three-stdlib 2.16.0 → 2.16.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1219) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +143 -64
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.d.ts +5 -4
  25. package/controls/FlyControls.js +160 -90
  26. package/controls/OrbitControls.cjs.js +1 -0
  27. package/controls/OrbitControls.js +481 -232
  28. package/controls/PointerLockControls.cjs.js +1 -0
  29. package/controls/PointerLockControls.js +99 -63
  30. package/controls/TrackballControls.cjs.js +1 -0
  31. package/controls/TrackballControls.js +383 -211
  32. package/controls/TransformControls.cjs.js +1 -0
  33. package/controls/TransformControls.js +782 -575
  34. package/controls/experimental/CameraControls.cjs.js +1 -0
  35. package/controls/experimental/CameraControls.js +609 -329
  36. package/csm/CSM.cjs.js +1 -0
  37. package/csm/CSM.js +108 -47
  38. package/csm/CSMFrustum.cjs.js +1 -0
  39. package/csm/CSMFrustum.js +29 -14
  40. package/csm/CSMHelper.cjs.js +1 -0
  41. package/csm/CSMHelper.js +34 -20
  42. package/csm/CSMShader.cjs.js +1 -0
  43. package/csm/CSMShader.js +11 -7
  44. package/curves/CurveExtras.cjs.js +1 -0
  45. package/curves/CurveExtras.js +115 -73
  46. package/curves/NURBSCurve.cjs.js +1 -0
  47. package/curves/NURBSCurve.js +43 -15
  48. package/curves/NURBSSurface.cjs.js +1 -0
  49. package/curves/NURBSSurface.js +27 -11
  50. package/curves/NURBSUtils.cjs.js +1 -0
  51. package/curves/NURBSUtils.js +203 -54
  52. package/custom.d.cjs.js +1 -0
  53. package/{shaders/types.mjs → custom.d.js} +0 -0
  54. package/deprecated/Geometry.cjs.js +1 -0
  55. package/deprecated/Geometry.js +486 -191
  56. package/effects/AnaglyphEffect.cjs.js +1 -0
  57. package/effects/AnaglyphEffect.js +60 -95
  58. package/effects/AsciiEffect.cjs.js +1 -0
  59. package/effects/AsciiEffect.js +110 -80
  60. package/effects/OutlineEffect.cjs.js +1 -0
  61. package/effects/OutlineEffect.js +204 -121
  62. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  63. package/effects/ParallaxBarrierEffect.js +38 -39
  64. package/effects/PeppersGhostEffect.cjs.js +1 -0
  65. package/effects/PeppersGhostEffect.js +68 -19
  66. package/effects/StereoEffect.cjs.js +1 -0
  67. package/effects/StereoEffect.js +16 -12
  68. package/environments/RoomEnvironment.cjs.js +1 -0
  69. package/environments/RoomEnvironment.js +47 -52
  70. package/exporters/ColladaExporter.cjs.js +1 -0
  71. package/exporters/ColladaExporter.js +241 -115
  72. package/exporters/DRACOExporter.cjs.js +1 -0
  73. package/exporters/DRACOExporter.js +121 -67
  74. package/exporters/GLTFExporter.cjs.js +1 -0
  75. package/exporters/GLTFExporter.js +1014 -463
  76. package/exporters/MMDExporter.cjs.js +1 -0
  77. package/exporters/MMDExporter.js +102 -44
  78. package/exporters/OBJExporter.cjs.js +1 -0
  79. package/exporters/OBJExporter.js +140 -78
  80. package/exporters/PLYExporter.cjs.js +1 -0
  81. package/exporters/PLYExporter.js +154 -93
  82. package/exporters/STLExporter.cjs.js +1 -0
  83. package/exporters/STLExporter.js +81 -30
  84. package/exporters/USDZExporter.cjs.js +1 -0
  85. package/exporters/USDZExporter.js +144 -84
  86. package/geometries/BoxLineGeometry.cjs.js +1 -0
  87. package/geometries/BoxLineGeometry.js +14 -7
  88. package/geometries/ConvexGeometry.cjs.js +1 -0
  89. package/geometries/ConvexGeometry.js +23 -14
  90. package/geometries/DecalGeometry.cjs.js +1 -0
  91. package/geometries/DecalGeometry.js +162 -108
  92. package/geometries/LightningStrike.cjs.js +1 -0
  93. package/geometries/LightningStrike.js +294 -101
  94. package/geometries/ParametricGeometries.cjs.js +1 -0
  95. package/geometries/ParametricGeometries.js +76 -26
  96. package/geometries/ParametricGeometry.cjs.js +1 -0
  97. package/geometries/ParametricGeometry.js +48 -24
  98. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  99. package/geometries/RoundedBoxGeometry.js +64 -33
  100. package/geometries/TeapotGeometry.cjs.js +1 -0
  101. package/geometries/TeapotGeometry.js +174 -1434
  102. package/geometries/TextGeometry.cjs.js +1 -0
  103. package/geometries/TextGeometry.js +17 -9
  104. package/helpers/LightProbeHelper.cjs.js +1 -0
  105. package/helpers/LightProbeHelper.js +21 -53
  106. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  107. package/helpers/PositionalAudioHelper.js +30 -23
  108. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  109. package/helpers/RectAreaLightHelper.js +33 -17
  110. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  111. package/helpers/VertexNormalsHelper.js +41 -20
  112. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  113. package/helpers/VertexTangentsHelper.js +36 -18
  114. package/index.cjs.js +1 -0
  115. package/index.js +333 -969
  116. package/interactive/InteractiveGroup.cjs.js +1 -0
  117. package/interactive/InteractiveGroup.d.ts +5 -0
  118. package/interactive/InteractiveGroup.js +87 -0
  119. package/interactive/SelectionBox.cjs.js +1 -0
  120. package/interactive/SelectionBox.js +46 -31
  121. package/interactive/SelectionHelper.cjs.js +1 -0
  122. package/interactive/SelectionHelper.js +21 -16
  123. package/libs/MeshoptDecoder.cjs.js +1 -0
  124. package/libs/MeshoptDecoder.js +58 -147
  125. package/libs/MotionControllers.cjs.js +1 -0
  126. package/libs/MotionControllers.js +208 -66
  127. package/lights/LightProbeGenerator.cjs.js +1 -0
  128. package/lights/LightProbeGenerator.js +96 -40
  129. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  130. package/lights/RectAreaLightUniformsLib.js +9 -32842
  131. package/lines/Line2.cjs.js +1 -0
  132. package/lines/Line2.js +12 -9
  133. package/lines/LineGeometry.cjs.js +1 -0
  134. package/lines/LineGeometry.js +19 -7
  135. package/lines/LineMaterial.cjs.js +1 -0
  136. package/lines/LineMaterial.js +89 -51
  137. package/lines/LineSegments2.cjs.js +1 -0
  138. package/lines/LineSegments2.js +165 -56
  139. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  140. package/lines/LineSegmentsGeometry.js +71 -29
  141. package/lines/Wireframe.cjs.js +1 -0
  142. package/lines/Wireframe.js +29 -15
  143. package/lines/WireframeGeometry2.cjs.js +1 -0
  144. package/lines/WireframeGeometry2.js +9 -8
