three-stdlib 2.16.0 → 2.16.2

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 (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
  296. package/modifiers/EdgeSplitModifier.js +90 -46
  297. package/modifiers/SimplifyModifier.cjs.js +1 -0
  298. package/modifiers/SimplifyModifier.js +202 -77
  299. package/modifiers/TessellateModifier.cjs.js +1 -0
  300. package/modifiers/TessellateModifier.js +90 -65
  301. package/nodes/Nodes.cjs.js +1 -0
  302. package/nodes/Nodes.js +140 -274
  303. package/nodes/ShaderNode.cjs.js +1 -0
  304. package/nodes/ShaderNode.js +196 -296
  305. package/nodes/accessors/BufferNode.cjs.js +1 -0
  306. package/nodes/accessors/BufferNode.js +8 -4
  307. package/nodes/accessors/CameraNode.cjs.js +1 -0
  308. package/nodes/accessors/CameraNode.js +25 -20
  309. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
  310. package/nodes/accessors/CubeTextureNode.js +26 -14
  311. package/nodes/accessors/MaterialNode.cjs.js +1 -0
  312. package/nodes/accessors/MaterialNode.js +53 -43
  313. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
  314. package/nodes/accessors/MaterialReferenceNode.js +6 -3
  315. package/nodes/accessors/ModelNode.cjs.js +1 -0
  316. package/nodes/accessors/ModelNode.js +5 -3
  317. package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
  318. package/nodes/accessors/ModelViewProjectionNode.js +13 -14
  319. package/nodes/accessors/NormalNode.cjs.js +1 -0
  320. package/nodes/accessors/NormalNode.js +39 -40
  321. package/nodes/accessors/Object3DNode.cjs.js +1 -0
  322. package/nodes/accessors/Object3DNode.js +50 -40
  323. package/nodes/accessors/PointUVNode.cjs.js +1 -0
  324. package/nodes/accessors/PointUVNode.js +9 -5
  325. package/nodes/accessors/PositionNode.cjs.js +1 -0
  326. package/nodes/accessors/PositionNode.js +41 -42
  327. package/nodes/accessors/ReferenceNode.cjs.js +1 -0
  328. package/nodes/accessors/ReferenceNode.js +17 -10
  329. package/nodes/accessors/ReflectNode.cjs.js +1 -0
  330. package/nodes/accessors/ReflectNode.js +26 -23
  331. package/nodes/accessors/SkinningNode.cjs.js +1 -0
  332. package/nodes/accessors/SkinningNode.js +48 -46
  333. package/nodes/accessors/TextureNode.cjs.js +1 -0
  334. package/nodes/accessors/TextureNode.js +29 -14
  335. package/nodes/accessors/UVNode.cjs.js +1 -0
  336. package/nodes/accessors/UVNode.js +11 -5
  337. package/nodes/core/ArrayUniformNode.cjs.js +1 -0
  338. package/nodes/core/ArrayUniformNode.js +7 -3
  339. package/nodes/core/AttributeNode.cjs.js +1 -0
  340. package/nodes/core/AttributeNode.js +12 -5
  341. package/nodes/core/BypassNode.cjs.js +1 -0
  342. package/nodes/core/BypassNode.js +12 -5
  343. package/nodes/core/CodeNode.cjs.js +1 -0
  344. package/nodes/core/CodeNode.js +12 -4
  345. package/nodes/core/ConstNode.cjs.js +1 -0
  346. package/nodes/core/ConstNode.js +7 -3
  347. package/nodes/core/ContextNode.cjs.js +1 -0
  348. package/nodes/core/ContextNode.js +8 -3
  349. package/nodes/core/ExpressionNode.cjs.js +1 -0
  350. package/nodes/core/ExpressionNode.js +9 -5
  351. package/nodes/core/FunctionCallNode.cjs.js +1 -0
  352. package/nodes/core/FunctionCallNode.js +15 -6
  353. package/nodes/core/FunctionNode.cjs.js +1 -0
  354. package/nodes/core/FunctionNode.js +25 -10
  355. package/nodes/core/InputNode.cjs.js +1 -0
  356. package/nodes/core/InputNode.js +23 -12
  357. package/nodes/core/Node.cjs.js +1 -0
  358. package/nodes/core/Node.js +75 -35
  359. package/nodes/core/NodeAttribute.cjs.js +1 -0
  360. package/nodes/core/NodeAttribute.js +4 -2
  361. package/nodes/core/NodeBuilder.cjs.js +1 -0
  362. package/nodes/core/NodeBuilder.js +224 -110
  363. package/nodes/core/NodeCode.cjs.js +1 -0
  364. package/nodes/core/NodeCode.js +7 -4
  365. package/nodes/core/NodeFrame.cjs.js +1 -0
  366. package/nodes/core/NodeFrame.js +12 -9
  367. package/nodes/core/NodeFunction.cjs.js +1 -0
  368. package/nodes/core/NodeFunction.js +17 -0
  369. package/nodes/core/NodeFunctionInput.cjs.js +1 -0
  370. package/nodes/core/NodeFunctionInput.js +5 -3
  371. package/nodes/core/NodeKeywords.cjs.js +1 -0
  372. package/nodes/core/NodeKeywords.js +16 -5
  373. package/nodes/core/NodeParser.cjs.js +1 -0
  374. package/nodes/core/NodeParser.js +8 -0
  375. package/nodes/core/NodeUniform.cjs.js +1 -0
  376. package/nodes/core/NodeUniform.js +7 -3
  377. package/nodes/core/NodeUtils.cjs.js +1 -0
  378. package/nodes/core/NodeUtils.js +43 -39
  379. package/nodes/core/NodeVar.cjs.js +1 -0
  380. package/nodes/core/NodeVar.js +4 -2
  381. package/nodes/core/NodeVary.cjs.js +1 -0
  382. package/nodes/core/NodeVary.js +4 -2
  383. package/nodes/core/PropertyNode.cjs.js +1 -0
  384. package/nodes/core/PropertyNode.js +10 -4
  385. package/nodes/core/TempNode.cjs.js +1 -0
  386. package/nodes/core/TempNode.js +11 -5
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  1134. package/renderers/webgpu/WebGPUSampler.mjs +0 -15
  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
@@ -1,25 +1,17 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Full-screen textured quad shader
3
+ */
3
4
  const CopyShader = {
4
5
  uniforms: {
5
- tDiffuse: { value: null },
6
- opacity: { value: 1 }
6
+ tDiffuse: {
7
+ value: null
8
+ },
9
+ opacity: {
10
+ value: 1.0
11
+ }
7
12
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float opacity;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 texel = texture2D( tDiffuse, vUv );",
21
- " gl_FragColor = opacity * texel;",
22
- "}"
23
- ].join("\n")
13
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
14
+ fragmentShader: ['uniform float opacity;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' gl_FragColor = opacity * texel;', '}'].join('\n')
24
15
  };
25
- exports.CopyShader = CopyShader;
16
+
17
+ export { CopyShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const o={uniforms:{tColor:{value:null},tDepth:{value:null},focus:{value:1},maxblur:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float focus;","uniform float maxblur;","uniform sampler2D tColor;","uniform sampler2D tDepth;","varying vec2 vUv;","void main() {","\tvec4 depth = texture2D( tDepth, vUv );","\tfloat factor = depth.x - focus;","\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );","\tgl_FragColor = col;","\tgl_FragColor.a = 1.0;","}"].join("\n")};exports.DOFMipMapShader=o;
