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
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},v:{value:1/512}},vertexShader:"\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n ",fragmentShader:"\n\n uniform sampler2D tDiffuse;\n uniform float v;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 sum = vec4( 0.0 );\n\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n gl_FragColor = sum;\n\n }\n "};exports.VerticalBlurShader=v;
@@ -1,11 +1,24 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
+ * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
4
+ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
5
+ *
6
+ * - 9 samples per pass
7
+ * - standard deviation 2.7
8
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
+ */
3
10
  const VerticalBlurShader = {
4
11
  uniforms: {
5
- tDiffuse: { value: null },
6
- v: { value: 1 / 512 }
12
+ tDiffuse: {
13
+ value: null
14
+ },
15
+ v: {
16
+ value: 1.0 / 512.0
17
+ }
7
18
  },
8
- vertexShader: `
19
+ vertexShader:
20
+ /* glsl */
21
+ `
9
22
  varying vec2 vUv;
10
23
 
11
24
  void main() {
@@ -15,7 +28,9 @@ const VerticalBlurShader = {
15
28
 
16
29
  }
17
30
  `,
18
- fragmentShader: `
31
+ fragmentShader:
32
+ /* glsl */
33
+ `
19
34
 
20
35
  uniform sampler2D tDiffuse;
21
36
  uniform float v;
@@ -41,4 +56,5 @@ const VerticalBlurShader = {
41
56
  }
42
57
  `
43
58
  };
44
- exports.VerticalBlurShader = VerticalBlurShader;
59
+
60
+ export { VerticalBlurShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},v:{value:1/512},r:{value:.35}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float v;","uniform float r;","varying vec2 vUv;","void main() {","\tvec4 sum = vec4( 0.0 );","\tfloat vv = v * abs( r - vUv.y );","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;","\tgl_FragColor = sum;","}"].join("\n")};exports.VerticalTiltShiftShader=v;
@@ -1,37 +1,25 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
+ *
4
+ * - 9 samples per pass
5
+ * - standard deviation 2.7
6
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
+ * - "r" parameter control where "focused" horizontal line lies
8
+ */
3
9
  const VerticalTiltShiftShader = {
4
10
  uniforms: {
5
- tDiffuse: { value: null },
6
- v: { value: 1 / 512 },
7
- r: { value: 0.35 }
11
+ tDiffuse: {
12
+ value: null
13
+ },
14
+ v: {
15
+ value: 1.0 / 512.0
16
+ },
17
+ r: {
18
+ value: 0.35
19
+ }
8
20
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float v;",
19
- "uniform float r;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 sum = vec4( 0.0 );",
23
- " float vv = v * abs( r - vUv.y );",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
31
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
32
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 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 v;', 'uniform float r;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' float vv = v * abs( r - vUv.y );', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;', ' gl_FragColor = sum;', '}'].join('\n')
36
23
  };
37
- exports.VerticalTiltShiftShader = VerticalTiltShiftShader;
24
+
25
+ export { VerticalTiltShiftShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float offset;","uniform float darkness;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );","\tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );","}"].join("\n")};exports.VignetteShader=e;
@@ -1,28 +1,32 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Vignette shader
3
+ * based on PaintEffect postprocess from ro.me
4
+ * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
+ */
3
6
  const VignetteShader = {
4
7
  uniforms: {
5
- tDiffuse: { value: null },
6
- offset: { value: 1 },
7
- darkness: { value: 1 }
8
+ tDiffuse: {
9
+ value: null
10
+ },
11
+ offset: {
12
+ value: 1.0
13
+ },
14
+ darkness: {
15
+ value: 1.0
16
+ }
8
17
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform float offset;",
18
- "uniform float darkness;",
19
- "uniform sampler2D tDiffuse;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 texel = texture2D( tDiffuse, vUv );",
23
- " vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
24
- " gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
25
- "}"
26
- ].join("\n")
18
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
19
+ fragmentShader: ['uniform float offset;', 'uniform float darkness;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', // Eskil's vignette
20
+ ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );', ' gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',
21
+ /*
22
+ // alternative version from glfx.js
23
+ // this one makes more "dusty" look (as opposed to "burned")
24
+ " vec4 color = texture2D( tDiffuse, vUv );",
25
+ " float dist = distance( vUv, vec2( 0.5 ) );",
26
+ " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
27
+ " gl_FragColor = color;",
28
+ */
29
+ '}'].join('\n')
27
30
  };
28
- exports.VignetteShader = VignetteShader;
31
+
32