  145. package/loaders/3DMLoader.cjs.js +1 -0
  146. package/loaders/3DMLoader.js +469 -234
  147. package/loaders/3MFLoader.cjs.js +1 -0
  148. package/loaders/3MFLoader.js +555 -340
  149. package/loaders/AMFLoader.cjs.js +1 -0
  150. package/loaders/AMFLoader.js +219 -114
  151. package/loaders/AssimpLoader.cjs.js +1 -0
  152. package/loaders/AssimpLoader.js +725 -328
  153. package/loaders/BVHLoader.cjs.js +1 -0
  154. package/loaders/BVHLoader.js +200 -94
  155. package/loaders/BasisTextureLoader.cjs.js +1 -0
  156. package/loaders/BasisTextureLoader.js +357 -229
  157. package/loaders/ColladaLoader.cjs.js +1 -0
  158. package/loaders/ColladaLoader.js +1522 -932
  159. package/loaders/DDSLoader.cjs.js +1 -0
  160. package/loaders/DDSLoader.js +108 -42
  161. package/loaders/DRACOLoader.cjs.js +1 -0
  162. package/loaders/DRACOLoader.js +210 -103
  163. package/loaders/EXRLoader.cjs.js +1 -0
  164. package/loaders/EXRLoader.js +809 -461
  165. package/loaders/FBXLoader.cjs.js +1 -0
  166. package/loaders/FBXLoader.js +1397 -842
  167. package/loaders/FontLoader.cjs.js +1 -0
  168. package/loaders/FontLoader.js +66 -33
  169. package/loaders/GCodeLoader.cjs.js +1 -0
  170. package/loaders/GCodeLoader.js +111 -63
  171. package/loaders/GLTFLoader.cjs.js +1 -0
  172. package/loaders/GLTFLoader.js +1484 -771
  173. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  174. package/loaders/HDRCubeTextureLoader.js +50 -45
  175. package/loaders/KMZLoader.cjs.js +1 -0
  176. package/loaders/KMZLoader.js +55 -42
  177. package/loaders/KTX2Loader.cjs.js +1 -0
  178. package/loaders/KTX2Loader.js +362 -229
  179. package/loaders/KTXLoader.cjs.js +1 -0
  180. package/loaders/KTXLoader.js +99 -37
  181. package/loaders/LDrawLoader.cjs.js +1 -0
  182. package/loaders/LDrawLoader.js +746 -313
  183. package/loaders/LUT3dlLoader.cjs.js +1 -0
  184. package/loaders/LUT3dlLoader.js +62 -50
  185. package/loaders/LUTCubeLoader.cjs.js +1 -0
  186. package/loaders/LUTCubeLoader.js +56 -45
  187. package/loaders/LWOLoader.cjs.js +1 -0
  188. package/loaders/LWOLoader.js +339 -227
  189. package/loaders/LottieLoader.cjs.js +1 -0
  190. package/loaders/LottieLoader.js +38 -36
  191. package/loaders/MD2Loader.cjs.js +1 -0
  192. package/loaders/MD2Loader.js +91 -248
  193. package/loaders/MDDLoader.cjs.js +1 -0
  194. package/loaders/MDDLoader.js +45 -25
  195. package/loaders/MMDLoader.cjs.js +1 -0
  196. package/loaders/MMDLoader.js +795 -359
  197. package/loaders/MTLLoader.cjs.js +1 -0
  198. package/loaders/MTLLoader.js +201 -91
  199. package/loaders/NRRDLoader.cjs.js +1 -0
  200. package/loaders/NRRDLoader.js +263 -182
  201. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  202. package/loaders/NodeMaterialLoader.js +14 -121
  203. package/loaders/OBJLoader.cjs.js +1 -0
  204. package/loaders/OBJLoader.js +283 -161
  205. package/loaders/PCDLoader.cjs.js +1 -0
  206. package/loaders/PCDLoader.js +164 -145
  207. package/loaders/PDBLoader.cjs.js +1 -0
  208. package/loaders/PDBLoader.js +63 -45
  209. package/loaders/PLYLoader.cjs.js +1 -0
  210. package/loaders/PLYLoader.js +203 -106
  211. package/loaders/PRWMLoader.cjs.js +1 -0
  212. package/loaders/PRWMLoader.js +110 -73
  213. package/loaders/PVRLoader.cjs.js +1 -0
  214. package/loaders/PVRLoader.js +93 -32
  215. package/loaders/RGBELoader.cjs.js +1 -0
  216. package/loaders/RGBELoader.js +233 -96
  217. package/loaders/RGBMLoader.cjs.js +1 -0
  218. package/loaders/RGBMLoader.js +514 -344
  219. package/loaders/STLLoader.cjs.js +1 -0
  220. package/loaders/STLLoader.js +165 -59
  221. package/loaders/SVGLoader.cjs.js +1 -0
  222. package/loaders/SVGLoader.js +851 -481
  223. package/loaders/TDSLoader.cjs.js +1 -0
  224. package/loaders/TDSLoader.js +527 -137
  225. package/loaders/TGALoader.cjs.js +1 -0
  226. package/loaders/TGALoader.js +205 -94
  227. package/loaders/TTFLoader.cjs.js +1 -0
  228. package/loaders/TTFLoader.js +79 -58
  229. package/loaders/TiltLoader.cjs.js +1 -0
  230. package/loaders/TiltLoader.js +167 -129
  231. package/loaders/VOXLoader.cjs.js +1 -0
  232. package/loaders/VOXLoader.js +84 -320
  233. package/loaders/VRMLLoader.cjs.js +1 -0
  234. package/loaders/VRMLLoader.js +1268 -786
  235. package/loaders/VRMLoader.cjs.js +1 -0
  236. package/loaders/VRMLoader.js +31 -23
  237. package/loaders/VTKLoader.cjs.js +1 -0
  238. package/loaders/VTKLoader.js +407 -219
  239. package/loaders/XLoader.cjs.js +1 -0
  240. package/loaders/XLoader.js +1259 -1083
  241. package/loaders/XYZLoader.cjs.js +1 -0
  242. package/loaders/XYZLoader.js +34 -28
  243. package/loaders/lwo/IFFParser.cjs.js +1 -0
  244. package/loaders/lwo/IFFParser.js +492 -238
  245. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  246. package/loaders/lwo/LWO2Parser.js +279 -176
  247. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  248. package/loaders/lwo/LWO3Parser.js +247 -160
  249. package/math/Capsule.cjs.js +1 -0
  250. package/math/Capsule.js +43 -56
  251. package/math/ColorConverter.cjs.js +1 -0
  252. package/math/ColorConverter.js +32 -18
  253. package/math/ConvexHull.cjs.js +1 -0
  254. package/math/ConvexHull.js +357 -97
  255. package/math/ImprovedNoise.cjs.js +1 -0
  256. package/math/ImprovedNoise.js +32 -282
  257. package/math/Lut.cjs.js +1 -0
  258. package/math/Lut.js +35 -51
  259. package/math/MeshSurfaceSampler.cjs.js +1 -0
  260. package/math/MeshSurfaceSampler.js +68 -25
  261. package/math/OBB.cjs.js +1 -0
  262. package/math/OBB.js +152 -91
  263. package/math/Octree.cjs.js +1 -0
  264. package/math/Octree.js +139 -76
  265. package/math/SimplexNoise.cjs.js +1 -0
  266. package/math/SimplexNoise.js +238 -217
  267. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  268. package/misc/ConvexObjectBreaker.js +185 -79
  269. package/misc/GPUComputationRenderer.cjs.js +1 -0
  270. package/misc/GPUComputationRenderer.js +194 -69
  271. package/misc/Gyroscope.cjs.js +1 -0
  272. package/misc/Gyroscope.js +22 -16
  273. package/misc/MD2Character.cjs.js +1 -0
  274. package/misc/MD2Character.js +74 -52
  275. package/misc/MD2CharacterComplex.cjs.js +1 -0
  276. package/misc/MD2CharacterComplex.js +163 -112
  277. package/misc/MorphAnimMesh.cjs.js +1 -0
