three-stdlib 2.16.0 → 2.16.2

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Files changed (1219) 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 +143 -64
  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.d.ts +5 -4
  25. package/controls/FlyControls.js +160 -90
  26. package/controls/OrbitControls.cjs.js +1 -0
  27. package/controls/OrbitControls.js +481 -232
  28. package/controls/PointerLockControls.cjs.js +1 -0
  29. package/controls/PointerLockControls.js +99 -63
  30. package/controls/TrackballControls.cjs.js +1 -0
  31. package/controls/TrackballControls.js +383 -211
  32. package/controls/TransformControls.cjs.js +1 -0
  33. package/controls/TransformControls.js +782 -575
  34. package/controls/experimental/CameraControls.cjs.js +1 -0
  35. package/controls/experimental/CameraControls.js +609 -329
  36. package/csm/CSM.cjs.js +1 -0
  37. package/csm/CSM.js +108 -47
  38. package/csm/CSMFrustum.cjs.js +1 -0
  39. package/csm/CSMFrustum.js +29 -14
  40. package/csm/CSMHelper.cjs.js +1 -0
  41. package/csm/CSMHelper.js +34 -20
  42. package/csm/CSMShader.cjs.js +1 -0
  43. package/csm/CSMShader.js +11 -7
  44. package/curves/CurveExtras.cjs.js +1 -0
  45. package/curves/CurveExtras.js +115 -73
  46. package/curves/NURBSCurve.cjs.js +1 -0
  47. package/curves/NURBSCurve.js +43 -15
  48. package/curves/NURBSSurface.cjs.js +1 -0
  49. package/curves/NURBSSurface.js +27 -11
  50. package/curves/NURBSUtils.cjs.js +1 -0
  51. package/curves/NURBSUtils.js +203 -54
  52. package/custom.d.cjs.js +1 -0
  53. package/{shaders/types.mjs → custom.d.js} +0 -0
  54. package/deprecated/Geometry.cjs.js +1 -0
  55. package/deprecated/Geometry.js +486 -191
  56. package/effects/AnaglyphEffect.cjs.js +1 -0
  57. package/effects/AnaglyphEffect.js +60 -95
  58. package/effects/AsciiEffect.cjs.js +1 -0
  59. package/effects/AsciiEffect.js +110 -80
  60. package/effects/OutlineEffect.cjs.js +1 -0
  61. package/effects/OutlineEffect.js +204 -121
  62. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  63. package/effects/ParallaxBarrierEffect.js +38 -39
  64. package/effects/PeppersGhostEffect.cjs.js +1 -0
  65. package/effects/PeppersGhostEffect.js +68 -19
  66. package/effects/StereoEffect.cjs.js +1 -0
  67. package/effects/StereoEffect.js +16 -12
  68. package/environments/RoomEnvironment.cjs.js +1 -0
  69. package/environments/RoomEnvironment.js +47 -52
  70. package/exporters/ColladaExporter.cjs.js +1 -0
  71. package/exporters/ColladaExporter.js +241 -115
  72. package/exporters/DRACOExporter.cjs.js +1 -0
  73. package/exporters/DRACOExporter.js +121 -67
  74. package/exporters/GLTFExporter.cjs.js +1 -0
  75. package/exporters/GLTFExporter.js +1014 -463
  76. package/exporters/MMDExporter.cjs.js +1 -0
  77. package/exporters/MMDExporter.js +102 -44
  78. package/exporters/OBJExporter.cjs.js +1 -0
  79. package/exporters/OBJExporter.js +140 -78
  80. package/exporters/PLYExporter.cjs.js +1 -0
  81. package/exporters/PLYExporter.js +154 -93
  82. package/exporters/STLExporter.cjs.js +1 -0
  83. package/exporters/STLExporter.js +81 -30
  84. package/exporters/USDZExporter.cjs.js +1 -0
  85. package/exporters/USDZExporter.js +144 -84
  86. package/geometries/BoxLineGeometry.cjs.js +1 -0
  87. package/geometries/BoxLineGeometry.js +14 -7
  88. package/geometries/ConvexGeometry.cjs.js +1 -0
  89. package/geometries/ConvexGeometry.js +23 -14
  90. package/geometries/DecalGeometry.cjs.js +1 -0
  91. package/geometries/DecalGeometry.js +162 -108
  92. package/geometries/LightningStrike.cjs.js +1 -0
  93. package/geometries/LightningStrike.js +294 -101
  94. package/geometries/ParametricGeometries.cjs.js +1 -0
  95. package/geometries/ParametricGeometries.js +76 -26
  96. package/geometries/ParametricGeometry.cjs.js +1 -0
  97. package/geometries/ParametricGeometry.js +48 -24
  98. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  99. package/geometries/RoundedBoxGeometry.js +64 -33
  100. package/geometries/TeapotGeometry.cjs.js +1 -0
  101. package/geometries/TeapotGeometry.js +174 -1434
  102. package/geometries/TextGeometry.cjs.js +1 -0
  103. package/geometries/TextGeometry.js +17 -9
  104. package/helpers/LightProbeHelper.cjs.js +1 -0
  105. package/helpers/LightProbeHelper.js +21 -53
  106. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  107. package/helpers/PositionalAudioHelper.js +30 -23
  108. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  109. package/helpers/RectAreaLightHelper.js +33 -17
  110. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  111. package/helpers/VertexNormalsHelper.js +41 -20
  112. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  113. package/helpers/VertexTangentsHelper.js +36 -18
  114. package/index.cjs.js +1 -0
  115. package/index.js +333 -969
  116. package/interactive/InteractiveGroup.cjs.js +1 -0
  117. package/interactive/InteractiveGroup.d.ts +5 -0
  118. package/interactive/InteractiveGroup.js +87 -0
  119. package/interactive/SelectionBox.cjs.js +1 -0
  120. package/interactive/SelectionBox.js +46 -31
  121. package/interactive/SelectionHelper.cjs.js +1 -0
  122. package/interactive/SelectionHelper.js +21 -16
  123. package/libs/MeshoptDecoder.cjs.js +1 -0
  124. package/libs/MeshoptDecoder.js +58 -147
  125. package/libs/MotionControllers.cjs.js +1 -0
  126. package/libs/MotionControllers.js +208 -66
  127. package/lights/LightProbeGenerator.cjs.js +1 -0
  128. package/lights/LightProbeGenerator.js +96 -40
  129. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  130. package/lights/RectAreaLightUniformsLib.js +9 -32842
  131. package/lines/Line2.cjs.js +1 -0
  132. package/lines/Line2.js +12 -9
  133. package/lines/LineGeometry.cjs.js +1 -0
  134. package/lines/LineGeometry.js +19 -7
  135. package/lines/LineMaterial.cjs.js +1 -0