+ export { VignetteShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const e={uniforms:{u_size:{value:new t.Vector3(1,1,1)},u_renderstyle:{value:0},u_renderthreshold:{value:.5},u_clim:{value:new t.Vector2(1,1)},u_data:{value:null},u_cmdata:{value:null}},vertexShader:["\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tvarying vec3 v_position;","\t\tvoid main() {","\t\t\t\tmat4 viewtransformf = modelViewMatrix;","\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);","\t\t\t\tvec4 position4 = vec4(position, 1.0);","\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;","\t\t\t\tpos_in_cam.z = -pos_in_cam.w;","\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;","\t\t\t\tpos_in_cam.z = pos_in_cam.w;","\t\t\t\tv_farpos = viewtransformi * pos_in_cam;","\t\t\t\tv_position = position;","\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;","\t\t}"].join("\n"),fragmentShader:["\t\tprecision highp float;","\t\tprecision mediump sampler3D;","\t\tuniform vec3 u_size;","\t\tuniform int u_renderstyle;","\t\tuniform float u_renderthreshold;","\t\tuniform vec2 u_clim;","\t\tuniform sampler3D u_data;","\t\tuniform sampler2D u_cmdata;","\t\tvarying vec3 v_position;","\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3","\t\tconst int REFINEMENT_STEPS = 4;","\t\tconst float relative_step_size = 1.0;","\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);","\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);","\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);","\t\tconst float shininess = 40.0;","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tfloat sample1(vec3 texcoords);","\t\tvec4 apply_colormap(float val);","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);","\t\tvoid main() {","\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;","\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;","\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);","\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,","\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,","\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,","\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));","\t\t\t\tvec3 front = v_position + view_ray * distance;","\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);","\t\t\t\tif ( nsteps < 1 )","\t\t\t\t\t\tdiscard;","\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);","\t\t\t\tvec3 start_loc = front / u_size;","\t\t\t\tif (u_renderstyle == 0)","\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);","\t\t\t\telse if (u_renderstyle == 1)","\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);","\t\t\t\tif (gl_FragColor.a < 0.05)","\t\t\t\t\t\tdiscard;","\t\t}","\t\tfloat sample1(vec3 texcoords) {","\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */","\t\t\t\treturn texture(u_data, texcoords.xyz).r;","\t\t}","\t\tvec4 apply_colormap(float val) {","\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);","\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));","\t\t}","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tfloat max_val = -1e6;","\t\t\t\tint max_i = 100;","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > max_val) {","\t\t\t\t\t\t\t\tmax_val = val;","\t\t\t\t\t\t\t\tmax_i = iter;","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);","\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));","\t\t\t\t\t\tiloc += istep;","\t\t\t\t}","\t\t\t\tgl_FragColor = apply_colormap(max_val);","\t\t}","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent","\t\t\t\tvec4 color3 = vec4(0.0);\t// final color","\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > low_threshold) {","\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;","\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);","\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {","\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);","\t\t\t\t\t\t\t\t\t\t\t\treturn;","\t\t\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t\t\t\t\tiloc += istep;","\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t}","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)","\t\t{","\t\t\t\tvec3 V = normalize(view_ray);","\t\t\t\tvec3 N;","\t\t\t\tfloat val1, val2;","\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));","\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));","\t\t\t\tN[0] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));","\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));","\t\t\t\tN[1] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));","\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));","\t\t\t\tN[2] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tfloat gm = length(N); // gradient magnitude","\t\t\t\tN = normalize(N);","\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);","\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;","\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tfor (int i=0; i<1; i++)","\t\t\t\t{","\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];","\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );","\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));","\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);","\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector","\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);","\t\t\t\t\t\tfloat mask1 = lightEnabled;","\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;","\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;","\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;","\t\t\t\t}","\t\t\t\tvec4 final_color;","\t\t\t\tvec4 color = apply_colormap(val);","\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;","\t\t\t\tfinal_color.a = color.a;","\t\t\t\treturn final_color;","\t\t}"].join("\n")};exports.VolumeRenderShader1=e;
@@ -1,178 +1,81 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector3, Vector2 } from 'three';
2
+
3
+ /**
4
+ * Shaders to render 3D volumes using raycasting.