  278. package/misc/MorphAnimMesh.js +28 -20
  279. package/misc/MorphBlendMesh.cjs.js +1 -0
  280. package/misc/MorphBlendMesh.js +69 -45
  281. package/misc/ProgressiveLightmap.cjs.js +1 -0
  282. package/misc/ProgressiveLightmap.js +187 -70
  283. package/misc/RollerCoaster.cjs.js +1 -0
  284. package/misc/RollerCoaster.js +135 -106
  285. package/misc/TubePainter.cjs.js +1 -0
  286. package/misc/TubePainter.js +92 -74
  287. package/misc/Volume.cjs.js +1 -0
  288. package/misc/Volume.js +270 -108
  289. package/misc/VolumeSlice.cjs.js +1 -0
  290. package/misc/VolumeSlice.js +122 -34
  291. package/misc/WebGL.cjs.js +1 -0
  292. package/misc/WebGL.js +34 -37
  293. package/modifiers/CurveModifier.cjs.js +1 -0
  294. package/modifiers/CurveModifier.js +151 -46
  295. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  296. package/modifiers/EdgeSplitModifier.js +90 -46
  297. package/modifiers/SimplifyModifier.cjs.js +1 -0
  298. package/modifiers/SimplifyModifier.js +202 -77
  299. package/modifiers/TessellateModifier.cjs.js +1 -0
  300. package/modifiers/TessellateModifier.js +90 -65
  301. package/nodes/Nodes.cjs.js +1 -0
  302. package/nodes/Nodes.js +140 -274
  303. package/nodes/ShaderNode.cjs.js +1 -0
  304. package/nodes/ShaderNode.js +196 -296
  305. package/nodes/accessors/BufferNode.cjs.js +1 -0
  306. package/nodes/accessors/BufferNode.js +8 -4
  307. package/nodes/accessors/CameraNode.cjs.js +1 -0
  308. package/nodes/accessors/CameraNode.js +25 -20
  309. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
  310. package/nodes/accessors/CubeTextureNode.js +26 -14
  311. package/nodes/accessors/MaterialNode.cjs.js +1 -0
  312. package/nodes/accessors/MaterialNode.js +53 -43
  313. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
  314. package/nodes/accessors/MaterialReferenceNode.js +6 -3
  315. package/nodes/accessors/ModelNode.cjs.js +1 -0
  316. package/nodes/accessors/ModelNode.js +5 -3
  317. package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
  318. package/nodes/accessors/ModelViewProjectionNode.js +13 -14
  319. package/nodes/accessors/NormalNode.cjs.js +1 -0
  320. package/nodes/accessors/NormalNode.js +39 -40
  321. package/nodes/accessors/Object3DNode.cjs.js +1 -0
  322. package/nodes/accessors/Object3DNode.js +50 -40
  323. package/nodes/accessors/PointUVNode.cjs.js +1 -0
  324. package/nodes/accessors/PointUVNode.js +9 -5
  325. package/nodes/accessors/PositionNode.cjs.js +1 -0
  326. package/nodes/accessors/PositionNode.js +41 -42
  327. package/nodes/accessors/ReferenceNode.cjs.js +1 -0
  328. package/nodes/accessors/ReferenceNode.js +17 -10
  329. package/nodes/accessors/ReflectNode.cjs.js +1 -0
  330. package/nodes/accessors/ReflectNode.js +26 -23
  331. package/nodes/accessors/SkinningNode.cjs.js +1 -0
  332. package/nodes/accessors/SkinningNode.js +48 -46
  333. package/nodes/accessors/TextureNode.cjs.js +1 -0
  334. package/nodes/accessors/TextureNode.js +29 -14
  335. package/nodes/accessors/UVNode.cjs.js +1 -0
  336. package/nodes/accessors/UVNode.js +11 -5
  337. package/nodes/core/ArrayUniformNode.cjs.js +1 -0
  338. package/nodes/core/ArrayUniformNode.js +7 -3
  339. package/nodes/core/AttributeNode.cjs.js +1 -0
  340. package/nodes/core/AttributeNode.js +12 -5
  341. package/nodes/core/BypassNode.cjs.js +1 -0
  342. package/nodes/core/BypassNode.js +12 -5
  343. package/nodes/core/CodeNode.cjs.js +1 -0
  344. package/nodes/core/CodeNode.js +12 -4
  345. package/nodes/core/ConstNode.cjs.js +1 -0
  346. package/nodes/core/ConstNode.js +7 -3
  347. package/nodes/core/ContextNode.cjs.js +1 -0
  348. package/nodes/core/ContextNode.js +8 -3
  349. package/nodes/core/ExpressionNode.cjs.js +1 -0
  350. package/nodes/core/ExpressionNode.js +9 -5
  351. package/nodes/core/FunctionCallNode.cjs.js +1 -0
  352. package/nodes/core/FunctionCallNode.js +15 -6
  353. package/nodes/core/FunctionNode.cjs.js +1 -0
  354. package/nodes/core/FunctionNode.js +25 -10
  355. package/nodes/core/InputNode.cjs.js +1 -0
  356. package/nodes/core/InputNode.js +23 -12
  357. package/nodes/core/Node.cjs.js +1 -0
  358. package/nodes/core/Node.js +75 -35
  359. package/nodes/core/NodeAttribute.cjs.js +1 -0
  360. package/nodes/core/NodeAttribute.js +4 -2
  361. package/nodes/core/NodeBuilder.cjs.js +1 -0
  362. package/nodes/core/NodeBuilder.js +224 -110
  363. package/nodes/core/NodeCode.cjs.js +1 -0
  364. package/nodes/core/NodeCode.js +7 -4
  365. package/nodes/core/NodeFrame.cjs.js +1 -0
  366. package/nodes/core/NodeFrame.js +12 -9
  367. package/nodes/core/NodeFunction.cjs.js +1 -0
  368. package/nodes/core/NodeFunction.js +17 -0
  369. package/nodes/core/NodeFunctionInput.cjs.js +1 -0
  370. package/nodes/core/NodeFunctionInput.js +5 -3
  371. package/nodes/core/NodeKeywords.cjs.js +1 -0
  372. package/nodes/core/NodeKeywords.js +16 -5
  373. package/nodes/core/NodeParser.cjs.js +1 -0
  374. package/nodes/core/NodeParser.js +8 -0
  375. package/nodes/core/NodeUniform.cjs.js +1 -0
  376. package/nodes/core/NodeUniform.js +7 -3
  377. package/nodes/core/NodeUtils.cjs.js +1 -0
  378. package/nodes/core/NodeUtils.js +43 -39
  379. package/nodes/core/NodeVar.cjs.js +1 -0
  380. package/nodes/core/NodeVar.js +4 -2
  381. package/nodes/core/NodeVary.cjs.js +1 -0
  382. package/nodes/core/NodeVary.js +4 -2
  383. package/nodes/core/PropertyNode.cjs.js +1 -0
  384. package/nodes/core/PropertyNode.js +10 -4
  385. package/nodes/core/TempNode.cjs.js +1 -0
  386. package/nodes/core/TempNode.js +11 -5
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  1134. package/renderers/webgpu/WebGPUSampler.mjs +0 -15
  1135. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1136. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1137. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1138. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1139. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1140. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1141. package/renderers/webgpu/constants.mjs +0 -230
  1142. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1143. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1145. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1146. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1147. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1148. package/shaders/AfterimageShader.mjs +0 -32