@@ -1,32 +1,25 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Depth-of-field shader using mipmaps
3
+ * - from Matt Handley @applmak
4
+ * - requires power-of-2 sized render target with enabled mipmaps
5
+ */
3
6
  const DOFMipMapShader = {
4
7
  uniforms: {
5
- tColor: { value: null },
6
- tDepth: { value: null },
7
- focus: { value: 1 },
8
- maxblur: { value: 1 }
8
+ tColor: {
9
+ value: null
10
+ },
11
+ tDepth: {
12
+ value: null
13
+ },
14
+ focus: {
15
+ value: 1.0
16
+ },
17
+ maxblur: {
18
+ value: 1.0
19
+ }
9
20
  },
10
- vertexShader: [
11
- "varying vec2 vUv;",
12
- "void main() {",
13
- " vUv = uv;",
14
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
15
- "}"
16
- ].join("\n"),
17
- fragmentShader: [
18
- "uniform float focus;",
19
- "uniform float maxblur;",
20
- "uniform sampler2D tColor;",
21
- "uniform sampler2D tDepth;",
22
- "varying vec2 vUv;",
23
- "void main() {",
24
- " vec4 depth = texture2D( tDepth, vUv );",
25
- " float factor = depth.x - focus;",
26
- " vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
27
- " gl_FragColor = col;",
28
- " gl_FragColor.a = 1.0;",
29
- "}"
30
- ].join("\n")
21
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
22
+ fragmentShader: ['uniform float focus;', 'uniform float maxblur;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'varying vec2 vUv;', 'void main() {', ' vec4 depth = texture2D( tDepth, vUv );', ' float factor = depth.x - focus;', ' vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );', ' gl_FragColor = col;', ' gl_FragColor.a = 1.0;', '}'].join('\n')
31
23
  };
32
- exports.DOFMipMapShader = DOFMipMapShader;
24
+
25
+ export { DOFMipMapShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{KERNEL_RADIUS:4,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDiffuse:{value:null},size:{value:new e.Vector2(512,512)},sampleUvOffsets:{value:[new e.Vector2(0,0)]},sampleWeights:{value:[1]},tDepth:{value:null},cameraNear:{value:10},cameraFar:{value:1e3},depthCutoff:{value:10}},vertexShader:["#include <common>","uniform vec2 size;","varying vec2 vUv;","varying vec2 vInvSize;","void main() {","\tvUv = uv;","\tvInvSize = 1.0 / size;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#include <packing>","uniform sampler2D tDiffuse;","uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","uniform float depthCutoff;","uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];","uniform float sampleWeights[ KERNEL_RADIUS + 1 ];","varying vec2 vUv;","varying vec2 vInvSize;","float getDepth( const in vec2 screenPosition ) {","\t#if DEPTH_PACKING == 1","\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );","\t#else","\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","void main() {","\tfloat depth = getDepth( vUv );","\tif( depth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = -getViewZ( depth );","\tbool rBreak = false, lBreak = false;","\tfloat weightSum = sampleWeights[0];","\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;","\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {","\t\tfloat sampleWeight = sampleWeights[i];","\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;","\t\tvec2 sampleUv = vUv + sampleUvOffset;","\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;","\t\tif( ! rBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t\tsampleUv = vUv - sampleUvOffset;","\t\tviewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;","\t\tif( ! lBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t}","\tgl_FragColor = diffuseSum / weightSum;","}"].join("\n")},a={createSampleWeights:(e,t)=>{const a=(e,t)=>Math.exp(-e*e/(t*t*2))/(Math.sqrt(2*Math.PI)*t),i=[];for(let r=0;r<=e;r++)i.push(a(r,t));return i},createSampleOffsets:(e,t)=>{const a=[];for(let i=0;i<=e;i++)a.push(t.clone().multiplyScalar(i));return a},configure:(e,t,i,r)=>{e.defines.KERNEL_RADIUS=t,e.uniforms.sampleUvOffsets.value=a.createSampleOffsets(t,r),e.uniforms.sampleWeights.value=a.createSampleWeights(t,i),e.needsUpdate=!0}};exports.BlurShaderUtils=a,exports.DepthLimitedBlurShader=t;
@@ -1,6 +1,5 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2 } from 'three';
2
+
4
3
  const DepthLimitedBlurShader = {
5
4
  defines: {
6
5
  KERNEL_RADIUS: 4,
@@ -8,107 +7,63 @@ const DepthLimitedBlurShader = {
8
7
  PERSPECTIVE_CAMERA: 1
9
8
  },
10
9
  uniforms: {
11
- tDiffuse: { value: null },
12
- size: { value: new THREE.Vector2(512, 512) },
13
- sampleUvOffsets: { value: [new THREE.Vector2(0, 0)] },
14
- sampleWeights: { value: [1] },
15
- tDepth: { value: null },
16
- cameraNear: { value: 10 },
17
- cameraFar: { value: 1e3 },
18
- depthCutoff: { value: 10 }
10
+ tDiffuse: {
11
+ value: null
12
+ },
13
+ size: {
14
+ value: new Vector2(512, 512)
15
+ },
16
+ sampleUvOffsets: {
17
+ value: [new Vector2(0, 0)]
18
+ },
19
+ sampleWeights: {
20
+ value: [1.0]
21
+ },
22
+ tDepth: {
23
+ value: null
24
+ },
25
+ cameraNear: {
26
+ value: 10
27
+ },
28
+ cameraFar: {
29
+ value: 1000
30
+ },
31
+ depthCutoff: {
32
+ value: 10
33
+ }
19
34
  },
20
- vertexShader: [
21
- "#include <common>",
22
- "uniform vec2 size;",
23
- "varying vec2 vUv;",
24
- "varying vec2 vInvSize;",
25
- "void main() {",
26
- " vUv = uv;",
27
- " vInvSize = 1.0 / size;",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "#include <common>",
33
- "#include <packing>",
34
- "uniform sampler2D tDiffuse;",
35
- "uniform sampler2D tDepth;",
36
- "uniform float cameraNear;",
37
- "uniform float cameraFar;",
38
- "uniform float depthCutoff;",
39
- "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
40
- "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
41
- "varying vec2 vUv;",
42
- "varying vec2 vInvSize;",
43
- "float getDepth( const in vec2 screenPosition ) {",
44
- " #if DEPTH_PACKING == 1",
45
- " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
46
- " #else",
47
- " return texture2D( tDepth, screenPosition ).x;",
48
- " #endif",
49
- "}",
50
- "float getViewZ( const in float depth ) {",
51
- " #if PERSPECTIVE_CAMERA == 1",
52
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
53
- " #else",
54
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
55
- " #endif",
56
- "}",
57
- "void main() {",
58
- " float depth = getDepth( vUv );",
59
- " if( depth >= ( 1.0 - EPSILON ) ) {",
60
- " discard;",
61
- " }",
62
- " float centerViewZ = -getViewZ( depth );",
63
- " bool rBreak = false, lBreak = false;",
64
- " float weightSum = sampleWeights[0];",