5
+ * The applied techniques are based on similar implementations in the Visvis and Vispy projects.
6
+ * This is not the only approach, therefore it's marked 1.
7
+ */
8
+
4
9
  const VolumeRenderShader1 = {
5
10
  uniforms: {
6
- u_size: { value: new THREE.Vector3(1, 1, 1) },
7
- u_renderstyle: { value: 0 },
8
- u_renderthreshold: { value: 0.5 },
9
- u_clim: { value: new THREE.Vector2(1, 1) },
10
- u_data: { value: null },
11
- u_cmdata: { value: null }
11
+ u_size: {
12
+ value: new Vector3(1, 1, 1)
13
+ },
14
+ u_renderstyle: {
15
+ value: 0
16
+ },
17
+ u_renderthreshold: {
18
+ value: 0.5
19
+ },
20
+ u_clim: {
21
+ value: new Vector2(1, 1)
22
+ },
23
+ u_data: {
24
+ value: null
25
+ },
26
+ u_cmdata: {
27
+ value: null
28
+ }
12
29
  },
13
- vertexShader: [
14
- " varying vec4 v_nearpos;",
15
- " varying vec4 v_farpos;",
16
- " varying vec3 v_position;",
17
- " void main() {",
18
- " mat4 viewtransformf = modelViewMatrix;",
19
- " mat4 viewtransformi = inverse(modelViewMatrix);",
20
- " vec4 position4 = vec4(position, 1.0);",
21
- " vec4 pos_in_cam = viewtransformf * position4;",
22
- " pos_in_cam.z = -pos_in_cam.w;",
23
- " v_nearpos = viewtransformi * pos_in_cam;",
24
- " pos_in_cam.z = pos_in_cam.w;",
25
- " v_farpos = viewtransformi * pos_in_cam;",
26
- " v_position = position;",
27
- " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
28
- " }"
29
- ].join("\n"),
30
- fragmentShader: [
31
- " precision highp float;",
32
- " precision mediump sampler3D;",
33
- " uniform vec3 u_size;",
34
- " uniform int u_renderstyle;",
35
- " uniform float u_renderthreshold;",
36
- " uniform vec2 u_clim;",
37
- " uniform sampler3D u_data;",
38
- " uniform sampler2D u_cmdata;",
39
- " varying vec3 v_position;",
40
- " varying vec4 v_nearpos;",
41
- " varying vec4 v_farpos;",
42
- " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
43
- " const int REFINEMENT_STEPS = 4;",
44
- " const float relative_step_size = 1.0;",
45
- " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
46
- " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
47
- " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
48
- " const float shininess = 40.0;",
49
- " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
50
- " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
51
- " float sample1(vec3 texcoords);",
52
- " vec4 apply_colormap(float val);",
53
- " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
54
- " void main() {",
55
- " vec3 farpos = v_farpos.xyz / v_farpos.w;",
56
- " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
57
- " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
58
- " float distance = dot(nearpos - v_position, view_ray);",
59
- " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
60
- " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
61
- " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
62
- " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
63
- " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
64
- " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
65
- " vec3 front = v_position + view_ray * distance;",
66
- " int nsteps = int(-distance / relative_step_size + 0.5);",
67
- " if ( nsteps < 1 )",
68
- " discard;",
69
- " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
70
- " vec3 start_loc = front / u_size;",
71
- " if (u_renderstyle == 0)",
72
- " cast_mip(start_loc, step, nsteps, view_ray);",
73
- " else if (u_renderstyle == 1)",
74
- " cast_iso(start_loc, step, nsteps, view_ray);",
75
- " if (gl_FragColor.a < 0.05)",
76
- " discard;",
77
- " }",
78
- " float sample1(vec3 texcoords) {",
79
- " /* Sample float value from a 3D texture. Assumes intensity data. */",
80
- " return texture(u_data, texcoords.xyz).r;",
81
- " }",
82
- " vec4 apply_colormap(float val) {",
83
- " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
84
- " return texture2D(u_cmdata, vec2(val, 0.5));",
85
- " }",
86
- " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
87
- " float max_val = -1e6;",
88
- " int max_i = 100;",
89
- " vec3 loc = start_loc;",
90