  1149. package/shaders/BasicShader.mjs +0 -12
  1150. package/shaders/BleachBypassShader.mjs +0 -35
  1151. package/shaders/BlendShader.mjs +0 -30
  1152. package/shaders/BokehShader.mjs +0 -106
  1153. package/shaders/BokehShader2.mjs +0 -269
  1154. package/shaders/BrightnessContrastShader.mjs +0 -32
  1155. package/shaders/ColorCorrectionShader.mjs +0 -30
  1156. package/shaders/ColorifyShader.mjs +0 -28
  1157. package/shaders/ConvolutionShader.mjs +0 -55
  1158. package/shaders/CopyShader.mjs +0 -25
  1159. package/shaders/DOFMipMapShader.mjs +0 -32
  1160. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1161. package/shaders/DigitalGlitch.mjs +0 -78
  1162. package/shaders/DotScreenShader.mjs +0 -39
  1163. package/shaders/FXAAShader.mjs +0 -1098
  1164. package/shaders/FilmShader.mjs +0 -42
  1165. package/shaders/FocusShader.mjs +0 -55
  1166. package/shaders/FreiChenShader.mjs +0 -61
  1167. package/shaders/FresnelShader.mjs +0 -47
  1168. package/shaders/GammaCorrectionShader.mjs +0 -23
  1169. package/shaders/GodRaysShader.mjs +0 -146
  1170. package/shaders/HalftoneShader.mjs +0 -212
  1171. package/shaders/HorizontalBlurShader.mjs +0 -43
  1172. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1173. package/shaders/HueSaturationShader.mjs +0 -41
  1174. package/shaders/KaleidoShader.mjs +0 -34
  1175. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1176. package/shaders/LuminosityShader.mjs +0 -25
  1177. package/shaders/MirrorShader.mjs +0 -35
  1178. package/shaders/NormalMapShader.mjs +0 -31
  1179. package/shaders/ParallaxShader.mjs +0 -113
  1180. package/shaders/PixelShader.mjs +0 -28
  1181. package/shaders/RGBShiftShader.mjs +0 -30
  1182. package/shaders/SAOShader.mjs +0 -144
  1183. package/shaders/SMAAShader.mjs +0 -272
  1184. package/shaders/SSAOShader.mjs +0 -172
  1185. package/shaders/SSRShader.mjs +0 -324
  1186. package/shaders/SepiaShader.mjs +0 -29
  1187. package/shaders/SobelOperatorShader.mjs +0 -44
  1188. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1189. package/shaders/TechnicolorShader.mjs +0 -24
  1190. package/shaders/ToneMapShader.mjs +0 -48
  1191. package/shaders/ToonShader.mjs +0 -188
  1192. package/shaders/TriangleBlurShader.mjs +0 -36
  1193. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1194. package/shaders/VerticalBlurShader.mjs +0 -44
  1195. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1196. package/shaders/VignetteShader.mjs +0 -28
  1197. package/shaders/VolumeShader.mjs +0 -178
  1198. package/shaders/WaterRefractionShader.mjs +0 -57
  1199. package/textures/FlakesTexture.mjs +0 -30
  1200. package/types/helpers.mjs +0 -4
  1201. package/utils/BufferGeometryUtils.mjs +0 -570
  1202. package/utils/GeometryCompressionUtils.mjs +0 -547
  1203. package/utils/GeometryUtils.mjs +0 -108
  1204. package/utils/RoughnessMipmapper.mjs +0 -213
  1205. package/utils/SceneUtils.mjs +0 -36
  1206. package/utils/ShadowMapViewer.mjs +0 -114
  1207. package/utils/SkeletonUtils.mjs +0 -292
  1208. package/utils/UVsDebug.mjs +0 -85
  1209. package/utils/WorkerPool.mjs +0 -62
  1210. package/webxr/ARButton.mjs +0 -119
  1211. package/webxr/OculusHandModel.mjs +0 -71
  1212. package/webxr/OculusHandPointerModel.mjs +0 -207
  1213. package/webxr/Text2D.mjs +0 -31
  1214. package/webxr/VRButton.mjs +0 -105
  1215. package/webxr/XRControllerModelFactory.mjs +0 -146
  1216. package/webxr/XREstimatedLight.mjs +0 -126
  1217. package/webxr/XRHandMeshModel.mjs +0 -73
  1218. package/webxr/XRHandModelFactory.mjs +0 -61
  1219. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,37 +1,25 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
+ *
4
+ * - 9 samples per pass
5
+ * - standard deviation 2.7
6
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
+ * - "r" parameter control where "focused" horizontal line lies
8
+ */
3
9
  const HorizontalTiltShiftShader = {
4
10
  uniforms: {
5
- tDiffuse: { value: null },
6
- h: { value: 1 / 512 },
7
- r: { value: 0.35 }
11
+ tDiffuse: {
12
+ value: null
13
+ },
14
+ h: {
15
+ value: 1.0 / 512.0
16
+ },
17
+ r: {
18
+ value: 0.35
19
+ }
8
20
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float h;",
19
- "uniform float r;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 sum = vec4( 0.0 );",
23
- " float hh = h * abs( r - vUv.y );",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
31
- " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
32
- " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
33
- " gl_FragColor = sum;",
34
- "}"
35
- ].join("\n")
21
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
22
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float h;', 'uniform float r;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' float hh = h * abs( r - vUv.y );', ' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;', ' gl_FragColor = sum;', '}'].join('\n')
36
23
  };
37
- exports.HorizontalTiltShiftShader = HorizontalTiltShiftShader;
24
+
25
+ export { HorizontalTiltShiftShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},hue:{value:0},saturation:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float hue;","uniform float saturation;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tfloat angle = hue * 3.14159265;","\tfloat s = sin(angle), c = cos(angle);","\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;","\tfloat len = length(gl_FragColor.rgb);","\tgl_FragColor.rgb = vec3(","\t\tdot(gl_FragColor.rgb, weights.xyz),","\t\tdot(gl_FragColor.rgb, weights.zxy),","\t\tdot(gl_FragColor.rgb, weights.yzx)","\t);","\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;","\tif (saturation > 0.0) {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));","\t} else {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);","\t}","}"].join("\n")};exports.HueSaturationShader=t;
@@ -1,41 +1,25 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Hue and saturation adjustment
3
+ * https://github.com/evanw/glfx.js
4
+ * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
5
+ * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
6
+ */
3
7
  const HueSaturationShader = {