  136. package/lines/LineMaterial.js +89 -51
  137. package/lines/LineSegments2.cjs.js +1 -0
  138. package/lines/LineSegments2.js +165 -56
  139. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  140. package/lines/LineSegmentsGeometry.js +71 -29
  141. package/lines/Wireframe.cjs.js +1 -0
  142. package/lines/Wireframe.js +29 -15
  143. package/lines/WireframeGeometry2.cjs.js +1 -0
  144. package/lines/WireframeGeometry2.js +9 -8
  145. package/loaders/3DMLoader.cjs.js +1 -0
  146. package/loaders/3DMLoader.js +469 -234
  147. package/loaders/3MFLoader.cjs.js +1 -0
  148. package/loaders/3MFLoader.js +555 -340
  149. package/loaders/AMFLoader.cjs.js +1 -0
  150. package/loaders/AMFLoader.js +219 -114
  151. package/loaders/AssimpLoader.cjs.js +1 -0
  152. package/loaders/AssimpLoader.js +725 -328
  153. package/loaders/BVHLoader.cjs.js +1 -0
  154. package/loaders/BVHLoader.js +200 -94
  155. package/loaders/BasisTextureLoader.cjs.js +1 -0
  156. package/loaders/BasisTextureLoader.js +357 -229
  157. package/loaders/ColladaLoader.cjs.js +1 -0
  158. package/loaders/ColladaLoader.js +1522 -932
  159. package/loaders/DDSLoader.cjs.js +1 -0
  160. package/loaders/DDSLoader.js +108 -42
  161. package/loaders/DRACOLoader.cjs.js +1 -0
  162. package/loaders/DRACOLoader.js +210 -103
  163. package/loaders/EXRLoader.cjs.js +1 -0
  164. package/loaders/EXRLoader.js +809 -461
  165. package/loaders/FBXLoader.cjs.js +1 -0
  166. package/loaders/FBXLoader.js +1397 -842
  167. package/loaders/FontLoader.cjs.js +1 -0
  168. package/loaders/FontLoader.js +66 -33
  169. package/loaders/GCodeLoader.cjs.js +1 -0
  170. package/loaders/GCodeLoader.js +111 -63
  171. package/loaders/GLTFLoader.cjs.js +1 -0
  172. package/loaders/GLTFLoader.js +1484 -771
  173. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  174. package/loaders/HDRCubeTextureLoader.js +50 -45
  175. package/loaders/KMZLoader.cjs.js +1 -0
  176. package/loaders/KMZLoader.js +55 -42
  177. package/loaders/KTX2Loader.cjs.js +1 -0
  178. package/loaders/KTX2Loader.js +362 -229
  179. package/loaders/KTXLoader.cjs.js +1 -0
  180. package/loaders/KTXLoader.js +99 -37
  181. package/loaders/LDrawLoader.cjs.js +1 -0
  182. package/loaders/LDrawLoader.js +746 -313
  183. package/loaders/LUT3dlLoader.cjs.js +1 -0
  184. package/loaders/LUT3dlLoader.js +62 -50
  185. package/loaders/LUTCubeLoader.cjs.js +1 -0
  186. package/loaders/LUTCubeLoader.js +56 -45
  187. package/loaders/LWOLoader.cjs.js +1 -0
  188. package/loaders/LWOLoader.js +339 -227
  189. package/loaders/LottieLoader.cjs.js +1 -0
  190. package/loaders/LottieLoader.js +38 -36
  191. package/loaders/MD2Loader.cjs.js +1 -0
  192. package/loaders/MD2Loader.js +91 -248
  193. package/loaders/MDDLoader.cjs.js +1 -0
  194. package/loaders/MDDLoader.js +45 -25
  195. package/loaders/MMDLoader.cjs.js +1 -0
  196. package/loaders/MMDLoader.js +795 -359
  197. package/loaders/MTLLoader.cjs.js +1 -0
  198. package/loaders/MTLLoader.js +201 -91
  199. package/loaders/NRRDLoader.cjs.js +1 -0
  200. package/loaders/NRRDLoader.js +263 -182
  201. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  202. package/loaders/NodeMaterialLoader.js +14 -121
  203. package/loaders/OBJLoader.cjs.js +1 -0
  204. package/loaders/OBJLoader.js +283 -161
  205. package/loaders/PCDLoader.cjs.js +1 -0
  206. package/loaders/PCDLoader.js +164 -145
  207. package/loaders/PDBLoader.cjs.js +1 -0
  208. package/loaders/PDBLoader.js +63 -45
  209. package/loaders/PLYLoader.cjs.js +1 -0
  210. package/loaders/PLYLoader.js +203 -106
  211. package/loaders/PRWMLoader.cjs.js +1 -0
  212. package/loaders/PRWMLoader.js +110 -73
  213. package/loaders/PVRLoader.cjs.js +1 -0
  214. package/loaders/PVRLoader.js +93 -32
  215. package/loaders/RGBELoader.cjs.js +1 -0
  216. package/loaders/RGBELoader.js +233 -96
  217. package/loaders/RGBMLoader.cjs.js +1 -0
  218. package/loaders/RGBMLoader.js +514 -344
  219. package/loaders/STLLoader.cjs.js +1 -0
  220. package/loaders/STLLoader.js +165 -59
  221. package/loaders/SVGLoader.cjs.js +1 -0
  222. package/loaders/SVGLoader.js +851 -481
  223. package/loaders/TDSLoader.cjs.js +1 -0
  224. package/loaders/TDSLoader.js +527 -137
  225. package/loaders/TGALoader.cjs.js +1 -0
  226. package/loaders/TGALoader.js +205 -94
  227. package/loaders/TTFLoader.cjs.js +1 -0
  228. package/loaders/TTFLoader.js +79 -58
  229. package/loaders/TiltLoader.cjs.js +1 -0
  230. package/loaders/TiltLoader.js +167 -129
  231. package/loaders/VOXLoader.cjs.js +1 -0
  232. package/loaders/VOXLoader.js +84 -320
  233. package/loaders/VRMLLoader.cjs.js +1 -0
  234. package/loaders/VRMLLoader.js +1268 -786
  235. package/loaders/VRMLoader.cjs.js +1 -0
  236. package/loaders/VRMLoader.js +31 -23
  237. package/loaders/VTKLoader.cjs.js +1 -0
  238. package/loaders/VTKLoader.js +407 -219
  239. package/loaders/XLoader.cjs.js +1 -0
  240. package/loaders/XLoader.js +1259 -1083
  241. package/loaders/XYZLoader.cjs.js +1 -0
  242. package/loaders/XYZLoader.js +34 -28
  243. package/loaders/lwo/IFFParser.cjs.js +1 -0
  244. package/loaders/lwo/IFFParser.js +492 -238
  245. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  246. package/loaders/lwo/LWO2Parser.js +279 -176
  247. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  248. package/loaders/lwo/LWO3Parser.js +247 -160
  249. package/math/Capsule.cjs.js +1 -0
  250. package/math/Capsule.js +43 -56
  251. package/math/ColorConverter.cjs.js +1 -0
  252. package/math/ColorConverter.js +32 -18
  253. package/math/ConvexHull.cjs.js +1 -0
  254. package/math/ConvexHull.js +357 -97
  255. package/math/ImprovedNoise.cjs.js +1 -0
  256. package/math/ImprovedNoise.js +32 -282
  257. package/math/Lut.cjs.js +1 -0
  258. package/math/Lut.js +35 -51
  259. package/math/MeshSurfaceSampler.cjs.js +1 -0