65
- " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
66
- " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
67
- " float sampleWeight = sampleWeights[i];",
68
- " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
69
- " vec2 sampleUv = vUv + sampleUvOffset;",
70
- " float viewZ = -getViewZ( getDepth( sampleUv ) );",
71
- " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
72
- " if( ! rBreak ) {",
73
- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
74
- " weightSum += sampleWeight;",
75
- " }",
76
- " sampleUv = vUv - sampleUvOffset;",
77
- " viewZ = -getViewZ( getDepth( sampleUv ) );",
78
- " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
79
- " if( ! lBreak ) {",
80
- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
81
- " weightSum += sampleWeight;",
82
- " }",
83
- " }",
84
- " gl_FragColor = diffuseSum / weightSum;",
85
- "}"
86
- ].join("\n")
35
+ vertexShader: ['#include <common>', 'uniform vec2 size;', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'void main() {', ' vUv = uv;', ' vInvSize = 1.0 / size;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
36
+ fragmentShader: ['#include <common>', '#include <packing>', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'uniform float depthCutoff;', 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];', 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'float getDepth( const in vec2 screenPosition ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );', ' #else', ' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );', ' #endif', '}', 'void main() {', ' float depth = getDepth( vUv );', ' if( depth >= ( 1.0 - EPSILON ) ) {', ' discard;', ' }', ' float centerViewZ = -getViewZ( depth );', ' bool rBreak = false, lBreak = false;', ' float weightSum = sampleWeights[0];', ' vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;', ' for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {', ' float sampleWeight = sampleWeights[i];', ' vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;', ' vec2 sampleUv = vUv + sampleUvOffset;', ' float viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;', ' if( ! rBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' sampleUv = vUv - sampleUvOffset;', ' viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;', ' if( ! lBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' }', ' gl_FragColor = diffuseSum / weightSum;', '}'].join('\n')
87
37
  };
88
38
  const BlurShaderUtils = {
89
39
  createSampleWeights: (kernelRadius, stdDev) => {
90
- const gaussian = (x, stdDev2) => {
91
- return Math.exp(-(x * x) / (2 * (stdDev2 * stdDev2))) / (Math.sqrt(2 * Math.PI) * stdDev2);
40
+ const gaussian = (x, stdDev) => {
41
+ return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
92
42
  };
43
+
93
44
  const weights = [];
45
+
94
46
  for (let i = 0; i <= kernelRadius; i++) {
95
47
  weights.push(gaussian(i, stdDev));
96
48
  }
49
+
97
50
  return weights;
98
51
  },
99
52
  createSampleOffsets: (kernelRadius, uvIncrement) => {
100
53
  const offsets = [];
54
+
101
55
  for (let i = 0; i <= kernelRadius; i++) {
102
56
  offsets.push(uvIncrement.clone().multiplyScalar(i));
103
57
  }
58
+
104
59
  return offsets;
105
60
  },
106
61
  configure: (shader, kernelRadius, stdDev, uvIncrement) => {
107
- shader.defines["KERNEL_RADIUS"] = kernelRadius;
108
- shader.uniforms["sampleUvOffsets"].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
109
- shader.uniforms["sampleWeights"].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
62
+ shader.defines['KERNEL_RADIUS'] = kernelRadius;
63
+ shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
64
+ shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
110
65
  shader.needsUpdate = true;
111
66
  }
112
67
  };
113
- exports.BlurShaderUtils = BlurShaderUtils;
114
- exports.DepthLimitedBlurShader = DepthLimitedBlurShader;
68
+
69
+ export { BlurShaderUtils, DepthLimitedBlurShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},tDisp:{value:null},byp:{value:0},amount:{value:.08},angle:{value:.02},seed:{value:.02},seed_x:{value:.02},seed_y:{value:.02},distortion_x:{value:.5},distortion_y:{value:.6},col_s:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform int byp;","uniform sampler2D tDiffuse;","uniform sampler2D tDisp;","uniform float amount;","uniform float angle;","uniform float seed;","uniform float seed_x;","uniform float seed_y;","uniform float distortion_x;","uniform float distortion_y;","uniform float col_s;","varying vec2 vUv;","float rand(vec2 co){","\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);","}","void main() {","\tif(byp<1) {","\t\tvec2 p = vUv;","\t\tfloat xs = floor(gl_FragCoord.x / 0.5);","\t\tfloat ys = floor(gl_FragCoord.y / 0.5);","\t\tvec4 normal = texture2D (tDisp, p*seed*seed);","\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {","\t\t\tif(seed_x>0.){","\t\t\t\tp.y = 1. - (p.y + distortion_y);","\t\t\t}","\t\t\telse {","\t\t\t\tp.y = distortion_y;","\t\t\t}","\t\t}","\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {","\t\t\tif(seed_y>0.){","\t\t\t\tp.x=distortion_x;","\t\t\t}","\t\t\telse {","\t\t\t\tp.x = 1. - (p.x + distortion_x);","\t\t\t}","\t\t}","\t\tp.x+=normal.x*seed_x*(seed/5.);","\t\tp.y+=normal.y*seed_y*(seed/5.);","\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));","\t\tvec4 cr = texture2D(tDiffuse, p + offset);","\t\tvec4 cga = texture2D(tDiffuse, p);","\t\tvec4 cb = texture2D(tDiffuse, p - offset);","\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);","\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);","\t\tgl_FragColor = gl_FragColor+ snow;","\t}","\telse {","\t\tgl_FragColor=texture2D (tDiffuse, vUv);","\t}","}"].join("\n")};exports.DigitalGlitch=t;
@@ -1,78 +1,50 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
1
  const DigitalGlitch = {
4
2
  uniforms: {
5
- tDiffuse: { value: null },
6
- tDisp: { value: null },
7
- byp: { value: 0 },
8
- amount: { value: 0.08 },
9
- angle: { value: 0.02 },
10
- seed: { value: 0.02 },
11
- seed_x: { value: 0.02 },
12
- seed_y: { value: 0.02 },
13
- distortion_x: { value: 0.5 },
14
- distortion_y: { value: 0.6 },
15
- col_s: { value: 0.05 }
3
+ tDiffuse: {
4
+ value: null
5
+ },
6
+ //diffuse texture
7
+ tDisp: {
8
+ value: null
9
+ },
10
+ //displacement texture for digital glitch squares
11
+ byp: {
12
+ value: 0
13
+ },
14
+ //apply the glitch ?
