three-stdlib 2.16.0 → 2.16.2
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +143 -64
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.d.ts +5 -4
- package/controls/FlyControls.js +160 -90
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -969
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
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- package/shaders/MirrorShader.mjs +0 -35
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- package/shaders/SepiaShader.mjs +0 -29
- package/shaders/SobelOperatorShader.mjs +0 -44
- package/shaders/SubsurfaceScatteringShader.mjs +0 -59
- package/shaders/TechnicolorShader.mjs +0 -24
- package/shaders/ToneMapShader.mjs +0 -48
- package/shaders/ToonShader.mjs +0 -188
- package/shaders/TriangleBlurShader.mjs +0 -36
- package/shaders/UnpackDepthRGBAShader.mjs +0 -26
- package/shaders/VerticalBlurShader.mjs +0 -44
- package/shaders/VerticalTiltShiftShader.mjs +0 -37
- package/shaders/VignetteShader.mjs +0 -28
- package/shaders/VolumeShader.mjs +0 -178
- package/shaders/WaterRefractionShader.mjs +0 -57
- package/textures/FlakesTexture.mjs +0 -30
- package/types/helpers.mjs +0 -4
- package/utils/BufferGeometryUtils.mjs +0 -570
- package/utils/GeometryCompressionUtils.mjs +0 -547
- package/utils/GeometryUtils.mjs +0 -108
- package/utils/RoughnessMipmapper.mjs +0 -213
- package/utils/SceneUtils.mjs +0 -36
- package/utils/ShadowMapViewer.mjs +0 -114
- package/utils/SkeletonUtils.mjs +0 -292
- package/utils/UVsDebug.mjs +0 -85
- package/utils/WorkerPool.mjs +0 -62
- package/webxr/ARButton.mjs +0 -119
- package/webxr/OculusHandModel.mjs +0 -71
- package/webxr/OculusHandPointerModel.mjs +0 -207
- package/webxr/Text2D.mjs +0 -31
- package/webxr/VRButton.mjs +0 -105
- package/webxr/XRControllerModelFactory.mjs +0 -146
- package/webxr/XREstimatedLight.mjs +0 -126
- package/webxr/XRHandMeshModel.mjs +0 -73
- package/webxr/XRHandModelFactory.mjs +0 -61
- package/webxr/XRHandPrimitiveModel.mjs +0 -68
package/shaders/CopyShader.js
CHANGED
@@ -1,25 +1,17 @@
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1
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-
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2
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-
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+
/**
|
2
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+
* Full-screen textured quad shader
|
3
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+
*/
|
3
4
|
const CopyShader = {
|
4
5
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uniforms: {
|
5
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-
tDiffuse: {
|
6
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-
|
6
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+
tDiffuse: {
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value: null
|
8
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+
},
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opacity: {
|
10
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+
value: 1.0
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+
}
|
7
12
|
},
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-
vertexShader: [
|
9
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-
|
10
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-
"void main() {",
|
11
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-
" vUv = uv;",
|
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-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
13
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-
"}"
|
14
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-
].join("\n"),
|
15
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-
fragmentShader: [
|
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"uniform float opacity;",
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"uniform sampler2D tDiffuse;",
|
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-
"varying vec2 vUv;",
|
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-
"void main() {",
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-
" vec4 texel = texture2D( tDiffuse, vUv );",
|
21
|
-
" gl_FragColor = opacity * texel;",
|
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|
-
"}"
|
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
|
-
|
16
|
+
|
17
|
+
export { CopyShader };
|
@@ -0,0 +1 @@
|
|
1
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+
"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;
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/**
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* Depth-of-field shader using mipmaps
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* - from Matt Handley @applmak
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* - requires power-of-2 sized render target with enabled mipmaps
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*/
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const DOFMipMapShader = {
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uniforms: {
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tColor: {
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tColor: {
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value: null
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},
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tDepth: {
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value: null
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},
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focus: {
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value: 1.0
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},
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maxblur: {
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value: 1.0
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}
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},
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vertexShader: [
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float focus;",
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"uniform float maxblur;",
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"varying vec2 vUv;",
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"void main() {",
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" vec4 depth = texture2D( tDepth, vUv );",
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" float factor = depth.x - focus;",
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" vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
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" gl_FragColor = col;",
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" gl_FragColor.a = 1.0;",
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"}"
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].join("\n")
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vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
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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')
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};
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export { DOFMipMapShader };
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"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;
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const THREE = require("three");
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import { Vector2 } from 'three';
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const DepthLimitedBlurShader = {
|
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defines: {
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KERNEL_RADIUS: 4,
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@@ -8,107 +7,63 @@ const DepthLimitedBlurShader = {
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PERSPECTIVE_CAMERA: 1
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},
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uniforms: {
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tDiffuse: {
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tDiffuse: {
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value: null
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},
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size: {
|
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value: new Vector2(512, 512)
|
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},
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sampleUvOffsets: {
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value: [new Vector2(0, 0)]
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},
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sampleWeights: {
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value: [1.0]
|
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},
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tDepth: {
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value: null
|
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},
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cameraNear: {
|
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value: 10
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},
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cameraFar: {
|
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value: 1000
|
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},
|
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depthCutoff: {
|
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value: 10
|
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}
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},
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-
vertexShader: [
|
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|
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"uniform vec2 size;",
|
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"varying vec2 vUv;",
|
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"varying vec2 vInvSize;",
|
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"void main() {",
|
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" vUv = uv;",
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" vInvSize = 1.0 / size;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
