three-stdlib 2.16.0 → 2.16.2

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Files changed (1219) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +143 -64
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.d.ts +5 -4
  25. package/controls/FlyControls.js +160 -90
  26. package/controls/OrbitControls.cjs.js +1 -0
  27. package/controls/OrbitControls.js +481 -232
  28. package/controls/PointerLockControls.cjs.js +1 -0
  29. package/controls/PointerLockControls.js +99 -63
  30. package/controls/TrackballControls.cjs.js +1 -0
  31. package/controls/TrackballControls.js +383 -211
  32. package/controls/TransformControls.cjs.js +1 -0
  33. package/controls/TransformControls.js +782 -575
  34. package/controls/experimental/CameraControls.cjs.js +1 -0
  35. package/controls/experimental/CameraControls.js +609 -329
  36. package/csm/CSM.cjs.js +1 -0
  37. package/csm/CSM.js +108 -47
  38. package/csm/CSMFrustum.cjs.js +1 -0
  39. package/csm/CSMFrustum.js +29 -14
  40. package/csm/CSMHelper.cjs.js +1 -0
  41. package/csm/CSMHelper.js +34 -20
  42. package/csm/CSMShader.cjs.js +1 -0
  43. package/csm/CSMShader.js +11 -7
  44. package/curves/CurveExtras.cjs.js +1 -0
  45. package/curves/CurveExtras.js +115 -73
  46. package/curves/NURBSCurve.cjs.js +1 -0
  47. package/curves/NURBSCurve.js +43 -15
  48. package/curves/NURBSSurface.cjs.js +1 -0
  49. package/curves/NURBSSurface.js +27 -11
  50. package/curves/NURBSUtils.cjs.js +1 -0
  51. package/curves/NURBSUtils.js +203 -54
  52. package/custom.d.cjs.js +1 -0
  53. package/{shaders/types.mjs → custom.d.js} +0 -0
  54. package/deprecated/Geometry.cjs.js +1 -0
  55. package/deprecated/Geometry.js +486 -191
  56. package/effects/AnaglyphEffect.cjs.js +1 -0
  57. package/effects/AnaglyphEffect.js +60 -95
  58. package/effects/AsciiEffect.cjs.js +1 -0
  59. package/effects/AsciiEffect.js +110 -80
  60. package/effects/OutlineEffect.cjs.js +1 -0
  61. package/effects/OutlineEffect.js +204 -121
  62. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  63. package/effects/ParallaxBarrierEffect.js +38 -39
  64. package/effects/PeppersGhostEffect.cjs.js +1 -0
  65. package/effects/PeppersGhostEffect.js +68 -19
  66. package/effects/StereoEffect.cjs.js +1 -0
  67. package/effects/StereoEffect.js +16 -12
  68. package/environments/RoomEnvironment.cjs.js +1 -0
  69. package/environments/RoomEnvironment.js +47 -52
  70. package/exporters/ColladaExporter.cjs.js +1 -0
  71. package/exporters/ColladaExporter.js +241 -115
  72. package/exporters/DRACOExporter.cjs.js +1 -0
  73. package/exporters/DRACOExporter.js +121 -67
  74. package/exporters/GLTFExporter.cjs.js +1 -0
  75. package/exporters/GLTFExporter.js +1014 -463
  76. package/exporters/MMDExporter.cjs.js +1 -0
  77. package/exporters/MMDExporter.js +102 -44
  78. package/exporters/OBJExporter.cjs.js +1 -0
  79. package/exporters/OBJExporter.js +140 -78
  80. package/exporters/PLYExporter.cjs.js +1 -0
  81. package/exporters/PLYExporter.js +154 -93
  82. package/exporters/STLExporter.cjs.js +1 -0
  83. package/exporters/STLExporter.js +81 -30
  84. package/exporters/USDZExporter.cjs.js +1 -0
  85. package/exporters/USDZExporter.js +144 -84
  86. package/geometries/BoxLineGeometry.cjs.js +1 -0
  87. package/geometries/BoxLineGeometry.js +14 -7
  88. package/geometries/ConvexGeometry.cjs.js +1 -0
  89. package/geometries/ConvexGeometry.js +23 -14