15
+ amount: {
16
+ value: 0.08
17
+ },
18
+ angle: {
19
+ value: 0.02
20
+ },
21
+ seed: {
22
+ value: 0.02
23
+ },
24
+ seed_x: {
25
+ value: 0.02
26
+ },
27
+ //-1,1
28
+ seed_y: {
29
+ value: 0.02
30
+ },
31
+ //-1,1
32
+ distortion_x: {
33
+ value: 0.5
34
+ },
35
+ distortion_y: {
36
+ value: 0.6
37
+ },
38
+ col_s: {
39
+ value: 0.05
40
+ }
16
41
  },
17
- vertexShader: [
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vUv = uv;",
21
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
22
- "}"
23
- ].join("\n"),
24
- fragmentShader: [
25
- "uniform int byp;",
26
- "uniform sampler2D tDiffuse;",
27
- "uniform sampler2D tDisp;",
28
- "uniform float amount;",
29
- "uniform float angle;",
30
- "uniform float seed;",
31
- "uniform float seed_x;",
32
- "uniform float seed_y;",
33
- "uniform float distortion_x;",
34
- "uniform float distortion_y;",
35
- "uniform float col_s;",
36
- "varying vec2 vUv;",
37
- "float rand(vec2 co){",
38
- " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
39
- "}",
40
- "void main() {",
41
- " if(byp<1) {",
42
- " vec2 p = vUv;",
43
- " float xs = floor(gl_FragCoord.x / 0.5);",
44
- " float ys = floor(gl_FragCoord.y / 0.5);",
45
- " vec4 normal = texture2D (tDisp, p*seed*seed);",
46
- " if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
47
- " if(seed_x>0.){",
48
- " p.y = 1. - (p.y + distortion_y);",
49
- " }",
50
- " else {",
51
- " p.y = distortion_y;",
52
- " }",
53
- " }",
54
- " if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {",
55
- " if(seed_y>0.){",
56
- " p.x=distortion_x;",
57
- " }",
58
- " else {",
59
- " p.x = 1. - (p.x + distortion_x);",
60
- " }",
61
- " }",
62
- " p.x+=normal.x*seed_x*(seed/5.);",
63
- " p.y+=normal.y*seed_y*(seed/5.);",
64
- " vec2 offset = amount * vec2( cos(angle), sin(angle));",
65
- " vec4 cr = texture2D(tDiffuse, p + offset);",
66
- " vec4 cga = texture2D(tDiffuse, p);",
67
- " vec4 cb = texture2D(tDiffuse, p - offset);",
68
- " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
69
- " vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);",
70
- " gl_FragColor = gl_FragColor+ snow;",
71
- " }",
72
- " else {",
73
- " gl_FragColor=texture2D (tDiffuse, vUv);",
74
- " }",
75
- "}"
76
- ].join("\n")
42
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
43
+ fragmentShader: ['uniform int byp;', //should we apply the glitch ?
44
+ 'uniform sampler2D tDiffuse;', 'uniform sampler2D tDisp;', 'uniform float amount;', 'uniform float angle;', 'uniform float seed;', 'uniform float seed_x;', 'uniform float seed_y;', 'uniform float distortion_x;', 'uniform float distortion_y;', 'uniform float col_s;', 'varying vec2 vUv;', 'float rand(vec2 co){', ' return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);', '}', 'void main() {', ' if(byp<1) {', ' vec2 p = vUv;', ' float xs = floor(gl_FragCoord.x / 0.5);', ' float ys = floor(gl_FragCoord.y / 0.5);', //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
45
+ ' vec4 normal = texture2D (tDisp, p*seed*seed);', ' if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {', ' if(seed_x>0.){', ' p.y = 1. - (p.y + distortion_y);', ' }', ' else {', ' p.y = distortion_y;', ' }', ' }', ' if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {', ' if(seed_y>0.){', ' p.x=distortion_x;', ' }', ' else {', ' p.x = 1. - (p.x + distortion_x);', ' }', ' }', ' p.x+=normal.x*seed_x*(seed/5.);', ' p.y+=normal.y*seed_y*(seed/5.);', //base from RGB shift shader
46
+ ' vec2 offset = amount * vec2( cos(angle), sin(angle));', ' vec4 cr = texture2D(tDiffuse, p + offset);', ' vec4 cga = texture2D(tDiffuse, p);', ' vec4 cb = texture2D(tDiffuse, p - offset);', ' gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);', //add noise
47
+ ' vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);', ' gl_FragColor = gl_FragColor+ snow;', ' }', ' else {', ' gl_FragColor=texture2D (tDiffuse, vUv);', ' }', '}'].join('\n')
77
48
  };
78
- exports.DigitalGlitch = DigitalGlitch;
49
+
50
+ export { DigitalGlitch };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{tDiffuse:{value:null},tSize:{value:new e.Vector2(256,256)},center:{value:new e.Vector2(.5,.5)},angle:{value:1.57},scale:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec2 center;","uniform float angle;","uniform float scale;","uniform vec2 tSize;","uniform sampler2D tDiffuse;","varying vec2 vUv;","float pattern() {","\tfloat s = sin( angle ), c = cos( angle );","\tvec2 tex = vUv * tSize - center;","\tvec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;","\treturn ( sin( point.x ) * sin( point.y ) ) * 4.0;","}","void main() {","\tvec4 color = texture2D( tDiffuse, vUv );","\tfloat average = ( color.r + color.g + color.b ) / 3.0;","\tgl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );","}"].join("\n")};exports.DotScreenShader=t;
@@ -1,39 +1,31 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2 } from 'three';
2
+
3
+ /**
4
+ * Dot screen shader
5
+ * based on glfx.js sepia shader
6
+ * https://github.com/evanw/glfx.js
7
+ */
8
+
4
9
  const DotScreenShader = {
5
10
  uniforms: {
6
- tDiffuse: { value: null },
7
- tSize: { value: new THREE.Vector2(256, 256) },
8
- center: { value: new THREE.Vector2(0.5, 0.5) },
9
- angle: { value: 1.57 },
10
- scale: { value: 1 }
11
+ tDiffuse: {
12
+ value: null
13
+ },
14
+ tSize: {
15
+ value: new Vector2(256, 256)
16
+ },
17
+ center: {
18
+ value: new Vector2(0.5, 0.5)
19
+ },
20
+ angle: {
21
+ value: 1.57
22
+ },
23
+ scale: {
24
+ value: 1.0
25
+ }
11
26
  },
12
- vertexShader: [
13
- "varying vec2 vUv;",
14
- "void main() {",
15
- " vUv = uv;",
16
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
17
- "}"
18
- ].join("\n"),
19
- fragmentShader: [
20
- "uniform vec2 center;",
21
- "uniform float angle;",
22
- "uniform float scale;",
23
- "uniform vec2 tSize;",
24
- "uniform sampler2D tDiffuse;",
25
- "varying vec2 vUv;",
26
- "float pattern() {",
27
- " float s = sin( angle ), c = cos( angle );",
28
- " vec2 tex = vUv * tSize - center;",
29
- " vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
30
- " return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
31
- "}",
32
- "void main() {",
33
- " vec4 color = texture2D( tDiffuse, vUv );",
34
- " float average = ( color.r + color.g + color.b ) / 3.0;",
35
- " gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
36
- "}"
37
- ].join("\n")
27
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
+ fragmentShader: ['uniform vec2 center;', 'uniform float angle;', 'uniform float scale;', 'uniform vec2 tSize;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'float pattern() {', ' float s = sin( angle ), c = cos( angle );', ' vec2 tex = vUv * tSize - center;', ' vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;', ' return ( sin( point.x ) * sin( point.y ) ) * 4.0;', '}', 'void main() {', ' vec4 color = texture2D( tDiffuse, vUv );', ' float average = ( color.r + color.g + color.b ) / 3.0;', ' gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );', '}'].join('\n')
38
29
  };
39
- exports.DotScreenShader = DotScreenShader;
30
+
31