  260. package/math/MeshSurfaceSampler.js +68 -25
  261. package/math/OBB.cjs.js +1 -0
  262. package/math/OBB.js +152 -91
  263. package/math/Octree.cjs.js +1 -0
  264. package/math/Octree.js +139 -76
  265. package/math/SimplexNoise.cjs.js +1 -0
  266. package/math/SimplexNoise.js +238 -217
  267. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  268. package/misc/ConvexObjectBreaker.js +185 -79
  269. package/misc/GPUComputationRenderer.cjs.js +1 -0
  270. package/misc/GPUComputationRenderer.js +194 -69
  271. package/misc/Gyroscope.cjs.js +1 -0
  272. package/misc/Gyroscope.js +22 -16
  273. package/misc/MD2Character.cjs.js +1 -0
  274. package/misc/MD2Character.js +74 -52
  275. package/misc/MD2CharacterComplex.cjs.js +1 -0
  276. package/misc/MD2CharacterComplex.js +163 -112
  277. package/misc/MorphAnimMesh.cjs.js +1 -0
  278. package/misc/MorphAnimMesh.js +28 -20
  279. package/misc/MorphBlendMesh.cjs.js +1 -0
  280. package/misc/MorphBlendMesh.js +69 -45
  281. package/misc/ProgressiveLightmap.cjs.js +1 -0
  282. package/misc/ProgressiveLightmap.js +187 -70
  283. package/misc/RollerCoaster.cjs.js +1 -0
  284. package/misc/RollerCoaster.js +135 -106
  285. package/misc/TubePainter.cjs.js +1 -0
  286. package/misc/TubePainter.js +92 -74
  287. package/misc/Volume.cjs.js +1 -0
  288. package/misc/Volume.js +270 -108
  289. package/misc/VolumeSlice.cjs.js +1 -0
  290. package/misc/VolumeSlice.js +122 -34
  291. package/misc/WebGL.cjs.js +1 -0
  292. package/misc/WebGL.js +34 -37
  293. package/modifiers/CurveModifier.cjs.js +1 -0
  294. package/modifiers/CurveModifier.js +151 -46
  295. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
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  297. package/modifiers/SimplifyModifier.cjs.js +1 -0
  298. package/modifiers/SimplifyModifier.js +202 -77
  299. package/modifiers/TessellateModifier.cjs.js +1 -0
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  301. package/nodes/Nodes.cjs.js +1 -0
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  303. package/nodes/ShaderNode.cjs.js +1 -0
  304. package/nodes/ShaderNode.js +196 -296
  305. package/nodes/accessors/BufferNode.cjs.js +1 -0
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  307. package/nodes/accessors/CameraNode.cjs.js +1 -0
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  309. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  311. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  313. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1136. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1137. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1138. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1139. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1140. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1141. package/renderers/webgpu/constants.mjs +0 -230
  1142. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1143. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1145. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1146. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1147. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1148. package/shaders/AfterimageShader.mjs +0 -32
  1149. package/shaders/BasicShader.mjs +0 -12
  1150. package/shaders/BleachBypassShader.mjs +0 -35
  1151. package/shaders/BlendShader.mjs +0 -30
  1152. package/shaders/BokehShader.mjs +0 -106
  1153. package/shaders/BokehShader2.mjs +0 -269
  1154. package/shaders/BrightnessContrastShader.mjs +0 -32
  1155. package/shaders/ColorCorrectionShader.mjs +0 -30
  1156. package/shaders/ColorifyShader.mjs +0 -28
  1157. package/shaders/ConvolutionShader.mjs +0 -55
  1158. package/shaders/CopyShader.mjs +0 -25
  1159. package/shaders/DOFMipMapShader.mjs +0 -32
  1160. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1161. package/shaders/DigitalGlitch.mjs +0 -78
  1162. package/shaders/DotScreenShader.mjs +0 -39
  1163. package/shaders/FXAAShader.mjs +0 -1098
  1164. package/shaders/FilmShader.mjs +0 -42
  1165. package/shaders/FocusShader.mjs +0 -55
  1166. package/shaders/FreiChenShader.mjs +0 -61
  1167. package/shaders/FresnelShader.mjs +0 -47
  1168. package/shaders/GammaCorrectionShader.mjs +0 -23
  1169. package/shaders/GodRaysShader.mjs +0 -146
  1170. package/shaders/HalftoneShader.mjs +0 -212
  1171. package/shaders/HorizontalBlurShader.mjs +0 -43
  1172. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1173. package/shaders/HueSaturationShader.mjs +0 -41
  1174. package/shaders/KaleidoShader.mjs +0 -34
  1175. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1176. package/shaders/LuminosityShader.mjs +0 -25
  1177. package/shaders/MirrorShader.mjs +0 -35
  1178. package/shaders/NormalMapShader.mjs +0 -31
  1179. package/shaders/ParallaxShader.mjs +0 -113
  1180. package/shaders/PixelShader.mjs +0 -28
  1181. package/shaders/RGBShiftShader.mjs +0 -30
  1182. package/shaders/SAOShader.mjs +0 -144
  1183. package/shaders/SMAAShader.mjs +0 -272
  1184. package/shaders/SSAOShader.mjs +0 -172
  1185. package/shaders/SSRShader.mjs +0 -324
  1186. package/shaders/SepiaShader.mjs +0 -29
  1187. package/shaders/SobelOperatorShader.mjs +0 -44
  1188. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1189. package/shaders/TechnicolorShader.mjs +0 -24
  1190. package/shaders/ToneMapShader.mjs +0 -48
  1191. package/shaders/ToonShader.mjs +0 -188
  1192. package/shaders/TriangleBlurShader.mjs +0 -36
  1193. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1194. package/shaders/VerticalBlurShader.mjs +0 -44
  1195. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1196. package/shaders/VignetteShader.mjs +0 -28
  1197. package/shaders/VolumeShader.mjs +0 -178
  1198. package/shaders/WaterRefractionShader.mjs +0 -57
  1199. package/textures/FlakesTexture.mjs +0 -30
  1200. package/types/helpers.mjs +0 -4