4
8
  uniforms: {
5
- tDiffuse: { value: null },
6
- hue: { value: 0 },
7
- saturation: { value: 0 }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ hue: {
13
+ value: 0
14
+ },
15
+ saturation: {
16
+ value: 0
17
+ }
8
18
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float hue;",
19
- "uniform float saturation;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " gl_FragColor = texture2D( tDiffuse, vUv );",
23
- " float angle = hue * 3.14159265;",
24
- " float s = sin(angle), c = cos(angle);",
25
- " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
26
- " float len = length(gl_FragColor.rgb);",
27
- " gl_FragColor.rgb = vec3(",
28
- " dot(gl_FragColor.rgb, weights.xyz),",
29
- " dot(gl_FragColor.rgb, weights.zxy),",
30
- " dot(gl_FragColor.rgb, weights.yzx)",
31
- " );",
32
- " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
33
- " if (saturation > 0.0) {",
34
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
35
- " } else {",
36
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
37
- " }",
38
- "}"
39
- ].join("\n")
19
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float hue;', 'uniform float saturation;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', // hue
21
+ ' float angle = hue * 3.14159265;', ' float s = sin(angle), c = cos(angle);', ' vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;', ' float len = length(gl_FragColor.rgb);', ' gl_FragColor.rgb = vec3(', ' dot(gl_FragColor.rgb, weights.xyz),', ' dot(gl_FragColor.rgb, weights.zxy),', ' dot(gl_FragColor.rgb, weights.yzx)', ' );', // saturation
22
+ ' float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;', ' if (saturation > 0.0) {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));', ' } else {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);', ' }', '}'].join('\n')
40
23
  };
41
- exports.HueSaturationShader = HueSaturationShader;
24
+
25
+ export { HueSaturationShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},sides:{value:6},angle:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float sides;","uniform float angle;","varying vec2 vUv;","void main() {","\tvec2 p = vUv - 0.5;","\tfloat r = length(p);","\tfloat a = atan(p.y, p.x) + angle;","\tfloat tau = 2. * 3.1416 ;","\ta = mod(a, tau/sides);","\ta = abs(a - tau/sides/2.) ;","\tp = r * vec2(cos(a), sin(a));","\tvec4 color = texture2D(tDiffuse, p + 0.5);","\tgl_FragColor = color;","}"].join("\n")};exports.KaleidoShader=e;
@@ -1,34 +1,26 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Kaleidoscope Shader
3
+ * Radial reflection around center point
4
+ * Ported from: http://pixelshaders.com/editor/
5
+ * by Toby Schachman / http://tobyschachman.com/
6
+ *
7
+ * sides: number of reflections
8
+ * angle: initial angle in radians
9
+ */
3
10
  const KaleidoShader = {
4
11
  uniforms: {
5
- tDiffuse: { value: null },
6
- sides: { value: 6 },
7
- angle: { value: 0 }
12
+ tDiffuse: {
13
+ value: null
14
+ },
15
+ sides: {
16
+ value: 6.0
17
+ },
18
+ angle: {
19
+ value: 0.0
20
+ }
8
21
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float sides;",
19
- "uniform float angle;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec2 p = vUv - 0.5;",
23
- " float r = length(p);",
24
- " float a = atan(p.y, p.x) + angle;",
25
- " float tau = 2. * 3.1416 ;",
26
- " a = mod(a, tau/sides);",
27
- " a = abs(a - tau/sides/2.) ;",
28
- " p = r * vec2(cos(a), sin(a));",
29
- " vec4 color = texture2D(tDiffuse, p + 0.5);",
30
- " gl_FragColor = color;",
31
- "}"
32
- ].join("\n")
22
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
23
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float sides;', 'uniform float angle;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv - 0.5;', ' float r = length(p);', ' float a = atan(p.y, p.x) + angle;', ' float tau = 2. * 3.1416 ;', ' a = mod(a, tau/sides);', ' a = abs(a - tau/sides/2.) ;', ' p = r * vec2(cos(a), sin(a));', ' vec4 color = texture2D(tDiffuse, p + 0.5);', ' gl_FragColor = color;', '}'].join('\n')
33
24
  };
34
- exports.KaleidoShader = KaleidoShader;
25
+
26
+ export { KaleidoShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={shaderID:"luminosityHighPass",uniforms:{tDiffuse:{value:null},luminosityThreshold:{value:1},smoothWidth:{value:1},defaultColor:{value:new(require("three").Color)(0)},defaultOpacity:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 defaultColor;","uniform float defaultOpacity;","uniform float luminosityThreshold;","uniform float smoothWidth;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );","\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );","\tgl_FragColor = mix( outputColor, texel, alpha );","}"].join("\n")};exports.LuminosityHighPassShader=t;
@@ -1,37 +1,31 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Color } from 'three';
2
+
3
+ /**
4
+ * Luminosity
5
+ * http://en.wikipedia.org/wiki/Luminosity
6
+ */
7
+
4
8
  const LuminosityHighPassShader = {
5
- shaderID: "luminosityHighPass",
9
+ shaderID: 'luminosityHighPass',
6
10
  uniforms: {
7
- tDiffuse: { value: null },
8
- luminosityThreshold: { value: 1 },
9
- smoothWidth: { value: 1 },
10
- defaultColor: { value: new THREE.Color(0) },
11
- defaultOpacity: { value: 0 }
11
+ tDiffuse: {
12
+ value: null
13
+ },
14
+ luminosityThreshold: {
15
+ value: 1.0
16
+ },
17
+ smoothWidth: {
18
+ value: 1.0
19
+ },
20
+ defaultColor: {
21
+ value: new Color(0x000000)
22
+ },
23
+ defaultOpacity: {
24
+ value: 0.0
25
+ }
12
26
  },
13
- vertexShader: [
14
- "varying vec2 vUv;",
15
- "void main() {",
16
- " vUv = uv;",
17
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18
- "}"
19
- ].join("\n"),
20
- fragmentShader: [
21
- "uniform sampler2D tDiffuse;",
22
- "uniform vec3 defaultColor;",
23
- "uniform float defaultOpacity;",
24
- "uniform float luminosityThreshold;",
25
- "uniform float smoothWidth;",
26
- "varying vec2 vUv;",
27
- "void main() {",
28
- " vec4 texel = texture2D( tDiffuse, vUv );",
29
- " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
30
- " float v = dot( texel.xyz, luma );",
31
- " vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
32
- " float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
33
- " gl_FragColor = mix( outputColor, texel, alpha );",