- " for (int iter=0; iter<MAX_STEPS; iter++) {",
91
- " if (iter >= nsteps)",
92
- " break;",
93
- " float val = sample1(loc);",
94
- " if (val > max_val) {",
95
- " max_val = val;",
96
- " max_i = iter;",
97
- " }",
98
- " loc += step;",
99
- " }",
100
- " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
101
- " vec3 istep = step / float(REFINEMENT_STEPS);",
102
- " for (int i=0; i<REFINEMENT_STEPS; i++) {",
103
- " max_val = max(max_val, sample1(iloc));",
104
- " iloc += istep;",
105
- " }",
106
- " gl_FragColor = apply_colormap(max_val);",
107
- " }",
108
- " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
109
- " gl_FragColor = vec4(0.0); // init transparent",
110
- " vec4 color3 = vec4(0.0); // final color",
111
- " vec3 dstep = 1.5 / u_size; // step to sample derivative",
112
- " vec3 loc = start_loc;",
113
- " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
114
- " for (int iter=0; iter<MAX_STEPS; iter++) {",
115
- " if (iter >= nsteps)",
116
- " break;",
117
- " float val = sample1(loc);",
118
- " if (val > low_threshold) {",
119
- " vec3 iloc = loc - 0.5 * step;",
120
- " vec3 istep = step / float(REFINEMENT_STEPS);",
121
- " for (int i=0; i<REFINEMENT_STEPS; i++) {",
122
- " val = sample1(iloc);",
123
- " if (val > u_renderthreshold) {",
124
- " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
125
- " return;",
126
- " }",
127
- " iloc += istep;",
128
- " }",
129
- " }",
130
- " loc += step;",
131
- " }",
132
- " }",
133
- " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
134
- " {",
135
- " vec3 V = normalize(view_ray);",
136
- " vec3 N;",
137
- " float val1, val2;",
138
- " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
139
- " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
140
- " N[0] = val1 - val2;",
141
- " val = max(max(val1, val2), val);",
142
- " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
143
- " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
144
- " N[1] = val1 - val2;",
145
- " val = max(max(val1, val2), val);",
146
- " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
147
- " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
148
- " N[2] = val1 - val2;",
149
- " val = max(max(val1, val2), val);",
150
- " float gm = length(N); // gradient magnitude",
151
- " N = normalize(N);",
152
- " float Nselect = float(dot(N, V) > 0.0);",
153
- " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
154
- " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
155
- " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
156
- " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
157
- " for (int i=0; i<1; i++)",
158
- " {",
159
- " vec3 L = normalize(view_ray); //lightDirs[i];",
160
- " float lightEnabled = float( length(L) > 0.0 );",
161
- " L = normalize(L + (1.0 - lightEnabled));",
162
- " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
163
- " vec3 H = normalize(L+V); // Halfway vector",
164
- " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
165
- " float mask1 = lightEnabled;",
166
- " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
167
- " diffuse_color += mask1 * lambertTerm;",
168
- " specular_color += mask1 * specularTerm * specular_color;",
169
- " }",
170
- " vec4 final_color;",
171
- " vec4 color = apply_colormap(val);",
172
- " final_color = color * (ambient_color + diffuse_color) + specular_color;",
173
- " final_color.a = color.a;",
174
- " return final_color;",
175
- " }"
176
- ].join("\n")
30
+ vertexShader: [' varying vec4 v_nearpos;', ' varying vec4 v_farpos;', ' varying vec3 v_position;', ' void main() {', // Prepare transforms to map to "camera view". See also:
31
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
32
+ ' mat4 viewtransformf = modelViewMatrix;', ' mat4 viewtransformi = inverse(modelViewMatrix);', // Project local vertex coordinate to camera position. Then do a step
33
+ // backward (in cam coords) to the near clipping plane, and project back. Do
34
+ // the same for the far clipping plane. This gives us all the information we
35
+ // need to calculate the ray and truncate it to the viewing cone.