  1201. package/utils/BufferGeometryUtils.mjs +0 -570
  1202. package/utils/GeometryCompressionUtils.mjs +0 -547
  1203. package/utils/GeometryUtils.mjs +0 -108
  1204. package/utils/RoughnessMipmapper.mjs +0 -213
  1205. package/utils/SceneUtils.mjs +0 -36
  1206. package/utils/ShadowMapViewer.mjs +0 -114
  1207. package/utils/SkeletonUtils.mjs +0 -292
  1208. package/utils/UVsDebug.mjs +0 -85
  1209. package/utils/WorkerPool.mjs +0 -62
  1210. package/webxr/ARButton.mjs +0 -119
  1211. package/webxr/OculusHandModel.mjs +0 -71
  1212. package/webxr/OculusHandPointerModel.mjs +0 -207
  1213. package/webxr/Text2D.mjs +0 -31
  1214. package/webxr/VRButton.mjs +0 -105
  1215. package/webxr/XRControllerModelFactory.mjs +0 -146
  1216. package/webxr/XREstimatedLight.mjs +0 -126
  1217. package/webxr/XRHandMeshModel.mjs +0 -73
  1218. package/webxr/XRHandModelFactory.mjs +0 -61
  1219. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,38 +1,43 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- class Refractor extends THREE.Mesh {
1
+ import { Mesh, Color, PerspectiveCamera, Plane, Matrix4, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4 } from 'three';
2
+
3
+ class Refractor extends Mesh {
5
4
  constructor(geometry, options = {}) {
6
5
  super(geometry);
7
- this.type = "Refractor";
6
+ this.type = 'Refractor';
8
7
  const scope = this;
9
- const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
8
+ const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
10
9
  const textureWidth = options.textureWidth || 512;
11
10
  const textureHeight = options.textureHeight || 512;
12
11
  const clipBias = options.clipBias || 0;
13
- const shader = options.shader || Refractor.RefractorShader;
14
- const virtualCamera = new THREE.PerspectiveCamera();
12
+ const shader = options.shader || Refractor.RefractorShader; //
13
+
14
+ const virtualCamera = new PerspectiveCamera();
15
15
  virtualCamera.matrixAutoUpdate = false;
16
- virtualCamera.userData.refractor = true;
17
- const refractorPlane = new THREE.Plane();
18
- const textureMatrix = new THREE.Matrix4();
19
- const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight);
20
- this.material = new THREE.ShaderMaterial({
21
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
16
+ virtualCamera.userData.refractor = true; //
17
+
18
+ const refractorPlane = new Plane();
19
+ const textureMatrix = new Matrix4(); // render target
20
+
21
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight); // material
22
+
23
+ this.material = new ShaderMaterial({
24
+ uniforms: UniformsUtils.clone(shader.uniforms),
22
25
  vertexShader: shader.vertexShader,
23
26
  fragmentShader: shader.fragmentShader,
24
- transparent: true
27
+ transparent: true // ensures, refractors are drawn from farthest to closest
28
+
25
29
  });
26
- this.material.uniforms["color"].value = color;
27
- this.material.uniforms["tDiffuse"].value = renderTarget.texture;
28
- this.material.uniforms["textureMatrix"].value = textureMatrix;
29
- const visible = function() {
30
- const refractorWorldPosition = new THREE.Vector3();
31
- const cameraWorldPosition = new THREE.Vector3();
32
- const rotationMatrix = new THREE.Matrix4();
33
- const view = new THREE.Vector3();
34
- const normal = new THREE.Vector3();
35
- return function visible2(camera) {
30
+ this.material.uniforms['color'].value = color;
31
+ this.material.uniforms['tDiffuse'].value = renderTarget.texture;
32
+ this.material.uniforms['textureMatrix'].value = textureMatrix; // functions
33
+
34
+ const visible = function () {
35
+ const refractorWorldPosition = new Vector3();
36
+ const cameraWorldPosition = new Vector3();
37
+ const rotationMatrix = new Matrix4();
38
+ const view = new Vector3();
39
+ const normal = new Vector3();
40
+ return function visible(camera) {
36
41
  refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
37
42
  cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
38
43
  view.subVectors(refractorWorldPosition, cameraWorldPosition);
@@ -42,88 +47,120 @@ class Refractor extends THREE.Mesh {
42
47
  return view.dot(normal) < 0;
43
48
  };
44
49
  }();
45
- const updateRefractorPlane = function() {
46
- const normal = new THREE.Vector3();
47
- const position = new THREE.Vector3();
48
- const quaternion = new THREE.Quaternion();
49
- const scale = new THREE.Vector3();
50
- return function updateRefractorPlane2() {
50
+
51
+ const updateRefractorPlane = function () {
52
+ const normal = new Vector3();
53
+ const position = new Vector3();
54
+ const quaternion = new Quaternion();
55
+ const scale = new Vector3();
56
+ return function updateRefractorPlane() {
51
57
  scope.matrixWorld.decompose(position, quaternion, scale);
52
- normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
58
+ normal.set(0, 0, 1).applyQuaternion(quaternion).normalize(); // flip the normal because we want to cull everything above the plane
59
+
53
60
  normal.negate();
54
61
  refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
55
62
  };
56
63
  }();
57
- const updateVirtualCamera = function() {
58
- const clipPlane = new THREE.Plane();
59
- const clipVector = new THREE.Vector4();
60
- const q = new THREE.Vector4();
61
- return function updateVirtualCamera2(camera) {
64
+
65
+ const updateVirtualCamera = function () {
66
+ const clipPlane = new Plane();
67
+ const clipVector = new Vector4();
68
+ const q = new Vector4();
69
+ return function updateVirtualCamera(camera) {
62
70
  virtualCamera.matrixWorld.copy(camera.matrixWorld);
63
71
  virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
64
72
  virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
65
- virtualCamera.far = camera.far;
73
+ virtualCamera.far = camera.far; // used in WebGLBackground
74
+ // The following code creates an oblique view frustum for clipping.