  90. package/geometries/DecalGeometry.cjs.js +1 -0
  91. package/geometries/DecalGeometry.js +162 -108
  92. package/geometries/LightningStrike.cjs.js +1 -0
  93. package/geometries/LightningStrike.js +294 -101
  94. package/geometries/ParametricGeometries.cjs.js +1 -0
  95. package/geometries/ParametricGeometries.js +76 -26
  96. package/geometries/ParametricGeometry.cjs.js +1 -0
  97. package/geometries/ParametricGeometry.js +48 -24
  98. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  99. package/geometries/RoundedBoxGeometry.js +64 -33
  100. package/geometries/TeapotGeometry.cjs.js +1 -0
  101. package/geometries/TeapotGeometry.js +174 -1434
  102. package/geometries/TextGeometry.cjs.js +1 -0
  103. package/geometries/TextGeometry.js +17 -9
  104. package/helpers/LightProbeHelper.cjs.js +1 -0
  105. package/helpers/LightProbeHelper.js +21 -53
  106. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  107. package/helpers/PositionalAudioHelper.js +30 -23
  108. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  109. package/helpers/RectAreaLightHelper.js +33 -17
  110. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  111. package/helpers/VertexNormalsHelper.js +41 -20
  112. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  113. package/helpers/VertexTangentsHelper.js +36 -18
  114. package/index.cjs.js +1 -0
  115. package/index.js +333 -969
  116. package/interactive/InteractiveGroup.cjs.js +1 -0
  117. package/interactive/InteractiveGroup.d.ts +5 -0
  118. package/interactive/InteractiveGroup.js +87 -0
  119. package/interactive/SelectionBox.cjs.js +1 -0
  120. package/interactive/SelectionBox.js +46 -31
  121. package/interactive/SelectionHelper.cjs.js +1 -0
  122. package/interactive/SelectionHelper.js +21 -16
  123. package/libs/MeshoptDecoder.cjs.js +1 -0
  124. package/libs/MeshoptDecoder.js +58 -147
  125. package/libs/MotionControllers.cjs.js +1 -0
  126. package/libs/MotionControllers.js +208 -66
  127. package/lights/LightProbeGenerator.cjs.js +1 -0
  128. package/lights/LightProbeGenerator.js +96 -40
  129. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  130. package/lights/RectAreaLightUniformsLib.js +9 -32842
  131. package/lines/Line2.cjs.js +1 -0
  132. package/lines/Line2.js +12 -9
  133. package/lines/LineGeometry.cjs.js +1 -0
  134. package/lines/LineGeometry.js +19 -7
  135. package/lines/LineMaterial.cjs.js +1 -0
  136. package/lines/LineMaterial.js +89 -51
  137. package/lines/LineSegments2.cjs.js +1 -0
  138. package/lines/LineSegments2.js +165 -56
  139. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  140. package/lines/LineSegmentsGeometry.js +71 -29
  141. package/lines/Wireframe.cjs.js +1 -0
  142. package/lines/Wireframe.js +29 -15
  143. package/lines/WireframeGeometry2.cjs.js +1 -0
  144. package/lines/WireframeGeometry2.js +9 -8
  145. package/loaders/3DMLoader.cjs.js +1 -0
  146. package/loaders/3DMLoader.js +469 -234
  147. package/loaders/3MFLoader.cjs.js +1 -0
  148. package/loaders/3MFLoader.js +555 -340
  149. package/loaders/AMFLoader.cjs.js +1 -0
  150. package/loaders/AMFLoader.js +219 -114
  151. package/loaders/AssimpLoader.cjs.js +1 -0
  152. package/loaders/AssimpLoader.js +725 -328
  153. package/loaders/BVHLoader.cjs.js +1 -0
  154. package/loaders/BVHLoader.js +200 -94
  155. package/loaders/BasisTextureLoader.cjs.js +1 -0