36
+ ' vec4 position4 = vec4(position, 1.0);', ' vec4 pos_in_cam = viewtransformf * position4;', // Intersection of ray and near clipping plane (z = -1 in clip coords)
37
+ ' pos_in_cam.z = -pos_in_cam.w;', ' v_nearpos = viewtransformi * pos_in_cam;', // Intersection of ray and far clipping plane (z = +1 in clip coords)
38
+ ' pos_in_cam.z = pos_in_cam.w;', ' v_farpos = viewtransformi * pos_in_cam;', // Set varyings and output pos
39
+ ' v_position = position;', ' gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;', ' }'].join('\n'),
40
+ fragmentShader: [' precision highp float;', ' precision mediump sampler3D;', ' uniform vec3 u_size;', ' uniform int u_renderstyle;', ' uniform float u_renderthreshold;', ' uniform vec2 u_clim;', ' uniform sampler3D u_data;', ' uniform sampler2D u_cmdata;', ' varying vec3 v_position;', ' varying vec4 v_nearpos;', ' varying vec4 v_farpos;', // The maximum distance through our rendering volume is sqrt(3).
41
+ ' const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3', ' const int REFINEMENT_STEPS = 4;', ' const float relative_step_size = 1.0;', ' const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);', ' const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);', ' const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);', ' const float shininess = 40.0;', ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);', ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);', ' float sample1(vec3 texcoords);', ' vec4 apply_colormap(float val);', ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);', ' void main() {', // Normalize clipping plane info
42
+ ' vec3 farpos = v_farpos.xyz / v_farpos.w;', ' vec3 nearpos = v_nearpos.xyz / v_nearpos.w;', // Calculate unit vector pointing in the view direction through this fragment.
43
+ ' vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);', // Compute the (negative) distance to the front surface or near clipping plane.
44
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
45
+ // product below is the distance from near clip plane to the back of the cuboid
46
+ ' float distance = dot(nearpos - v_position, view_ray);', ' distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,', ' (u_size.x - 0.5 - v_position.x) / view_ray.x));', ' distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,', ' (u_size.y - 0.5 - v_position.y) / view_ray.y));', ' distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,', ' (u_size.z - 0.5 - v_position.z) / view_ray.z));', // Now we have the starting position on the front surface
47
+ ' vec3 front = v_position + view_ray * distance;', // Decide how many steps to take
48
+ ' int nsteps = int(-distance / relative_step_size + 0.5);', ' if ( nsteps < 1 )', ' discard;', // Get starting location and step vector in texture coordinates
49
+ ' vec3 step = ((v_position - front) / u_size) / float(nsteps);', ' vec3 start_loc = front / u_size;', // For testing: show the number of steps. This helps to establish
50
+ // whether the rays are correctly oriented
51
+ //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
52
+ //'return;',
53
+ ' if (u_renderstyle == 0)', ' cast_mip(start_loc, step, nsteps, view_ray);', ' else if (u_renderstyle == 1)', ' cast_iso(start_loc, step, nsteps, view_ray);', ' if (gl_FragColor.a < 0.05)', ' discard;', ' }', ' float sample1(vec3 texcoords) {', ' /* Sample float value from a 3D texture. Assumes intensity data. */', ' return texture(u_data, texcoords.xyz).r;', ' }', ' vec4 apply_colormap(float val) {', ' val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);', ' return texture2D(u_cmdata, vec2(val, 0.5));', ' }', ' void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {', ' float max_val = -1e6;', ' int max_i = 100;', ' vec3 loc = start_loc;', // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
54
+ // non-constant expression. So we use a hard-coded max, and an additional condition
55
+ // inside the loop.