75
+ // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
76
+ // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
77
+
66
78
  clipPlane.copy(refractorPlane);
67
79
  clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
68
- clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
80
+ clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant); // calculate the clip-space corner point opposite the clipping plane and
81
+ // transform it into camera space by multiplying it by the inverse of the projection matrix
82
+
69
83
  const projectionMatrix = virtualCamera.projectionMatrix;
70
84
  q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
71
85
  q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
72
- q.z = -1;
73
- q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
74
- clipVector.multiplyScalar(2 / clipVector.dot(q));
86
+ q.z = -1.0;
87
+ q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // calculate the scaled plane vector
88
+
89
+ clipVector.multiplyScalar(2.0 / clipVector.dot(q)); // replacing the third row of the projection matrix
90
+
75
91
  projectionMatrix.elements[2] = clipVector.x;
76
92
  projectionMatrix.elements[6] = clipVector.y;
77
- projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
93
+ projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;
78
94
  projectionMatrix.elements[14] = clipVector.w;
79
95
  };
80
- }();
96
+ }(); // This will update the texture matrix that is used for projective texture mapping in the shader.
97
+ // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
98
+
99
+
81
100
  function updateTextureMatrix(camera) {
82
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
101
+ // this matrix does range mapping to [ 0, 1 ]
102
+ textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); // we use "Object Linear Texgen", so we need to multiply the texture matrix T
103
+ // (matrix above) with the projection and view matrix of the virtual camera
104
+ // and the model matrix of the refractor
105
+
83
106
  textureMatrix.multiply(camera.projectionMatrix);
84
107
  textureMatrix.multiply(camera.matrixWorldInverse);
85
108
  textureMatrix.multiply(scope.matrixWorld);
86
- }
109
+ } //
110
+
111
+
87
112
  function render(renderer, scene, camera) {
88
113
  scope.visible = false;
89
114
  const currentRenderTarget = renderer.getRenderTarget();
90
115
  const currentXrEnabled = renderer.xr.enabled;
91
116
  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
92
- renderer.xr.enabled = false;
93
- renderer.shadowMap.autoUpdate = false;
117
+ renderer.xr.enabled = false; // avoid camera modification
118
+
119
+ renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
120
+
94
121
  renderer.setRenderTarget(renderTarget);
95
- if (renderer.autoClear === false)
96
- renderer.clear();
122
+ if (renderer.autoClear === false) renderer.clear();
97
123
  renderer.render(scene, virtualCamera);
98
124
  renderer.xr.enabled = currentXrEnabled;
99
125
  renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
100
- renderer.setRenderTarget(currentRenderTarget);
126
+ renderer.setRenderTarget(currentRenderTarget); // restore viewport
127
+
101
128
  const viewport = camera.viewport;
102
- if (viewport !== void 0) {
129
+
130
+ if (viewport !== undefined) {
103
131
  renderer.state.viewport(viewport);
104
132
  }
133
+
105
134
  scope.visible = true;
106
- }
107
- this.onBeforeRender = function(renderer, scene, camera) {
108
- renderTarget.texture.encoding = renderer.outputEncoding;
109
- if (camera.userData.refractor === true)
110
- return;
111
- if (!visible(camera) === true)
112
- return;
135
+ } //
136
+
137
+
138
+ this.onBeforeRender = function (renderer, scene, camera) {
139
+ // Render
140
+ renderTarget.texture.encoding = renderer.outputEncoding; // ensure refractors are rendered only once per frame
141
+
142
+ if (camera.userData.refractor === true) return; // avoid rendering when the refractor is viewed from behind
143
+
144
+ if (!visible(camera) === true) return; // update
145
+
113
146
  updateRefractorPlane();
114
147
  updateTextureMatrix(camera);
115
148
  updateVirtualCamera(camera);
116
149
  render(renderer, scene, camera);
117
150
  };
118
- this.getRenderTarget = function() {
151
+
152
+ this.getRenderTarget = function () {
119
153
  return renderTarget;
120
154
  };
121
- this.dispose = function() {
155
+
156
+ this.dispose = function () {
122
157
  renderTarget.dispose();
123
158
  scope.material.dispose();
124
159
  };
125
160
  }
161
+
126
162
  }
163
+
127
164
  Refractor.prototype.isRefractor = true;
128
165
  Refractor.RefractorShader = {
129
166
  uniforms: {
@@ -137,7 +174,9 @@ Refractor.RefractorShader = {
137
174
  value: null
138
175
  }
139
176
  },
140
- vertexShader: `
177
+ vertexShader:
178
+ /* glsl */
179
+ `
141
180
 
142
181
  uniform mat4 textureMatrix;
143
182
 
@@ -149,7 +188,9 @@ Refractor.RefractorShader = {
149
188
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
150
189
 
151
190
  }`,
152
- fragmentShader: `
191
+ fragmentShader:
192
+ /* glsl */
193
+ `
153
194
 
154
195
  uniform vec3 color;
155
196
  uniform sampler2D tDiffuse;
@@ -175,4 +216,5 @@ Refractor.RefractorShader = {
175
216
 
176
217
  }`
177
218
  };
178
- exports.Refractor = Refractor;
219
+
220
+ export { Refractor };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const r=new t.Matrix4;class a extends t.Mesh{constructor(r){const a=new t.MeshBasicMaterial({color:0,transparent:!0,opacity:.6,depthWrite:!1});super(r.geometry,a),this.meshMatrix=r.matrixWorld,this.frustumCulled=!1,this.matrixAutoUpdate=!1}update(t,a){const e=t.normal.x*a.x+t.normal.y*a.y+t.normal.z*a.z+-t.constant*a.w,o=r.elements;o[0]=e-a.x*t.normal.x,o[4]=-a.x*t.normal.y,o[8]=-a.x*t.normal.z,o[12]=-a.x*-t.constant,o[1]=-a.y*t.normal.x,o[5]=e-a.y*t.normal.y,o[9]=-a.y*t.normal.z,o[13]=-a.y*-t.constant,o[2]=-a.z*t.normal.x,o[6]=-a.z*t.normal.y,o[10]=e-a.z*t.normal.z,o[14]=-a.z*-t.constant,o[3]=-a.w*t.normal.x,o[7]=-a.w*t.normal.y,o[11]=-a.w*t.normal.z,o[15]=e-a.w*-t.constant,this.matrix.multiplyMatrices(r,this.meshMatrix)}}a.prototype.isShadowMesh=!0,exports.ShadowMesh=a;
@@ -1,11 +1,15 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const _shadowMatrix = new THREE.Matrix4();
5
- class ShadowMesh extends THREE.Mesh {
1
+ import { Matrix4, Mesh, MeshBasicMaterial } from 'three';
2
+
3
+ /**
4
+ * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
5
+ */
6
+
7
+ const _shadowMatrix = new Matrix4();
8
+
9
+ class ShadowMesh extends Mesh {
6
10
  constructor(mesh) {
7
- const shadowMaterial = new THREE.MeshBasicMaterial({
8
- color: 0,
11
+ const shadowMaterial = new MeshBasicMaterial({
12
+ color: 0x000000,
9
13
  transparent: true,
10
14
  opacity: 0.6,
11
15
  depthWrite: false
@@ -15,7 +19,9 @@ class ShadowMesh extends THREE.Mesh {
15
19
  this.frustumCulled = false;
16
20
  this.matrixAutoUpdate = false;
17
21
  }
22
+
18
23
  update(plane, lightPosition4D) {
24
+ // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
19
25