+ export { DotScreenShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},resolution:{value:new(require("three").Vector2)(1/1024,1/512)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["precision highp float;","","uniform sampler2D tDiffuse;","","uniform vec2 resolution;","","varying vec2 vUv;","","// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)","","//----------------------------------------------------------------------------------","// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag","// SDK Version: v3.00","// Email: gameworks@nvidia.com","// Site: http://developer.nvidia.com/","//","// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.","//","// Redistribution and use in source and binary forms, with or without","// modification, are permitted provided that the following conditions","// are met:","// * Redistributions of source code must retain the above copyright","// notice, this list of conditions and the following disclaimer.","// * Redistributions in binary form must reproduce the above copyright","// notice, this list of conditions and the following disclaimer in the","// documentation and/or other materials provided with the distribution.","// * Neither the name of NVIDIA CORPORATION nor the names of its","// contributors may be used to endorse or promote products derived","// from this software without specific prior written permission.","//","// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY","// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE","// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR","// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR","// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,","// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,","// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR","// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY","// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT","// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE","// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.","//","//----------------------------------------------------------------------------------","","#define FXAA_PC 1","#define FXAA_GLSL_100 1","#define FXAA_QUALITY_PRESET 12","","#define FXAA_GREEN_AS_LUMA 1","","/*--------------------------------------------------------------------------*/","#ifndef FXAA_PC_CONSOLE"," //"," // The console algorithm for PC is included"," // for developers targeting really low spec machines."," // Likely better to just run FXAA_PC, and use a really low preset."," //"," #define FXAA_PC_CONSOLE 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_GLSL_120"," #define FXAA_GLSL_120 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_GLSL_130"," #define FXAA_GLSL_130 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_HLSL_3"," #define FXAA_HLSL_3 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_HLSL_4"," #define FXAA_HLSL_4 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_HLSL_5"," #define FXAA_HLSL_5 0","#endif","/*==========================================================================*/","#ifndef FXAA_GREEN_AS_LUMA"," //"," // For those using non-linear color,"," // and either not able to get luma in alpha, or not wanting to,"," // this enables FXAA to run using green as a proxy for luma."," // So with this enabled, no need to pack luma in alpha."," //"," // This will turn off AA on anything which lacks some amount of green."," // Pure red and blue or combination of only R and B, will get no AA."," //"," // Might want to lower the settings for both,"," // fxaaConsoleEdgeThresholdMin"," // fxaaQualityEdgeThresholdMin"," // In order to insure AA does not get turned off on colors"," // which contain a minor amount of green."," //"," // 1 = On."," // 0 = Off."," //"," #define FXAA_GREEN_AS_LUMA 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_EARLY_EXIT"," //"," // Controls algorithm's early exit path."," // On PS3 turning this ON adds 2 cycles to the shader."," // On 360 turning this OFF adds 10ths of a millisecond to the shader."," // Turning this off on console will result in a more blurry image."," // So this defaults to on."," //"," // 1 = On."," // 0 = Off."," //"," #define FXAA_EARLY_EXIT 1","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_DISCARD"," //"," // Only valid for PC OpenGL currently."," // Probably will not work when FXAA_GREEN_AS_LUMA = 1."," //"," // 1 = Use discard on pixels which don't need AA."," // For APIs which enable concurrent TEX+ROP from same surface."," // 0 = Return unchanged color on pixels which don't need AA."," //"," #define FXAA_DISCARD 0","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_FAST_PIXEL_OFFSET"," //"," // Used for GLSL 120 only."," //"," // 1 = GL API supports fast pixel offsets"," // 0 = do not use fast pixel offsets"," //"," #ifdef GL_EXT_gpu_shader4"," #define FXAA_FAST_PIXEL_OFFSET 1"," #endif"," #ifdef GL_NV_gpu_shader5"," #define FXAA_FAST_PIXEL_OFFSET 1"," #endif"," #ifdef GL_ARB_gpu_shader5"," #define FXAA_FAST_PIXEL_OFFSET 1"," #endif"," #ifndef FXAA_FAST_PIXEL_OFFSET"," #define FXAA_FAST_PIXEL_OFFSET 0"," #endif","#endif","/*--------------------------------------------------------------------------*/","#ifndef FXAA_GATHER4_ALPHA"," //"," // 1 = API supports gather4 on alpha channel."," // 0 = API does not support gather4 on alpha channel."," //"," #if (FXAA_HLSL_5 == 1)"," #define FXAA_GATHER4_ALPHA 1"," #endif"," #ifdef GL_ARB_gpu_shader5"," #define FXAA_GATHER4_ALPHA 1"," #endif"," #ifdef GL_NV_gpu_shader5"," #define FXAA_GATHER4_ALPHA 1"," #endif"," #ifndef FXAA_GATHER4_ALPHA"," #define FXAA_GATHER4_ALPHA 0"," #endif","#endif","","","/*============================================================================"," FXAA QUALITY - TUNING KNOBS","------------------------------------------------------------------------------","NOTE the other tuning knobs are now in the shader function inputs!","============================================================================*/","#ifndef FXAA_QUALITY_PRESET"," //"," // Choose the quality preset."," // This needs to be compiled into the shader as it effects code."," // Best option to include multiple presets is to"," // in each shader define the preset, then include this file."," //"," // OPTIONS"," // -----------------------------------------------------------------------"," // 10 to 15 - default medium dither (10=fastest, 15=highest quality)"," // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)"," // 39 - no dither, very expensive"," //"," // NOTES"," // -----------------------------------------------------------------------"," // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)"," // 13 = about same speed as FXAA 3.9 and better than 12"," // 23 = closest to FXAA 3.9 visually and performance wise"," // _ = the lowest digit is directly related to performance"," // _ = the highest digit is directly related to style"," //"," #define FXAA_QUALITY_PRESET 12","#endif","","","/*============================================================================",""," FXAA QUALITY - PRESETS","","============================================================================*/","","/*============================================================================"," FXAA QUALITY - MEDIUM DITHER PRESETS","============================================================================*/","#if (FXAA_QUALITY_PRESET == 10)"," #define FXAA_QUALITY_PS 3"," #define FXAA_QUALITY_P0 1.5"," #define FXAA_QUALITY_P1 3.0"," #define FXAA_QUALITY_P2 12.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 11)"," #define FXAA_QUALITY_PS 4"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 3.0"," #define FXAA_QUALITY_P3 12.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 12)"," #define FXAA_QUALITY_PS 5"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 4.0"," #define FXAA_QUALITY_P4 12.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 13)"," #define FXAA_QUALITY_PS 6"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 4.0"," #define FXAA_QUALITY_P5 12.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 14)"," #define FXAA_QUALITY_PS 7"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 4.0"," #define FXAA_QUALITY_P6 12.