34
- "}"
35
- ].join("\n")
27
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec3 defaultColor;', 'uniform float defaultOpacity;', 'uniform float luminosityThreshold;', 'uniform float smoothWidth;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );', ' float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );', ' gl_FragColor = mix( outputColor, texel, alpha );', '}'].join('\n')
36
29
  };
37
- exports.LuminosityHighPassShader = LuminosityHighPassShader;
30
+
31
+ export { LuminosityHighPassShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tfloat l = linearToRelativeLuminance( texel.rgb );","\tgl_FragColor = vec4( l, l, l, texel.w );","}"].join("\n")};exports.LuminosityShader=e;
@@ -1,25 +1,15 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Luminosity
3
+ * http://en.wikipedia.org/wiki/Luminosity
4
+ */
3
5
  const LuminosityShader = {
4
6
  uniforms: {
5
- tDiffuse: { value: null }
7
+ tDiffuse: {
8
+ value: null
9
+ }
6
10
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "#include <common>",
16
- "uniform sampler2D tDiffuse;",
17
- "varying vec2 vUv;",
18
- "void main() {",
19
- " vec4 texel = texture2D( tDiffuse, vUv );",
20
- " float l = linearToRelativeLuminance( texel.rgb );",
21
- " gl_FragColor = vec4( l, l, l, texel.w );",
22
- "}"
23
- ].join("\n")
11
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
12
+ fragmentShader: ['#include <common>', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' float l = linearToRelativeLuminance( texel.rgb );', ' gl_FragColor = vec4( l, l, l, texel.w );', '}'].join('\n')
24
13
  };
25
- exports.LuminosityShader = LuminosityShader;
14
+
15
+ export { LuminosityShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},side:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform int side;","varying vec2 vUv;","void main() {","\tvec2 p = vUv;","\tif (side == 0){","\t\tif (p.x > 0.5) p.x = 1.0 - p.x;","\t}else if (side == 1){","\t\tif (p.x < 0.5) p.x = 1.0 - p.x;","\t}else if (side == 2){","\t\tif (p.y < 0.5) p.y = 1.0 - p.y;","\t}else if (side == 3){","\t\tif (p.y > 0.5) p.y = 1.0 - p.y;","\t} ","\tvec4 color = texture2D(tDiffuse, p);","\tgl_FragColor = color;","}"].join("\n")};exports.MirrorShader=e;
@@ -1,35 +1,20 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Mirror Shader
3
+ * Copies half the input to the other half
4
+ *
5
+ * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
6
+ */
3
7
  const MirrorShader = {
4
8
  uniforms: {
5
- tDiffuse: { value: null },
6
- side: { value: 1 }
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ side: {
13
+ value: 1
14
+ }
7
15
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform sampler2D tDiffuse;",
17
- "uniform int side;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec2 p = vUv;",
21
- " if (side == 0){",
22
- " if (p.x > 0.5) p.x = 1.0 - p.x;",
23
- " }else if (side == 1){",
24
- " if (p.x < 0.5) p.x = 1.0 - p.x;",
25
- " }else if (side == 2){",
26
- " if (p.y < 0.5) p.y = 1.0 - p.y;",
27
- " }else if (side == 3){",
28
- " if (p.y > 0.5) p.y = 1.0 - p.y;",
29
- " } ",
30
- " vec4 color = texture2D(tDiffuse, p);",
31
- " gl_FragColor = color;",
32
- "}"
33
- ].join("\n")
16
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
17
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform int side;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv;', ' if (side == 0){', ' if (p.x > 0.5) p.x = 1.0 - p.x;', ' }else if (side == 1){', ' if (p.x < 0.5) p.x = 1.0 - p.x;', ' }else if (side == 2){', ' if (p.y < 0.5) p.y = 1.0 - p.y;', ' }else if (side == 3){', ' if (p.y > 0.5) p.y = 1.0 - p.y;', ' } ', ' vec4 color = texture2D(tDiffuse, p);', ' gl_FragColor = color;', '}'].join('\n')
34
18
  };
35
- exports.MirrorShader = MirrorShader;
19
+
20
+ export { MirrorShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{heightMap:{value:null},resolution:{value:new e.Vector2(512,512)},scale:{value:new e.Vector2(1,1)},height:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float height;","uniform vec2 resolution;","uniform sampler2D heightMap;","varying vec2 vUv;","void main() {","\tfloat val = texture2D( heightMap, vUv ).x;","\tfloat valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;","\tfloat valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;","\tgl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );","}"].join("\n")};exports.NormalMapShader=t;
@@ -1,31 +1,27 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2 } from 'three';
2
+
3
+ /**
4
+ * Normal map shader
5
+ * - compute normals from heightmap
6
+ */
7
+
4
8
  const NormalMapShader = {
5
9
  uniforms: {
6
- heightMap: { value: null },
7
- resolution: { value: new THREE.Vector2(512, 512) },
8
- scale: { value: new THREE.Vector2(1, 1) },
9
- height: { value: 0.05 }
10
+ heightMap: {
11
+ value: null
12
+ },
13
+ resolution: {
14
+ value: new Vector2(512, 512)
15
+ },
16
+ scale: {
17
+ value: new Vector2(1, 1)
18
+ },
19
+ height: {
20
+ value: 0.05
21
+ }
10
22
  },
11
- vertexShader: [
12
- "varying vec2 vUv;",
13
- "void main() {",
14
- " vUv = uv;",
15
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
- "}"
17
- ].join("\n"),
18
- fragmentShader: [
19
- "uniform float height;",
20
- "uniform vec2 resolution;",
21
- "uniform sampler2D heightMap;",
22
- "varying vec2 vUv;",
23
- "void main() {",
24
- " float val = texture2D( heightMap, vUv ).x;",
25
- " float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;",
26
- " float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;",
27
- " gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );",
28
- "}"
29
- ].join("\n")
23
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
24
+ fragmentShader: ['uniform float height;', 'uniform vec2 resolution;', 'uniform sampler2D heightMap;', 'varying vec2 vUv;', 'void main() {', ' float val = texture2D( heightMap, vUv ).x;', ' float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;', ' float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;', ' gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );', '}'].join('\n')
30
25
  };
31
- exports.NormalMapShader = NormalMapShader;
26
+
27