  const dot = plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + plane.normal.z * lightPosition4D.z + -plane.constant * lightPosition4D.w;
20
26
  const sme = _shadowMatrix.elements;
21
27
  sme[0] = dot - lightPosition4D.x * plane.normal.x;
@@ -36,6 +42,9 @@ class ShadowMesh extends THREE.Mesh {
36
42
  sme[15] = dot - lightPosition4D.w * -plane.constant;
37
43
  this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix);
38
44
  }
45
+
39
46
  }
47
+
40
48
  ShadowMesh.prototype.isShadowMesh = true;
41
- exports.ShadowMesh = ShadowMesh;
49
+
50
+ export { ShadowMesh };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=o(e);class i extends t.Mesh{constructor(){super(new t.BoxGeometry(1,1,1),i.material)}}a.default(i,"SkyShader",{uniforms:{turbidity:{value:2},rayleigh:{value:1},mieCoefficient:{value:.005},mieDirectionalG:{value:.8},sunPosition:{value:new t.Vector3},up:{value:new t.Vector3(0,1,0)}},vertexShader:["uniform vec3 sunPosition;","uniform float rayleigh;","uniform float turbidity;","uniform float mieCoefficient;","uniform vec3 up;","varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","const float e = 2.71828182845904523536028747135266249775724709369995957;","const float pi = 3.141592653589793238462643383279502884197169;","const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );","const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );","const float v = 4.0;","const vec3 K = vec3( 0.686, 0.678, 0.666 );","const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );","const float cutoffAngle = 1.6110731556870734;","const float steepness = 1.5;","const float EE = 1000.0;","float sunIntensity( float zenithAngleCos ) {","\tzenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );","\treturn EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );","}","vec3 totalMie( float T ) {","\tfloat c = ( 0.2 * T ) * 10E-18;","\treturn 0.434 * c * MieConst;","}","void main() {","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvWorldPosition = worldPosition.xyz;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tgl_Position.z = gl_Position.w;","\tvSunDirection = normalize( sunPosition );","\tvSunE = sunIntensity( dot( vSunDirection, up ) );","\tvSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );","\tfloat rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );","\tvBetaR = totalRayleigh * rayleighCoefficient;","\tvBetaM = totalMie( turbidity ) * mieCoefficient;","}"].join("\n"),fragmentShader:["varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","uniform float mieDirectionalG;","uniform vec3 up;","const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );","const float pi = 3.141592653589793238462643383279502884197169;","const float n = 1.0003;","const float N = 2.545E25;","const float rayleighZenithLength = 8.4E3;","const float mieZenithLength = 1.25E3;","const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;","const float THREE_OVER_SIXTEENPI = 0.05968310365946075;","const float ONE_OVER_FOURPI = 0.07957747154594767;","float rayleighPhase( float cosTheta ) {","\treturn THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );","}","float hgPhase( float cosTheta, float g ) {","\tfloat g2 = pow( g, 2.0 );","\tfloat inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );","\treturn ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );","}","void main() {","\tvec3 direction = normalize( vWorldPosition - cameraPos );","\tfloat zenithAngle = acos( max( 0.0, dot( up, direction ) ) );","\tfloat inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );","\tfloat sR = rayleighZenithLength * inverse;","\tfloat sM = mieZenithLength * inverse;","\tvec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );","\tfloat cosTheta = dot( direction, vSunDirection );","\tfloat rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );","\tvec3 betaRTheta = vBetaR * rPhase;","\tfloat mPhase = hgPhase( cosTheta, mieDirectionalG );","\tvec3 betaMTheta = vBetaM * mPhase;","\tvec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );","\tLin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );","\tfloat theta = acos( direction.y ); // elevation --\x3e y-axis, [-pi/2, pi/2]","\tfloat phi = atan( direction.z, direction.x ); // azimuth --\x3e x-axis [-pi/2, pi/2]","\tvec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );","\tvec3 L0 = vec3( 0.1 ) * Fex;","\tfloat sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );","\tL0 += ( vSunE * 19000.0 * Fex ) * sundisk;","\tvec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );","\tvec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );","\tgl_FragColor = vec4( retColor, 1.0 );","#include <tonemapping_fragment>","#include <encodings_fragment>","}"].join("\n")}),a.default(i,"material",new t.ShaderMaterial({name:"SkyShader",fragmentShader:i.SkyShader.fragmentShader,vertexShader:i.SkyShader.vertexShader,uniforms:t.UniformsUtils.clone(i.SkyShader.uniforms),side:t.BackSide,depthWrite:!1})),exports.Sky=i;
package/objects/Sky.js CHANGED
@@ -1,124 +1,85 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const _Sky = class extends THREE.Mesh {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from 'three';
3
+
4
+ /**
5
+ * Based on "A Practical Analytic Model for Daylight"
6
+ * aka The Preetham Model, the de facto standard analytic skydome model
7
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
8
+ *
9
+ * First implemented by Simon Wallner
10
+ * http://www.simonwallner.at/projects/atmospheric-scattering
11
+ *
12
+ * Improved by Martin Upitis
13
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
14
+ *
15
+ * Three.js integration by zz85 http://twitter.com/blurspline
16
+ */
17
+
18
+ class Sky extends Mesh {
5
19
  constructor() {
6
- super(new THREE.BoxGeometry(1, 1, 1), _Sky.material);
20
+ super(new BoxGeometry(1, 1, 1), Sky.material);
7
21
  }
8
- };
9
- let Sky = _Sky;
10
- Sky.SkyShader = {
22
+
23
+ }
24
+
25
+ _defineProperty(Sky, "SkyShader", {
11
26
  uniforms: {
12
- turbidity: { value: 2 },
13
- rayleigh: { value: 1 },
14
- mieCoefficient: { value: 5e-3 },
15
- mieDirectionalG: { value: 0.8 },
16
- sunPosition: { value: new THREE.Vector3() },
17
- up: { value: new THREE.Vector3(0, 1, 0) }
27
+ turbidity: {
28
+ value: 2
29
+ },
30
+ rayleigh: {
31
+ value: 1
32
+ },
33
+ mieCoefficient: {
34
+ value: 0.005
35
+ },
36
+ mieDirectionalG: {
37
+ value: 0.8
38
+ },
39
+ sunPosition: {
40
+ value: new Vector3()
41
+ },
42
+ up: {
43
+ value: new Vector3(0, 1, 0)
44
+ }
18
45
  },
19
- vertexShader: [
20
- "uniform vec3 sunPosition;",
21
- "uniform float rayleigh;",
22
- "uniform float turbidity;",
23
- "uniform float mieCoefficient;",
24
- "uniform vec3 up;",
25
- "varying vec3 vWorldPosition;",
26
- "varying vec3 vSunDirection;",
27
- "varying float vSunfade;",
28
- "varying vec3 vBetaR;",
29
- "varying vec3 vBetaM;",
30
- "varying float vSunE;",
31
- "const float e = 2.71828182845904523536028747135266249775724709369995957;",
32
- "const float pi = 3.141592653589793238462643383279502884197169;",
33
- "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
34
- "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
35