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 15)"," #define FXAA_QUALITY_PS 8"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 4.0"," #define FXAA_QUALITY_P7 12.0","#endif","","/*============================================================================"," FXAA QUALITY - LOW DITHER PRESETS","============================================================================*/","#if (FXAA_QUALITY_PRESET == 20)"," #define FXAA_QUALITY_PS 3"," #define FXAA_QUALITY_P0 1.5"," #define FXAA_QUALITY_P1 2.0"," #define FXAA_QUALITY_P2 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 21)"," #define FXAA_QUALITY_PS 4"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 22)"," #define FXAA_QUALITY_PS 5"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 23)"," #define FXAA_QUALITY_PS 6"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 24)"," #define FXAA_QUALITY_PS 7"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 3.0"," #define FXAA_QUALITY_P6 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 25)"," #define FXAA_QUALITY_PS 8"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 4.0"," #define FXAA_QUALITY_P7 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 26)"," #define FXAA_QUALITY_PS 9"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 2.0"," #define FXAA_QUALITY_P7 4.0"," #define FXAA_QUALITY_P8 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 27)"," #define FXAA_QUALITY_PS 10"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 2.0"," #define FXAA_QUALITY_P7 2.0"," #define FXAA_QUALITY_P8 4.0"," #define FXAA_QUALITY_P9 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 28)"," #define FXAA_QUALITY_PS 11"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 2.0"," #define FXAA_QUALITY_P7 2.0"," #define FXAA_QUALITY_P8 2.0"," #define FXAA_QUALITY_P9 4.0"," #define FXAA_QUALITY_P10 8.0","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_QUALITY_PRESET == 29)"," #define FXAA_QUALITY_PS 12"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.5"," #define FXAA_QUALITY_P2 2.0"," #define FXAA_QUALITY_P3 2.0"," #define FXAA_QUALITY_P4 2.0"," #define FXAA_QUALITY_P5 2.0"," #define FXAA_QUALITY_P6 2.0"," #define FXAA_QUALITY_P7 2.0"," #define FXAA_QUALITY_P8 2.0"," #define FXAA_QUALITY_P9 2.0"," #define FXAA_QUALITY_P10 4.0"," #define FXAA_QUALITY_P11 8.0","#endif","","/*============================================================================"," FXAA QUALITY - EXTREME QUALITY","============================================================================*/","#if (FXAA_QUALITY_PRESET == 39)"," #define FXAA_QUALITY_PS 12"," #define FXAA_QUALITY_P0 1.0"," #define FXAA_QUALITY_P1 1.0"," #define FXAA_QUALITY_P2 1.0"," #define FXAA_QUALITY_P3 1.0"," #define FXAA_QUALITY_P4 1.0"," #define FXAA_QUALITY_P5 1.5"," #define FXAA_QUALITY_P6 2.0"," #define FXAA_QUALITY_P7 2.0"," #define FXAA_QUALITY_P8 2.0"," #define FXAA_QUALITY_P9 2.0"," #define FXAA_QUALITY_P10 4.0"," #define FXAA_QUALITY_P11 8.0","#endif","","","","/*============================================================================",""," API PORTING","","============================================================================*/","#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)"," #define FxaaBool bool"," #define FxaaDiscard discard"," #define FxaaFloat float"," #define FxaaFloat2 vec2"," #define FxaaFloat3 vec3"," #define FxaaFloat4 vec4"," #define FxaaHalf float"," #define FxaaHalf2 vec2"," #define FxaaHalf3 vec3"," #define FxaaHalf4 vec4"," #define FxaaInt2 ivec2"," #define FxaaSat(x) clamp(x, 0.0, 1.0)"," #define FxaaTex sampler2D","#else"," #define FxaaBool bool"," #define FxaaDiscard clip(-1)"," #define FxaaFloat float"," #define FxaaFloat2 float2"," #define FxaaFloat3 float3"," #define FxaaFloat4 float4"," #define FxaaHalf half"," #define FxaaHalf2 half2"," #define FxaaHalf3 half3"," #define FxaaHalf4 half4"," #define FxaaSat(x) saturate(x)","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_GLSL_100 == 1)"," #define FxaaTexTop(t, p) texture2D(t, p, 0.0)"," #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_GLSL_120 == 1)"," // Requires,"," // #version 120"," // And at least,"," // #extension GL_EXT_gpu_shader4 : enable"," // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)"," #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)"," #if (FXAA_FAST_PIXEL_OFFSET == 1)"," #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)"," #else"," #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)"," #endif"," #if (FXAA_GATHER4_ALPHA == 1)"," // use #extension GL_ARB_gpu_shader5 : enable"," #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)"," #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)"," #define FxaaTexGreen4(t, p) textureGather(t, p, 1)"," #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)"," #endif","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_GLSL_130 == 1)",' // Requires "#version 130" or better'," #define FxaaTexTop(t, p) textureLod(t, p, 0.0)"," #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)"," #if (FXAA_GATHER4_ALPHA == 1)"," // use #extension GL_ARB_gpu_shader5 : enable"," #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)"," #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)"," #define FxaaTexGreen4(t, p) textureGather(t, p, 1)"," #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)"," #endif","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_HLSL_3 == 1)"," #define FxaaInt2 float2"," #define FxaaTex sampler2D"," #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))"," #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_HLSL_4 == 1)"," #define FxaaInt2 int2"," struct FxaaTex { SamplerState smpl; Texture2D tex; };"," #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)"," #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)","#endif","/*--------------------------------------------------------------------------*/","#if (FXAA_HLSL_5 == 1)"," #define FxaaInt2 int2"," struct FxaaTex { SamplerState smpl; Texture2D tex; };"," #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)"," #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)"," #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)"," #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)"," #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)"," #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)","#endif","","","/*============================================================================"," GREEN AS LUMA OPTION SUPPORT FUNCTION","============================================================================*/","#if (FXAA_GREEN_AS_LUMA == 0)"," FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }","#else"," FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }","#endif","","","","","/*============================================================================",""," FXAA3 QUALITY - PC","","============================================================================*/","#if (FXAA_PC == 1)","/*--------------------------------------------------------------------------*/","FxaaFloat4 FxaaPixelShader("," //"," // Use noperspective interpolation here (turn off perspective interpolation)."," // {xy} = center of pixel"," FxaaFloat2 pos,"," //"," // Used only for FXAA Console, and not used on the 360 version."," // Use noperspective interpolation here (turn off perspective interpolation)."," // {xy_} = upper left of pixel"," // {_zw} = lower right of pixel"," FxaaFloat4 fxaaConsolePosPos,"," //"," // Input color texture."," // {rgb_} = color in linear or perceptual color space"," // if (FXAA_GREEN_AS_LUMA == 0)"," // {__a} = luma in perceptual color space (not linear)"," FxaaTex tex,"," //"," // Only used on the optimized 360 version of FXAA Console.",' // For everything but 360, just use the