+ export { NormalMapShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={modes:{none:"NO_PARALLAX",basic:"USE_BASIC_PARALLAX",steep:"USE_STEEP_PARALLAX",occlusion:"USE_OCLUSION_PARALLAX",relief:"USE_RELIEF_PARALLAX"},uniforms:{bumpMap:{value:null},map:{value:null},parallaxScale:{value:null},parallaxMinLayers:{value:null},parallaxMaxLayers:{value:null}},vertexShader:["varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","void main() {","\tvUv = uv;","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvViewPosition = -mvPosition.xyz;","\tvNormal = normalize( normalMatrix * normal );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform sampler2D bumpMap;","uniform sampler2D map;","uniform float parallaxScale;","uniform float parallaxMinLayers;","uniform float parallaxMaxLayers;","varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","#ifdef USE_BASIC_PARALLAX","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;","\t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;","\t\treturn vUv - texCoordOffset;","\t}","#else","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );","\t\tfloat layerHeight = 1.0 / numLayers;","\t\tfloat currentLayerHeight = 0.0;","\t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;","\t\tvec2 currentTextureCoords = vUv;","\t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\tfor ( int i = 0; i < 30; i += 1 ) {","\t\t\tif ( heightFromTexture <= currentLayerHeight ) {","\t\t\t\tbreak;","\t\t\t}","\t\t\tcurrentLayerHeight += layerHeight;","\t\t\tcurrentTextureCoords -= dtex;","\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t}","\t\t#ifdef USE_STEEP_PARALLAX","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_RELIEF_PARALLAX )","\t\t\tvec2 deltaTexCoord = dtex / 2.0;","\t\t\tfloat deltaHeight = layerHeight / 2.0;","\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\tconst int numSearches = 5;","\t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {","\t\t\t\tdeltaTexCoord /= 2.0;","\t\t\t\tdeltaHeight /= 2.0;","\t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t\t\tif( heightFromTexture > currentLayerHeight ) {","\t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight += deltaHeight;","\t\t\t\t} else {","\t\t\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\t\t}","\t\t\t}","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_OCLUSION_PARALLAX )","\t\t\tvec2 prevTCoords = currentTextureCoords + dtex;","\t\t\tfloat nextH = heightFromTexture - currentLayerHeight;","\t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;","\t\t\tfloat weight = nextH / ( nextH - prevH );","\t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );","\t\t#else","\t\t\treturn vUv;","\t\t#endif","\t}","#endif","vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {","\tvec2 texDx = dFdx( vUv );","\tvec2 texDy = dFdy( vUv );","\tvec3 vSigmaX = dFdx( surfPosition );","\tvec3 vSigmaY = dFdy( surfPosition );","\tvec3 vR1 = cross( vSigmaY, surfNormal );","\tvec3 vR2 = cross( surfNormal, vSigmaX );","\tfloat fDet = dot( vSigmaX, vR1 );","\tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );","\tvec3 vProjVtex;","\tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;","\tvProjVtex.z = dot( surfNormal, viewPosition );","\treturn parallaxMap( vProjVtex );","}","void main() {","\tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );","\tgl_FragColor = texture2D( map, mapUv );","}"].join("\n")};exports.ParallaxShader=t;
@@ -1,113 +1,54 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ // Parallax Occlusion shaders from
2
+ // http://sunandblackcat.com/tipFullView.php?topicid=28
3
+ // No tangent-space transforms logic based on
4
+ // http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
3
5
  const ParallaxShader = {
6
+ // Ordered from fastest to best quality.
4
7
  modes: {
5
- none: "NO_PARALLAX",
6
- basic: "USE_BASIC_PARALLAX",
7
- steep: "USE_STEEP_PARALLAX",
8
- occlusion: "USE_OCLUSION_PARALLAX",
9
- relief: "USE_RELIEF_PARALLAX"
8
+ none: 'NO_PARALLAX',
9
+ basic: 'USE_BASIC_PARALLAX',
10
+ steep: 'USE_STEEP_PARALLAX',
11
+ occlusion: 'USE_OCLUSION_PARALLAX',
12
+ // a.k.a. POM
13
+ relief: 'USE_RELIEF_PARALLAX'
10
14
  },
11
15
  uniforms: {
12
- bumpMap: { value: null },
13
- map: { value: null },
14
- parallaxScale: { value: null },
15
- parallaxMinLayers: { value: null },
16
- parallaxMaxLayers: { value: null }
16
+ bumpMap: {
17
+ value: null
18
+ },
19
+ map: {
20
+ value: null
21
+ },
22
+ parallaxScale: {
23
+ value: null
24
+ },
25
+ parallaxMinLayers: {
26
+ value: null
27
+ },
28
+ parallaxMaxLayers: {
29
+ value: null
30
+ }
17
31
  },
18
- vertexShader: [
19
- "varying vec2 vUv;",
20
- "varying vec3 vViewPosition;",
21
- "varying vec3 vNormal;",
22
- "void main() {",
23
- " vUv = uv;",
24
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
25
- " vViewPosition = -mvPosition.xyz;",
26
- " vNormal = normalize( normalMatrix * normal );",
27
- " gl_Position = projectionMatrix * mvPosition;",
28
- "}"
29
- ].join("\n"),
30
- fragmentShader: [
31
- "uniform sampler2D bumpMap;",
32
- "uniform sampler2D map;",
33
- "uniform float parallaxScale;",
34
- "uniform float parallaxMinLayers;",
35
- "uniform float parallaxMaxLayers;",
36
- "varying vec2 vUv;",
37
- "varying vec3 vViewPosition;",
38
- "varying vec3 vNormal;",
39
- "#ifdef USE_BASIC_PARALLAX",
40
- " vec2 parallaxMap( in vec3 V ) {",
41
- " float initialHeight = texture2D( bumpMap, vUv ).r;",
42
- " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
43
- " return vUv - texCoordOffset;",
44
- " }",
45
- "#else",
46
- " vec2 parallaxMap( in vec3 V ) {",
47
- " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
48
- " float layerHeight = 1.0 / numLayers;",
49
- " float currentLayerHeight = 0.0;",
50
- " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
51
- " vec2 currentTextureCoords = vUv;",
52
- " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
53
- " for ( int i = 0; i < 30; i += 1 ) {",
54
- " if ( heightFromTexture <= currentLayerHeight ) {",
55
- " break;",
56
- " }",
57
- " currentLayerHeight += layerHeight;",
58
- " currentTextureCoords -= dtex;",
59
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
60
- " }",
61
- " #ifdef USE_STEEP_PARALLAX",
62
- " return currentTextureCoords;",
63
- " #elif defined( USE_RELIEF_PARALLAX )",
64
- " vec2 deltaTexCoord = dtex / 2.0;",
65
- " float deltaHeight = layerHeight / 2.0;",