- "const float v = 4.0;",
36
- "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
37
- "const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
38
- "const float cutoffAngle = 1.6110731556870734;",
39
- "const float steepness = 1.5;",
40
- "const float EE = 1000.0;",
41
- "float sunIntensity( float zenithAngleCos ) {",
42
- " zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
43
- " return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
44
- "}",
45
- "vec3 totalMie( float T ) {",
46
- " float c = ( 0.2 * T ) * 10E-18;",
47
- " return 0.434 * c * MieConst;",
48
- "}",
49
- "void main() {",
50
- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
51
- " vWorldPosition = worldPosition.xyz;",
52
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
53
- " gl_Position.z = gl_Position.w;",
54
- " vSunDirection = normalize( sunPosition );",
55
- " vSunE = sunIntensity( dot( vSunDirection, up ) );",
56
- " vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
57
- " float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
58
- " vBetaR = totalRayleigh * rayleighCoefficient;",
59
- " vBetaM = totalMie( turbidity ) * mieCoefficient;",
60
- "}"
61
- ].join("\n"),
62
- fragmentShader: [
63
- "varying vec3 vWorldPosition;",
64
- "varying vec3 vSunDirection;",
65
- "varying float vSunfade;",
66
- "varying vec3 vBetaR;",
67
- "varying vec3 vBetaM;",
68
- "varying float vSunE;",
69
- "uniform float mieDirectionalG;",
70
- "uniform vec3 up;",
71
- "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
72
- "const float pi = 3.141592653589793238462643383279502884197169;",
73
- "const float n = 1.0003;",
74
- "const float N = 2.545E25;",
75
- "const float rayleighZenithLength = 8.4E3;",
76
- "const float mieZenithLength = 1.25E3;",
77
- "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
78
- "const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
79
- "const float ONE_OVER_FOURPI = 0.07957747154594767;",
80
- "float rayleighPhase( float cosTheta ) {",
81
- " return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
82
- "}",
83
- "float hgPhase( float cosTheta, float g ) {",
84
- " float g2 = pow( g, 2.0 );",
85
- " float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
86
- " return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
87
- "}",
88
- "void main() {",
89
- " vec3 direction = normalize( vWorldPosition - cameraPos );",
90
- " float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );",
91
- " float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
92
- " float sR = rayleighZenithLength * inverse;",
93
- " float sM = mieZenithLength * inverse;",
94
- " vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
95
- " float cosTheta = dot( direction, vSunDirection );",
96
- " float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
97
- " vec3 betaRTheta = vBetaR * rPhase;",
98
- " float mPhase = hgPhase( cosTheta, mieDirectionalG );",
99
- " vec3 betaMTheta = vBetaM * mPhase;",
100
- " vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
101
- " Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );",
102
- " float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
103
- " float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
104
- " vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
105
- " vec3 L0 = vec3( 0.1 ) * Fex;",
106
- " float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
107
- " L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
108
- " vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
109
- " vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
110
- " gl_FragColor = vec4( retColor, 1.0 );",
111
- "#include <tonemapping_fragment>",
112
- "#include <encodings_fragment>",
113
- "}"
114
- ].join("\n")
115
- };
116
- Sky.material = new THREE.ShaderMaterial({
117
- name: "SkyShader",
118
- fragmentShader: _Sky.SkyShader.fragmentShader,
119
- vertexShader: _Sky.SkyShader.vertexShader,
120
- uniforms: THREE.UniformsUtils.clone(_Sky.SkyShader.uniforms),
121
- side: THREE.BackSide,
122
- depthWrite: false
46
+ vertexShader: ['uniform vec3 sunPosition;', 'uniform float rayleigh;', 'uniform float turbidity;', 'uniform float mieCoefficient;', 'uniform vec3 up;', 'varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', // constants for atmospheric scattering
47
+ 'const float e = 2.71828182845904523536028747135266249775724709369995957;', 'const float pi = 3.141592653589793238462643383279502884197169;', // wavelength of used primaries, according to preetham
48
+ 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
49
+ // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
+ 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', // mie stuff
51
+ // K coefficient for the primaries
52
+ 'const float v = 4.0;', 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
53
+ 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', // earth shadow hack
54
+ // cutoffAngle = pi / 1.95;
55
+ 'const float cutoffAngle = 1.6110731556870734;', 'const float steepness = 1.5;', 'const float EE = 1000.0;', 'float sunIntensity( float zenithAngleCos ) {', ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', '}', 'vec3 totalMie( float T ) {', ' float c = ( 0.2 * T ) * 10E-18;', ' return 0.434 * c * MieConst;', '}', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vWorldPosition = worldPosition.xyz;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' gl_Position.z = gl_Position.w;', // set z to camera.far
56
+ ' vSunDirection = normalize( sunPosition );', ' vSunE = sunIntensity( dot( vSunDirection, up ) );', ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', // extinction (absorbtion + out scattering)
57
+ // rayleigh coefficients
58
+ ' vBetaR = totalRayleigh * rayleighCoefficient;', // mie coefficients
59
+ ' vBetaM = totalMie( turbidity ) * mieCoefficient;', '}'].join('\n'),
60
+ fragmentShader: ['varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', 'uniform float mieDirectionalG;', 'uniform vec3 up;', 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', // constants for atmospheric scattering
61
+ 'const float pi = 3.141592653589793238462643383279502884197169;', 'const float n = 1.0003;', // refractive index of air
62
+ 'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
63
+ // optical length at zenith for molecules
64
+ 'const float rayleighZenithLength = 8.4E3;', 'const float mieZenithLength = 1.25E3;', // 66 arc seconds -> degrees, and the cosine of that
65
+ 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', // 3.0 / ( 16.0 * pi )
66
+ 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', // 1.0 / ( 4.0 * pi )
67
+ 'const float ONE_OVER_FOURPI = 0.07957747154594767;', 'float rayleighPhase( float cosTheta ) {', ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', '}', 'float hgPhase( float cosTheta, float g ) {', ' float g2 = pow( g, 2.0 );', ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', '}', 'void main() {', ' vec3 direction = normalize( vWorldPosition - cameraPos );', // optical length
68
+ // cutoff angle at 90 to avoid singularity in next formula.