same input here as for "tex".'," // For 360, same texture, just alias with a 2nd sampler."," // This sampler needs to have an exponent bias of -1."," FxaaTex fxaaConsole360TexExpBiasNegOne,"," //"," // Only used on the optimized 360 version of FXAA Console.",' // For everything but 360, just use the same input here as for "tex".'," // For 360, same texture, just alias with a 3nd sampler."," // This sampler needs to have an exponent bias of -2."," FxaaTex fxaaConsole360TexExpBiasNegTwo,"," //"," // Only used on FXAA Quality."," // This must be from a constant/uniform."," // {x_} = 1.0/screenWidthInPixels"," // {_y} = 1.0/screenHeightInPixels"," FxaaFloat2 fxaaQualityRcpFrame,"," //"," // Only used on FXAA Console."," // This must be from a constant/uniform."," // This effects sub-pixel AA quality and inversely sharpness."," // Where N ranges between,"," // N = 0.50 (default)"," // N = 0.33 (sharper)"," // {x__} = -N/screenWidthInPixels"," // {_y_} = -N/screenHeightInPixels"," // {_z_} = N/screenWidthInPixels"," // {__w} = N/screenHeightInPixels"," FxaaFloat4 fxaaConsoleRcpFrameOpt,"," //"," // Only used on FXAA Console."," // Not used on 360, but used on PS3 and PC."," // This must be from a constant/uniform."," // {x__} = -2.0/screenWidthInPixels"," // {_y_} = -2.0/screenHeightInPixels"," // {_z_} = 2.0/screenWidthInPixels"," // {__w} = 2.0/screenHeightInPixels"," FxaaFloat4 fxaaConsoleRcpFrameOpt2,"," //"," // Only used on FXAA Console."," // Only used on 360 in place of fxaaConsoleRcpFrameOpt2."," // This must be from a constant/uniform."," // {x__} = 8.0/screenWidthInPixels"," // {_y_} = 8.0/screenHeightInPixels"," // {_z_} = -4.0/screenWidthInPixels"," // {__w} = -4.0/screenHeightInPixels"," FxaaFloat4 fxaaConsole360RcpFrameOpt2,"," //"," // Only used on FXAA Quality."," // This used to be the FXAA_QUALITY_SUBPIX define."," // It is here now to allow easier tuning."," // Choose the amount of sub-pixel aliasing removal."," // This can effect sharpness."," // 1.00 - upper limit (softer)"," // 0.75 - default amount of filtering"," // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)"," // 0.25 - almost off"," // 0.00 - completely off"," FxaaFloat fxaaQualitySubpix,"," //"," // Only used on FXAA Quality."," // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define."," // It is here now to allow easier tuning."," // The minimum amount of local contrast required to apply algorithm."," // 0.333 - too little (faster)"," // 0.250 - low quality"," // 0.166 - default"," // 0.125 - high quality"," // 0.063 - overkill (slower)"," FxaaFloat fxaaQualityEdgeThreshold,"," //"," // Only used on FXAA Quality."," // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define."," // It is here now to allow easier tuning."," // Trims the algorithm from processing darks."," // 0.0833 - upper limit (default, the start of visible unfiltered edges)"," // 0.0625 - high quality (faster)"," // 0.0312 - visible limit (slower)"," // Special notes when using FXAA_GREEN_AS_LUMA,"," // Likely want to set this to zero."," // As colors that are mostly not-green"," // will appear very dark in the green channel!"," // Tune by looking at mostly non-green content,"," // then start at zero and increase until aliasing is a problem."," FxaaFloat fxaaQualityEdgeThresholdMin,"," //"," // Only used on FXAA Console."," // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define."," // It is here now to allow easier tuning."," // This does not effect PS3, as this needs to be compiled in."," // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3."," // Due to the PS3 being ALU bound,"," // there are only three safe values here: 2 and 4 and 8."," // These options use the shaders ability to a free *|/ by 2|4|8."," // For all other platforms can be a non-power of two."," // 8.0 is sharper (default!!!)"," // 4.0 is softer"," // 2.0 is really soft (good only for vector graphics inputs)"," FxaaFloat fxaaConsoleEdgeSharpness,"," //"," // Only used on FXAA Console."," // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define."," // It is here now to allow easier tuning."," // This does not effect PS3, as this needs to be compiled in."," // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3."," // Due to the PS3 being ALU bound,"," // there are only two safe values here: 1/4 and 1/8."," // These options use the shaders ability to a free *|/ by 2|4|8."," // The console setting has a different mapping than the quality setting."," // Other platforms can use other values."," // 0.125 leaves less aliasing, but is softer (default!!!)"," // 0.25 leaves more aliasing, and is sharper"," FxaaFloat fxaaConsoleEdgeThreshold,"," //"," // Only used on FXAA Console."," // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define."," // It is here now to allow easier tuning."," // Trims the algorithm from processing darks."," // The console setting has a different mapping than the quality setting."," // This only applies when FXAA_EARLY_EXIT is 1."," // This does not apply to PS3,"," // PS3 was simplified to avoid more shader instructions."," // 0.06 - faster but more aliasing in darks"," // 0.05 - default"," // 0.04 - slower and less aliasing in darks"," // Special notes when using FXAA_GREEN_AS_LUMA,"," // Likely want to set this to zero."," // As colors that are mostly not-green"," // will appear very dark in the green channel!"," // Tune by looking at mostly non-green content,"," // then start at zero and increase until aliasing is a problem."," FxaaFloat fxaaConsoleEdgeThresholdMin,"," //"," // Extra constants for 360 FXAA Console only."," // Use zeros or anything else for other platforms."," // These must be in physical constant registers and NOT immediates."," // Immediates will result in compiler un-optimizing."," // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)"," FxaaFloat4 fxaaConsole360ConstDir",") {","/*--------------------------------------------------------------------------*/"," FxaaFloat2 posM;"," posM.x = pos.x;"," posM.y = pos.y;"," #if (FXAA_GATHER4_ALPHA == 1)"," #if (FXAA_DISCARD == 0)"," FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);"," #if (FXAA_GREEN_AS_LUMA == 0)"," #define lumaM rgbyM.w"," #else"," #define lumaM rgbyM.y"," #endif"," #endif"," #if (FXAA_GREEN_AS_LUMA == 0)"," FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);"," FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));"," #else"," FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);"," FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));"," #endif"," #if (FXAA_DISCARD == 1)"," #define lumaM luma4A.w"," #endif"," #define lumaE luma4A.z"," #define lumaS luma4A.x"," #define lumaSE luma4A.y"," #define lumaNW luma4B.w"," #define lumaN luma4B.z"," #define lumaW luma4B.x"," #else"," FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);"," #if (FXAA_GREEN_AS_LUMA == 0)"," #define lumaM rgbyM.w"," #else"," #define lumaM rgbyM.y"," #endif"," #if (FXAA_GLSL_100 == 1)"," FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));"," #else"," FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));"," #endif"," #endif","/*--------------------------------------------------------------------------*/"," FxaaFloat maxSM = max(lumaS, lumaM);"," FxaaFloat minSM = min(lumaS, lumaM);"," FxaaFloat maxESM = max(lumaE, maxSM);"," FxaaFloat minESM = min(lumaE, minSM);"," FxaaFloat maxWN = max(lumaN, lumaW);"," FxaaFloat minWN = min(lumaN, lumaW);"," FxaaFloat rangeMax = max(maxWN, maxESM);"," FxaaFloat rangeMin = min(minWN, minESM);"," FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;"," FxaaFloat range = rangeMax - rangeMin;"," FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);"," FxaaBool