66
- " currentTextureCoords += deltaTexCoord;",
67
- " currentLayerHeight -= deltaHeight;",
68
- " const int numSearches = 5;",
69
- " for ( int i = 0; i < numSearches; i += 1 ) {",
70
- " deltaTexCoord /= 2.0;",
71
- " deltaHeight /= 2.0;",
72
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
73
- " if( heightFromTexture > currentLayerHeight ) {",
74
- " currentTextureCoords -= deltaTexCoord;",
75
- " currentLayerHeight += deltaHeight;",
76
- " } else {",
77
- " currentTextureCoords += deltaTexCoord;",
78
- " currentLayerHeight -= deltaHeight;",
79
- " }",
80
- " }",
81
- " return currentTextureCoords;",
82
- " #elif defined( USE_OCLUSION_PARALLAX )",
83
- " vec2 prevTCoords = currentTextureCoords + dtex;",
84
- " float nextH = heightFromTexture - currentLayerHeight;",
85
- " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
86
- " float weight = nextH / ( nextH - prevH );",
87
- " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
88
- " #else",
89
- " return vUv;",
90
- " #endif",
91
- " }",
92
- "#endif",
93
- "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
94
- " vec2 texDx = dFdx( vUv );",
95
- " vec2 texDy = dFdy( vUv );",
96
- " vec3 vSigmaX = dFdx( surfPosition );",
97
- " vec3 vSigmaY = dFdy( surfPosition );",
98
- " vec3 vR1 = cross( vSigmaY, surfNormal );",
99
- " vec3 vR2 = cross( surfNormal, vSigmaX );",
100
- " float fDet = dot( vSigmaX, vR1 );",
101
- " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
102
- " vec3 vProjVtex;",
103
- " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
104
- " vProjVtex.z = dot( surfNormal, viewPosition );",
105
- " return parallaxMap( vProjVtex );",
106
- "}",
107
- "void main() {",
108
- " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
109
- " gl_FragColor = texture2D( map, mapUv );",
110
- "}"
111
- ].join("\n")
32
+ vertexShader: ['varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vViewPosition = -mvPosition.xyz;', ' vNormal = normalize( normalMatrix * normal );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
33
+ fragmentShader: ['uniform sampler2D bumpMap;', 'uniform sampler2D map;', 'uniform float parallaxScale;', 'uniform float parallaxMinLayers;', 'uniform float parallaxMaxLayers;', 'varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', '#ifdef USE_BASIC_PARALLAX', ' vec2 parallaxMap( in vec3 V ) {', ' float initialHeight = texture2D( bumpMap, vUv ).r;', // No Offset Limitting: messy, floating output at grazing angles.
34
+ //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
35
+ // Offset Limiting
36
+ ' vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;', ' return vUv - texCoordOffset;', ' }', '#else', ' vec2 parallaxMap( in vec3 V ) {', // Determine number of layers from angle between V and N
37
+ ' float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );', ' float layerHeight = 1.0 / numLayers;', ' float currentLayerHeight = 0.0;', // Shift of texture coordinates for each iteration
38
+ ' vec2 dtex = parallaxScale * V.xy / V.z / numLayers;', ' vec2 currentTextureCoords = vUv;', ' float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // while ( heightFromTexture > currentLayerHeight )
39
+ // Infinite loops are not well supported. Do a "large" finite
40
+ // loop, but not too large, as it slows down some compilers.
41
+ ' for ( int i = 0; i < 30; i += 1 ) {', ' if ( heightFromTexture <= currentLayerHeight ) {', ' break;', ' }', ' currentLayerHeight += layerHeight;', // Shift texture coordinates along vector V
42
+ ' currentTextureCoords -= dtex;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', ' }', ' #ifdef USE_STEEP_PARALLAX', ' return currentTextureCoords;', ' #elif defined( USE_RELIEF_PARALLAX )', ' vec2 deltaTexCoord = dtex / 2.0;', ' float deltaHeight = layerHeight / 2.0;', // Return to the mid point of previous layer
43
+ ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', // Binary search to increase precision of Steep Parallax Mapping
44
+ ' const int numSearches = 5;', ' for ( int i = 0; i < numSearches; i += 1 ) {', ' deltaTexCoord /= 2.0;', ' deltaHeight /= 2.0;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // Shift along or against vector V
45
+ ' if( heightFromTexture > currentLayerHeight ) {', // Below the surface
46
+ ' currentTextureCoords -= deltaTexCoord;', ' currentLayerHeight += deltaHeight;', ' } else {', // above the surface
47
+ ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', ' }', ' }', ' return currentTextureCoords;', ' #elif defined( USE_OCLUSION_PARALLAX )', ' vec2 prevTCoords = currentTextureCoords + dtex;', // Heights for linear interpolation
48
+ ' float nextH = heightFromTexture - currentLayerHeight;', ' float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;', // Proportions for linear interpolation
49
+ ' float weight = nextH / ( nextH - prevH );', // Interpolation of texture coordinates
50
+ ' return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );', ' #else', // NO_PARALLAX
51
+ ' return vUv;', ' #endif', ' }', '#endif', 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {', ' vec2 texDx = dFdx( vUv );', ' vec2 texDy = dFdy( vUv );', ' vec3 vSigmaX = dFdx( surfPosition );', ' vec3 vSigmaY = dFdy( surfPosition );', ' vec3 vR1 = cross( vSigmaY, surfNormal );', ' vec3 vR2 = cross( surfNormal, vSigmaX );', ' float fDet = dot( vSigmaX, vR1 );', ' vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );', ' vec3 vProjVtex;', ' vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;', ' vProjVtex.z = dot( surfNormal, viewPosition );', ' return parallaxMap( vProjVtex );', '}', 'void main() {', ' vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );', ' gl_FragColor = texture2D( map, mapUv );', '}'].join('\n')
112
52
  };
113
- exports.ParallaxShader = ParallaxShader;
53
+
54
+ export { ParallaxShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},resolution:{value:null},pixelSize:{value:1}},vertexShader:["varying highp vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float pixelSize;","uniform vec2 resolution;","varying highp vec2 vUv;","void main(){","vec2 dxy = pixelSize / resolution;","vec2 coord = dxy * floor( vUv / dxy );","gl_FragColor = texture2D(tDiffuse, coord);","}"].join("\n")};exports.PixelShader=e;