69
+ ' float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );', ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', ' float sR = rayleighZenithLength * inverse;', ' float sM = mieZenithLength * inverse;', // combined extinction factor
70
+ ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', // in scattering
71
+ ' float cosTheta = dot( direction, vSunDirection );', ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', ' vec3 betaRTheta = vBetaR * rPhase;', ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', ' vec3 betaMTheta = vBetaM * mPhase;', ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', ' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );', // nightsky
72
+ ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', ' vec3 L0 = vec3( 0.1 ) * Fex;', // composition + solar disc
73
+ ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', ' vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', ' gl_FragColor = vec4( retColor, 1.0 );', '#include <tonemapping_fragment>', '#include <encodings_fragment>', '}'].join('\n')
123
74
  });
124
- exports.Sky = Sky;
75
+
76
+ _defineProperty(Sky, "material", new ShaderMaterial({
77
+ name: 'SkyShader',
78
+ fragmentShader: Sky.SkyShader.fragmentShader,
79
+ vertexShader: Sky.SkyShader.vertexShader,
80
+ uniforms: UniformsUtils.clone(Sky.SkyShader.uniforms),
81
+ side: BackSide,
82
+ depthWrite: false
83
+ }));
84
+
85
+ export { Sky };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(e,r={}){super(e);const o=this,n=void 0!==r.textureWidth?r.textureWidth:512,i=void 0!==r.textureHeight?r.textureHeight:512,a=void 0!==r.clipBias?r.clipBias:0,l=void 0!==r.alpha?r.alpha:1,s=void 0!==r.time?r.time:0,u=void 0!==r.waterNormals?r.waterNormals:null,c=void 0!==r.sunDirection?r.sunDirection:new t.Vector3(.70707,.70707,0),m=new t.Color(void 0!==r.sunColor?r.sunColor:16777215),d=new t.Color(void 0!==r.waterColor?r.waterColor:8355711),v=void 0!==r.eye?r.eye:new t.Vector3(0,0,0),f=void 0!==r.distortionScale?r.distortionScale:20,p=void 0!==r.side?r.side:t.FrontSide,x=void 0!==r.fog&&r.fog,g=new t.Plane,w=new t.Vector3,h=new t.Vector3,y=new t.Vector3,C=new t.Matrix4,M=new t.Vector3(0,0,-1),S=new t.Vector4,_=new t.Vector3,b=new t.Vector3,D=new t.Vector4,P=new t.Matrix4,V=new t.PerspectiveCamera,z=new t.WebGLRenderTarget(n,i),L={uniforms:t.UniformsUtils.merge([t.UniformsLib.fog,t.UniformsLib.lights,{normalSampler:{value:null},mirrorSampler:{value:null},alpha:{value:1},time:{value:0},size:{value:1},distortionScale:{value:20},textureMatrix:{value:new t.Matrix4},sunColor:{value:new t.Color(8355711)},sunDirection:{value:new t.Vector3(.70707,.70707,0)},eye:{value:new t.Vector3},waterColor:{value:new t.Color(5592405)}}]),vertexShader:"\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}",fragmentShader:"\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t}"},N=new t.ShaderMaterial({fragmentShader:L.fragmentShader,vertexShader:L.vertexShader,uniforms:t.UniformsUtils.clone(L.uniforms),lights:!0,side:p,fog:x});N.uniforms.mirrorSampler.value=z.texture,N.uniforms.textureMatrix.value=P,N.uniforms.alpha.value=l,N.uniforms.time.value=s,N.uniforms.normalSampler.value=u,N.uniforms.sunColor.value=m,N.uniforms.waterColor.value=d,N.uniforms.sunDirection.value=c,N.uniforms.distortionScale.value=f,N.uniforms.eye.value=v,o.material=N,o.onBeforeRender=function(t,e,r){if(h.setFromMatrixPosition(o.matrixWorld),y.setFromMatrixPosition(r.matrixWorld),C.extractRotation(o.matrixWorld),w.set(0,0,1),w.applyMatrix4(C),_.subVectors(h,y),_.dot(w)>0)return;_.reflect(w).negate(),_.add(h),C.extractRotation(r.matrixWorld),M.set(0,0,-1),M.applyMatrix4(C),M.add(y),b.subVectors(h,M),b.reflect(w).negate(),b.add(h),V.position.copy(_),V.up.set(0,1,0),V.up.applyMatrix4(C),V.up.reflect(w),V.lookAt(b),V.far=r.far,V.updateMatrixWorld(),V.projectionMatrix.copy(r.projectionMatrix),P.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),P.multiply(V.projectionMatrix),P.multiply(V.matrixWorldInverse),g.setFromNormalAndCoplanarPoint(w,h),g.applyMatrix4(V.matrixWorldInverse),S.set(g.normal.x,g.normal.y,g.normal.z,g.constant);const n=V.projectionMatrix;D.x=(Math.sign(S.x)+n.elements[8])/n.elements[0],D.y=(Math.sign(S.y)+n.elements[9])/n.elements[5],D.z=-1,D.w=(1+n.elements[10])/n.elements[14],S.multiplyScalar(2/S.dot(D)),n.elements[2]=S.x,n.elements[6]=S.y,n.elements[10]=S.z+1-a,n.elements[14]=S.w,v.setFromMatrixPosition(r.matrixWorld);const i=t.getRenderTarget(),l=t.xr.enabled,s=t.shadowMap.autoUpdate;o.visible=!1,t.xr.enabled=!1,t.shadowMap.autoUpdate=!1,t.setRenderTarget(z),t.state.buffers.depth.setMask(!0),!1===t.autoClear&&t.clear(),t.render(e,V),o.visible=!0,t.xr.enabled=l,t.shadowMap.autoUpdate=s,t.setRenderTarget(i);const u=r.viewport;void 0!==u&&t.state.viewport(u)}}}e.prototype.isWater=!0,exports.Water=e;