earlyExit = range < rangeMaxClamped;","/*--------------------------------------------------------------------------*/"," if(earlyExit)"," #if (FXAA_DISCARD == 1)"," FxaaDiscard;"," #else"," return rgbyM;"," #endif","/*--------------------------------------------------------------------------*/"," #if (FXAA_GATHER4_ALPHA == 0)"," #if (FXAA_GLSL_100 == 1)"," FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));"," #else"," FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));"," #endif"," #else"," FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));"," FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));"," #endif","/*--------------------------------------------------------------------------*/"," FxaaFloat lumaNS = lumaN + lumaS;"," FxaaFloat lumaWE = lumaW + lumaE;"," FxaaFloat subpixRcpRange = 1.0/range;"," FxaaFloat subpixNSWE = lumaNS + lumaWE;"," FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;"," FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;","/*--------------------------------------------------------------------------*/"," FxaaFloat lumaNESE = lumaNE + lumaSE;"," FxaaFloat lumaNWNE = lumaNW + lumaNE;"," FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;"," FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;","/*--------------------------------------------------------------------------*/"," FxaaFloat lumaNWSW = lumaNW + lumaSW;"," FxaaFloat lumaSWSE = lumaSW + lumaSE;"," FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);"," FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);"," FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;"," FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;"," FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;"," FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;","/*--------------------------------------------------------------------------*/"," FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;"," FxaaFloat lengthSign = fxaaQualityRcpFrame.x;"," FxaaBool horzSpan = edgeHorz >= edgeVert;"," FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;","/*--------------------------------------------------------------------------*/"," if(!horzSpan) lumaN = lumaW;"," if(!horzSpan) lumaS = lumaE;"," if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;"," FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;","/*--------------------------------------------------------------------------*/"," FxaaFloat gradientN = lumaN - lumaM;"," FxaaFloat gradientS = lumaS - lumaM;"," FxaaFloat lumaNN = lumaN + lumaM;"," FxaaFloat lumaSS = lumaS + lumaM;"," FxaaBool pairN = abs(gradientN) >= abs(gradientS);"," FxaaFloat gradient = max(abs(gradientN), abs(gradientS));"," if(pairN) lengthSign = -lengthSign;"," FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);","/*--------------------------------------------------------------------------*/"," FxaaFloat2 posB;"," posB.x = posM.x;"," posB.y = posM.y;"," FxaaFloat2 offNP;"," offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;"," offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;"," if(!horzSpan) posB.x += lengthSign * 0.5;"," if( horzSpan) posB.y += lengthSign * 0.5;","/*--------------------------------------------------------------------------*/"," FxaaFloat2 posN;"," posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;"," posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;"," FxaaFloat2 posP;"," posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;"," posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;"," FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;"," FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));"," FxaaFloat subpixE = subpixC * subpixC;"," FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));","/*--------------------------------------------------------------------------*/"," if(!pairN) lumaNN = lumaSS;"," FxaaFloat gradientScaled = gradient * 1.0/4.0;"," FxaaFloat lumaMM = lumaM - lumaNN * 0.5;"," FxaaFloat subpixF = subpixD * subpixE;"," FxaaBool lumaMLTZero = lumaMM < 0.0;","/*--------------------------------------------------------------------------*/"," lumaEndN -= lumaNN * 0.5;"," lumaEndP -= lumaNN * 0.5;"," FxaaBool doneN = abs(lumaEndN) >= gradientScaled;"," FxaaBool doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;"," FxaaBool doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;","/*--------------------------------------------------------------------------*/"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 3)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 4)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 5)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 6)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 7)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 8)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 9)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 10)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 11)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;","/*--------------------------------------------------------------------------*/"," #if (FXAA_QUALITY_PS > 12)"," if(doneNP) {"," if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));"," if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));"," if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;"," if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;"," doneN = abs(lumaEndN) >= gradientScaled;"," doneP = abs(lumaEndP) >= gradientScaled;"," if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;"," if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;"," doneNP = (!doneN) || (!doneP);"," if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;"," if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }"," #endif","/*--------------------------------------------------------------------------*/"," }","/*--------------------------------------------------------------------------*/"," FxaaFloat dstN = posM.x - posN.x;"," FxaaFloat dstP = posP.x - posM.x;"," if(!horzSpan) dstN = posM.y - posN.y;"," if(!horzSpan) dstP = posP.y - posM.y;","/*--------------------------------------------------------------------------*/"," FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;"," FxaaFloat spanLength = (dstP + dstN);"," FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;"," FxaaFloat spanLengthRcp = 1.0/spanLength;","/*--------------------------------------------------------------------------*/"," FxaaBool directionN = dstN < dstP;"," FxaaFloat dst = min(dstN, dstP);"," FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;"," FxaaFloat subpixG = subpixF * subpixF;"," FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;"," FxaaFloat subpixH = subpixG * fxaaQualitySubpix;","/*--------------------------------------------------------------------------*/"," FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;"," FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);"," if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;"," if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;"," #if (FXAA_DISCARD == 1)"," return FxaaTexTop(tex, posM);"," #else"," return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);"," #endif","}","/*==========================================================================*/","#endif","","void main() {"," gl_FragColor = FxaaPixelShader("," vUv,"," vec4(0.0),"," tDiffuse,"," tDiffuse,"," tDiffuse,"," resolution,"," vec4(0.0),"," vec4(0.0),"," vec4(0.0),"," 0.75,"," 0.166,"," 0.0833,"," 0.0,"," 0.0,"," 0.0,"," vec4(0.0)"," );",""," // TODO avoid querying texture twice for same texel"," gl_FragColor.a = texture2D(tDiffuse, vUv).a;","}"].join("\n")};exports.FXAAShader=e;