( uLineColor2, 1.0 );",
128
- " }",
129
- " }",
130
- " if ( length(lightWeighting) < 0.50 ) {",
131
- " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
132
- " gl_FragColor = vec4( uLineColor3, 1.0 );",
133
- " }",
134
- " }",
135
- " if ( length(lightWeighting) < 0.3465 ) {",
136
- " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
137
- " gl_FragColor = vec4( uLineColor4, 1.0 );",
138
- " }",
139
- " }",
140
- "}"
141
- ].join("\n")
87
+ vertexShader: ['varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}'].join('\n'),
88
+ fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(lightWeighting) < 1.00 ) {', ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.75 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor2, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.50 ) {', ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor3, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.3465 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor4, 1.0 );', ' }', ' }', '}'].join('\n')
142
89
  };
143
90
  const ToonShaderDotted = {
144
91
  uniforms: {
145
- uDirLightPos: { value: new THREE.Vector3() },
146
- uDirLightColor: { value: new THREE.Color(15658734) },
147
- uAmbientLightColor: { value: new THREE.Color(328965) },
148
- uBaseColor: { value: new THREE.Color(16777215) },
149
- uLineColor1: { value: new THREE.Color(0) }
92
+ uDirLightPos: {
93
+ value: new Vector3()
94
+ },
95
+ uDirLightColor: {
96
+ value: new Color(0xeeeeee)
97
+ },
98
+ uAmbientLightColor: {
99
+ value: new Color(0x050505)
100
+ },
101
+ uBaseColor: {
102
+ value: new Color(0xffffff)
103
+ },
104
+ uLineColor1: {
105
+ value: new Color(0x000000)
106
+ }
150
107
  },
151
- vertexShader: [
152
- "varying vec3 vNormal;",
153
- "void main() {",
154
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
155
- " vNormal = normalize( normalMatrix * normal );",
156
- "}"
157
- ].join("\n"),
158
- fragmentShader: [
159
- "uniform vec3 uBaseColor;",
160
- "uniform vec3 uLineColor1;",
161
- "uniform vec3 uLineColor2;",
162
- "uniform vec3 uLineColor3;",
163
- "uniform vec3 uLineColor4;",
164
- "uniform vec3 uDirLightPos;",
165
- "uniform vec3 uDirLightColor;",
166
- "uniform vec3 uAmbientLightColor;",
167
- "varying vec3 vNormal;",
168
- "void main() {",
169
- "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
170
- "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
171
- "gl_FragColor = vec4( uBaseColor, 1.0 );",
172
- "if ( length(lightWeighting) < 1.00 ) {",
173
- " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
174
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
175
- " }",
176
- " }",
177
- " if ( length(lightWeighting) < 0.50 ) {",
178
- " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
179
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
180
- " }",
181
- " }",
182
- "}"
183
- ].join("\n")
108
+ vertexShader: ['varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}'].join('\n'),
109
+ fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);', 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', 'gl_FragColor = vec4( uBaseColor, 1.0 );', 'if ( length(lightWeighting) < 1.00 ) {', ' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.50 ) {', ' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', '}'].join('\n')
184
110
  };
185
- exports.ToonShader1 = ToonShader1;
186
- exports.ToonShader2 = ToonShader2;
187
- exports.ToonShaderDotted = ToonShaderDotted;
188
- exports.ToonShaderHatching = ToonShaderHatching;
111
+
112
+ export { ToonShader1, ToonShader2, ToonShaderDotted, ToonShaderHatching };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{texture:{value:null},delta:{value:new(require("three").Vector2)(1,1)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#define ITERATIONS 10.0","uniform sampler2D texture;","uniform vec2 delta;","varying vec2 vUv;","void main() {","\tvec4 color = vec4( 0.0 );","\tfloat total = 0.0;","\tfloat offset = rand( vUv );","\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {","\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;","\t\tfloat weight = 1.0 - abs( percent );","\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;","\t\ttotal += weight;","\t}","\tgl_FragColor = color / total;","}"].join("\n")};exports.TriangleBlurShader=t;
@@ -1,36 +1,27 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2 } from 'three';
2
+
3
+ /**
4
+ * Triangle blur shader
5
+ * based on glfx.js triangle blur shader
6
+ * https://github.com/evanw/glfx.js
7
+ *
8
+ * A basic blur filter, which convolves the image with a
9
+ * pyramid filter. The pyramid filter is separable and is applied as two
10
+ * perpendicular triangle filters.
11
+ */
12
+
4
13
  const TriangleBlurShader = {
5
14
  uniforms: {
6
- texture: { value: null },
7
- delta: { value: new THREE.Vector2(1, 1) }
15
+ texture: {
16
+ value: null
17
+ },
18
+ delta: {
19
+ value: new Vector2(1, 1)
20
+ }
8
21
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "#include <common>",
18
- "#define ITERATIONS 10.0",
19
- "uniform sampler2D texture;",
20
- "uniform vec2 delta;",
21
- "varying vec2 vUv;",
22
- "void main() {",
23
- " vec4 color = vec4( 0.0 );",
24
- " float total = 0.0;",
25
- " float offset = rand( vUv );",
26
- " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
27
- " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
28
- " float weight = 1.0 - abs( percent );",
29
- " color += texture2D( texture, vUv + delta * percent ) * weight;",
30
- " total += weight;",
31
- " }",
32
- " gl_FragColor = color / total;",
33
- "}"
34
- ].join("\n")
22
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
23
+ fragmentShader: ['#include <common>', '#define ITERATIONS 10.0', 'uniform sampler2D texture;', 'uniform vec2 delta;', 'varying vec2 vUv;', 'void main() {', ' vec4 color = vec4( 0.0 );', ' float total = 0.0;', // randomize the lookup values to hide the fixed number of samples
24
+ ' float offset = rand( vUv );', ' for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {', ' float percent = ( t + offset - 0.5 ) / ITERATIONS;', ' float weight = 1.0 - abs( percent );', ' color += texture2D( texture, vUv + delta * percent ) * weight;', ' total += weight;', ' }', ' gl_FragColor = color / total;', '}'].join('\n')
35
25
  };
36
- exports.TriangleBlurShader = TriangleBlurShader;
26
+
27
+ export { TriangleBlurShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","#include <packing>","void main() {","\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );","\tgl_FragColor = vec4( vec3( depth ), opacity );","}"].join("\n")};exports.UnpackDepthRGBAShader=e;
@@ -1,26 +1,18 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Unpack RGBA depth shader
3
+ * - show RGBA encoded depth as monochrome color
4
+ */
3
5
  const UnpackDepthRGBAShader = {
4
6
  uniforms: {
5
- tDiffuse: { value: null },
6
- opacity: { value: 1 }
7
+ tDiffuse: {
8
+ value: null
9
+ },
10
+ opacity: {
11
+ value: 1.0
12
+ }
7
13
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float opacity;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "#include <packing>",
20
- "void main() {",
21
- " float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );",
22
- " gl_FragColor = vec4( vec3( depth ), opacity );",
23
- "}"
24
- ].join("\n")
14
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
15
+ fragmentShader: ['uniform float opacity;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', '#include <packing>', 'void main() {', ' float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );', ' gl_FragColor = vec4( vec3( depth ), opacity );', '}'].join('\n')
25
16
  };
26
- exports.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
17
+
18
+ export { UnpackDepthRGBAShader };