|
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"#include <common>",
|
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"#include <packing>",
|
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"uniform sampler2D tDiffuse;",
|
35
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"uniform sampler2D tDepth;",
|
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"uniform float cameraNear;",
|
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"uniform float cameraFar;",
|
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"uniform float depthCutoff;",
|
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"uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
|
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"uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
|
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"varying vec2 vUv;",
|
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-
"varying vec2 vInvSize;",
|
43
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"float getDepth( const in vec2 screenPosition ) {",
|
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" #if DEPTH_PACKING == 1",
|
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" return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
|
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" #else",
|
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" return texture2D( tDepth, screenPosition ).x;",
|
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" #endif",
|
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-
"}",
|
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|
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"float getViewZ( const in float depth ) {",
|
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" #if PERSPECTIVE_CAMERA == 1",
|
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" return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
|
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" #else",
|
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" return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
|
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|
-
" #endif",
|
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|
-
"}",
|
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"void main() {",
|
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-
" float depth = getDepth( vUv );",
|
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-
" if( depth >= ( 1.0 - EPSILON ) ) {",
|
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" discard;",
|
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" }",
|
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" float centerViewZ = -getViewZ( depth );",
|
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-
" 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;",
|
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|
-
" weightSum += sampleWeight;",
|
75
|
-
" }",
|
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|
-
" sampleUv = vUv - sampleUvOffset;",
|
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|
-
" viewZ = -getViewZ( getDepth( sampleUv ) );",
|
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" if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
|
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" if( ! lBreak ) {",
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" diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
|
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" weightSum += sampleWeight;",
|
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" }",
|
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|
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" }",
|
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|
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" gl_FragColor = diffuseSum / weightSum;",
|
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|
-
"}"
|
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|
-
].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'),
|
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+
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,
|
91
|
-
return Math.exp(-(x * x) / (2 * (
|
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[
|
108
|
-
shader.uniforms[
|
109
|
-
shader.uniforms[
|
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
|
-
|
114
|
-
|
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;
|
package/shaders/DigitalGlitch.js
CHANGED
@@ -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: {
|
6
|
-
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
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
|
+
},
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//apply the glitch ?
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amount: {
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value: 0.08
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},
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angle: {
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value: 0.02
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},
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seed: {
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value: 0.02
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},
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seed_x: {
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value: 0.02
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},
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//-1,1
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seed_y: {
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value: 0.02
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},
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//-1,1
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distortion_x: {
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value: 0.5
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},
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distortion_y: {
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value: 0.6
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},
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col_s: {
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value: 0.05
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}
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},
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vertexShader: [
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].join("\n"),
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fragmentShader: [
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"uniform int byp;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tDisp;",
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"uniform float amount;",
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"uniform float angle;",
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-
"uniform float seed;",
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"uniform float seed_x;",
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"uniform float seed_y;",
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"uniform float distortion_x;",
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-
"uniform float distortion_y;",
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-
"uniform float col_s;",
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|
-
"varying vec2 vUv;",
|
37
|
-
"float rand(vec2 co){",
|
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-
" return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
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-
"}",
|
40
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-
"void main() {",
|
41
|
-
" if(byp<1) {",
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|
-
" vec2 p = vUv;",
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-
" float xs = floor(gl_FragCoord.x / 0.5);",
|
44
|
-
" float ys = floor(gl_FragCoord.y / 0.5);",
|
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-
" vec4 normal = texture2D (tDisp, p*seed*seed);",
|
46
|
-
" if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
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-
" if(seed_x>0.){",
|
48
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-
" p.y = 1. - (p.y + distortion_y);",
|
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-
" }",
|
50
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-
" else {",
|
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|
-
" 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
|
-
|
49
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+
|
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 @@
|
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1
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-
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2
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-
|
3
|
-
|
1
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+
import { Vector2 } from 'three';
|
2
|
+
|
3
|
+
/**
|
4
|
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* 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: {
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
|
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
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+
},
|
20
|
+
angle: {
|
21
|
+
value: 1.57
|
22
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+
},
|
23
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+
scale: {
|
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value: 1.0
|
25
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+
}
|
11
26
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},
|
12
|
-
vertexShader: [
|
13
|
-
|
14
|
-
"void main() {",
|
15
|
-
" vUv = uv;",
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16
|
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
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18
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-
].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
|
-
|
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;
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