56
+ ' for (int iter=0; iter<MAX_STEPS; iter++) {', ' if (iter >= nsteps)', ' break;', // Sample from the 3D texture
57
+ ' float val = sample1(loc);', // Apply MIP operation
58
+ ' if (val > max_val) {', ' max_val = val;', ' max_i = iter;', ' }', // Advance location deeper into the volume
59
+ ' loc += step;', ' }', // Refine location, gives crispier images
60
+ ' vec3 iloc = start_loc + step * (float(max_i) - 0.5);', ' vec3 istep = step / float(REFINEMENT_STEPS);', ' for (int i=0; i<REFINEMENT_STEPS; i++) {', ' max_val = max(max_val, sample1(iloc));', ' iloc += istep;', ' }', // Resolve final color
61
+ ' gl_FragColor = apply_colormap(max_val);', ' }', ' void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {', ' gl_FragColor = vec4(0.0); // init transparent', ' vec4 color3 = vec4(0.0); // final color', ' vec3 dstep = 1.5 / u_size; // step to sample derivative', ' vec3 loc = start_loc;', ' float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);', // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
62
+ // non-constant expression. So we use a hard-coded max, and an additional condition
63
+ // inside the loop.
64
+ ' for (int iter=0; iter<MAX_STEPS; iter++) {', ' if (iter >= nsteps)', ' break;', // Sample from the 3D texture
65
+ ' float val = sample1(loc);', ' if (val > low_threshold) {', // Take the last interval in smaller steps
66
+ ' vec3 iloc = loc - 0.5 * step;', ' vec3 istep = step / float(REFINEMENT_STEPS);', ' for (int i=0; i<REFINEMENT_STEPS; i++) {', ' val = sample1(iloc);', ' if (val > u_renderthreshold) {', ' gl_FragColor = add_lighting(val, iloc, dstep, view_ray);', ' return;', ' }', ' iloc += istep;', ' }', ' }', // Advance location deeper into the volume
67
+ ' loc += step;', ' }', ' }', ' vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)', ' {', // Calculate color by incorporating lighting
68
+ // View direction
69
+ ' vec3 V = normalize(view_ray);', // calculate normal vector from gradient
70
+ ' vec3 N;', ' float val1, val2;', ' val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));', ' val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));', ' N[0] = val1 - val2;', ' val = max(max(val1, val2), val);', ' val1 = sample1(loc + vec3(0.0, -step[1], 0.0));', ' val2 = sample1(loc + vec3(0.0, +step[1], 0.0));', ' N[1] = val1 - val2;', ' val = max(max(val1, val2), val);', ' val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));', ' val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));', ' N[2] = val1 - val2;', ' val = max(max(val1, val2), val);', ' float gm = length(N); // gradient magnitude', ' N = normalize(N);', // Flip normal so it points towards viewer
71
+ ' float Nselect = float(dot(N, V) > 0.0);', ' N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;', // Init colors
72
+ ' vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);', ' vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);', ' vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);', // note: could allow multiple lights
73
+ ' for (int i=0; i<1; i++)', ' {', // Get light direction (make sure to prevent zero devision)
74
+ ' vec3 L = normalize(view_ray); //lightDirs[i];', ' float lightEnabled = float( length(L) > 0.0 );', ' L = normalize(L + (1.0 - lightEnabled));', // Calculate lighting properties
75
+ ' float lambertTerm = clamp(dot(N, L), 0.0, 1.0);', ' vec3 H = normalize(L+V); // Halfway vector', ' float specularTerm = pow(max(dot(H, N), 0.0), shininess);', // Calculate mask
76
+ ' float mask1 = lightEnabled;', // Calculate colors
77
+ ' ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;', ' diffuse_color += mask1 * lambertTerm;', ' specular_color += mask1 * specularTerm * specular_color;', ' }', // Calculate final color by componing different components
78
+ ' vec4 final_color;', ' vec4 color = apply_colormap(val);', ' final_color = color * (ambient_color + diffuse_color) + specular_color;', ' final_color.a = color.a;', ' return final_color;', ' }'].join('\n')
177
79
  };
178
- exports.VolumeRenderShader1 = VolumeRenderShader1;
80
+
81
+ export { VolumeRenderShader1 };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{color:{value:null},time:{value:0},tDiffuse:{value:null},tDudv:{value:null},textureMatrix:{value:null}},vertexShader:["uniform mat4 textureMatrix;","varying vec2 vUv;","varying vec4 vUvRefraction;","void main() {","\tvUv = uv;","\tvUvRefraction = textureMatrix * vec4( position, 1.0 );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform float time;","uniform sampler2D tDiffuse;","uniform sampler2D tDudv;","varying vec2 vUv;","varying vec4 vUvRefraction;","float blendOverlay( float base, float blend ) {","\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );","}","vec3 blendOverlay( vec3 base, vec3 blend ) {","\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );","}","void main() {"," float waveStrength = 0.1;"," float waveSpeed = 0.03;","\tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;","\tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );","\tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;"," vec4 uv = vec4( vUvRefraction );"," uv.xy += distortion;","\tvec4 base = texture2DProj( tDiffuse, uv );","\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );","}"].join("\n")};exports.WaterRefractionShader=e;
@@ -1,5 +1,3 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
1
  const WaterRefractionShader = {
4
2
  uniforms: {
5
3
  color: {
@@ -18,40 +16,10 @@ const WaterRefractionShader = {
18
16
  value: null
19
17
  }
20
18
  },
21
- vertexShader: [
22
- "uniform mat4 textureMatrix;",
23
- "varying vec2 vUv;",
24
- "varying vec4 vUvRefraction;",
25
- "void main() {",
26
- " vUv = uv;",
27
- " vUvRefraction = textureMatrix * vec4( position, 1.0 );",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "uniform vec3 color;",
33
- "uniform float time;",
34
- "uniform sampler2D tDiffuse;",
35
- "uniform sampler2D tDudv;",
36
- "varying vec2 vUv;",
37
- "varying vec4 vUvRefraction;",
38
- "float blendOverlay( float base, float blend ) {",
39
- " return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
40
- "}",
41
- "vec3 blendOverlay( vec3 base, vec3 blend ) {",
42
- " return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );",
43
- "}",
44
- "void main() {",
45
- " float waveStrength = 0.1;",
46
- " float waveSpeed = 0.03;",
47
- " vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;",
48
- " distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );",
49
- " vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;",
50
- " vec4 uv = vec4( vUvRefraction );",
51
- " uv.xy += distortion;",
52
- " vec4 base = texture2DProj( tDiffuse, uv );",
53
- " gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );",
54
- "}"
55
- ].join("\n")
19
+ vertexShader: ['uniform mat4 textureMatrix;', 'varying vec2 vUv;', 'varying vec4 vUvRefraction;', 'void main() {', ' vUv = uv;', ' vUvRefraction = textureMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
+ fragmentShader: ['uniform vec3 color;', 'uniform float time;', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tDudv;', 'varying vec2 vUv;', 'varying vec4 vUvRefraction;', 'float blendOverlay( float base, float blend ) {', ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );', '}', 'vec3 blendOverlay( vec3 base, vec3 blend ) {', ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );', '}', 'void main() {', ' float waveStrength = 0.1;', ' float waveSpeed = 0.03;', // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
21
+ ' vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;', ' distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );', ' vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;', // new uv coords
22
+ ' vec4 uv = vec4( vUvRefraction );', ' uv.xy += distortion;', ' vec4 base = texture2DProj( tDiffuse, uv );', ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );', '}'].join('\n')
56
23
  };
57
- exports.WaterRefractionShader = WaterRefractionShader;
24
+
25
+ export { WaterRefractionShader };
@@ -0,0 +1 @@
1
+ "use strict";
package/shaders/types.js CHANGED
@@ -1 +1 @@
1
- "use strict";
1
+
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});exports.FlakesTexture=class{constructor(t=512,e=512){const r=document.createElement("canvas");r.width=t,r.height=e;const a=r.getContext("2d");a.fillStyle="rgb(127,127,255)",a.fillRect(0,0,t,e);for(let r=0;r<4e3;r++){const r=Math.random()*t,o=Math.random()*e,l=3*Math.random()+3;let n=2*Math.random()-1,s=2*Math.random()-1,c=1.5;const h=Math.sqrt(n*n+s*s+c*c);n/=h,s/=h,c/=h,a.fillStyle="rgb("+(127*n+127)+","+(127*s+127)+","+255*c+")",a.beginPath(),a.arc(r,o,l,0,2*Math.PI),a.fill()}return r}};
@@ -1,14 +1,13 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
1
  class FlakesTexture {
4
2
  constructor(width = 512, height = 512) {
5
- const canvas = document.createElement("canvas");
3
+ const canvas = document.createElement('canvas');
6
4
  canvas.width = width;
7
5
  canvas.height = height;
8
- const context = canvas.getContext("2d");
9
- context.fillStyle = "rgb(127,127,255)";
6
+ const context = canvas.getContext('2d');
7
+ context.fillStyle = 'rgb(127,127,255)';
10
8
  context.fillRect(0, 0, width, height);
11
- for (let i = 0; i < 4e3; i++) {
9
+
10
+ for (let i = 0; i < 4000; i++) {
12
11
  const x = Math.random() * width;
13
12
  const y = Math.random() * height;
14
13
  const r = Math.random() * 3 + 3;
@@ -19,12 +18,15 @@ class FlakesTexture {
19
18
  nx /= l;
20
19
  ny /= l;
21
20
  nz /= l;
22
- context.fillStyle = "rgb(" + (nx * 127 + 127) + "," + (ny * 127 + 127) + "," + nz * 255 + ")";
21
+ context.fillStyle = 'rgb(' + (nx * 127 + 127) + ',' + (ny * 127 + 127) + ',' + nz * 255 + ')';
23
22
  context.beginPath();
24
23
  context.arc(x, y, r, 0, Math.PI * 2);
25
24
  context.fill();
26
25
  }
26
+
27
27
  return canvas;
28
28
  }
29
+
29
30
  }
30
- exports.FlakesTexture = FlakesTexture;
31
+
32
+ export { FlakesTexture };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});exports.getWithKey=(e,t)=>e[t];
package/types/helpers.js CHANGED
@@ -1,4 +1,3 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
1
  const getWithKey = (obj, key) => obj[key];
4
- exports.getWithKey = getWithKey;
2
+
3
+ export { getWithKey };
@@ -0,0 +1 @@
1
+ "use strict";
@@ -0,0 +1 @@
1
+
@@ -0,0 +1 @@
1
+ "use strict";
package/types/utils.js ADDED
@@ -0,0 +1 @@
1
+
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0}),require("three"),require("../types/helpers.cjs.js");var e=require("../BufferGeometryUtils-971dfde3.js");exports.computeMorphedAttributes=e.computeMorphedAttributes,exports.estimateBytesUsed=e.estimateBytesUsed,exports.interleaveAttributes=e.interleaveAttributes,exports.mergeBufferAttributes=e.mergeBufferAttributes,exports.mergeBufferGeometries=e.mergeBufferGeometries,exports.mergeVertices=e.mergeVertices,exports.toTrianglesDrawMode=e.toTrianglesDrawMode;