  156. package/loaders/BasisTextureLoader.js +357 -229
  157. package/loaders/ColladaLoader.cjs.js +1 -0
  158. package/loaders/ColladaLoader.js +1522 -932
  159. package/loaders/DDSLoader.cjs.js +1 -0
  160. package/loaders/DDSLoader.js +108 -42
  161. package/loaders/DRACOLoader.cjs.js +1 -0
  162. package/loaders/DRACOLoader.js +210 -103
  163. package/loaders/EXRLoader.cjs.js +1 -0
  164. package/loaders/EXRLoader.js +809 -461
  165. package/loaders/FBXLoader.cjs.js +1 -0
  166. package/loaders/FBXLoader.js +1397 -842
  167. package/loaders/FontLoader.cjs.js +1 -0
  168. package/loaders/FontLoader.js +66 -33
  169. package/loaders/GCodeLoader.cjs.js +1 -0
  170. package/loaders/GCodeLoader.js +111 -63
  171. package/loaders/GLTFLoader.cjs.js +1 -0
  172. package/loaders/GLTFLoader.js +1484 -771
  173. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  174. package/loaders/HDRCubeTextureLoader.js +50 -45
  175. package/loaders/KMZLoader.cjs.js +1 -0
  176. package/loaders/KMZLoader.js +55 -42
  177. package/loaders/KTX2Loader.cjs.js +1 -0
  178. package/loaders/KTX2Loader.js +362 -229
  179. package/loaders/KTXLoader.cjs.js +1 -0
  180. package/loaders/KTXLoader.js +99 -37
  181. package/loaders/LDrawLoader.cjs.js +1 -0
  182. package/loaders/LDrawLoader.js +746 -313
  183. package/loaders/LUT3dlLoader.cjs.js +1 -0
  184. package/loaders/LUT3dlLoader.js +62 -50
  185. package/loaders/LUTCubeLoader.cjs.js +1 -0
  186. package/loaders/LUTCubeLoader.js +56 -45
  187. package/loaders/LWOLoader.cjs.js +1 -0
  188. package/loaders/LWOLoader.js +339 -227
  189. package/loaders/LottieLoader.cjs.js +1 -0
  190. package/loaders/LottieLoader.js +38 -36
  191. package/loaders/MD2Loader.cjs.js +1 -0
  192. package/loaders/MD2Loader.js +91 -248
  193. package/loaders/MDDLoader.cjs.js +1 -0
  194. package/loaders/MDDLoader.js +45 -25
  195. package/loaders/MMDLoader.cjs.js +1 -0
  196. package/loaders/MMDLoader.js +795 -359
  197. package/loaders/MTLLoader.cjs.js +1 -0
  198. package/loaders/MTLLoader.js +201 -91
  199. package/loaders/NRRDLoader.cjs.js +1 -0
  200. package/loaders/NRRDLoader.js +263 -182
  201. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  202. package/loaders/NodeMaterialLoader.js +14 -121
  203. package/loaders/OBJLoader.cjs.js +1 -0
  204. package/loaders/OBJLoader.js +283 -161
  205. package/loaders/PCDLoader.cjs.js +1 -0
  206. package/loaders/PCDLoader.js +164 -145
  207. package/loaders/PDBLoader.cjs.js +1 -0
  208. package/loaders/PDBLoader.js +63 -45
  209. package/loaders/PLYLoader.cjs.js +1 -0
  210. package/loaders/PLYLoader.js +203 -106
  211. package/loaders/PRWMLoader.cjs.js +1 -0
  212. package/loaders/PRWMLoader.js +110 -73
  213. package/loaders/PVRLoader.cjs.js +1 -0
  214. package/loaders/PVRLoader.js +93 -32
  215. package/loaders/RGBELoader.cjs.js +1 -0
  216. package/loaders/RGBELoader.js +233 -96
  217. package/loaders/RGBMLoader.cjs.js +1 -0
  218. package/loaders/RGBMLoader.js +514 -344
  219. package/loaders/STLLoader.cjs.js +1 -0
  220. package/loaders/STLLoader.js +165 -59
  221. package/loaders/SVGLoader.cjs.js +1 -0
  222. package/loaders/SVGLoader.js +851 -481
  223. package/loaders/TDSLoader.cjs.js +1 -0
  224. package/loaders/TDSLoader.js +527 -137
  225. package/loaders/TGALoader.cjs.js +1 -0
  226. package/loaders/TGALoader.js +205 -94
  227. package/loaders/TTFLoader.cjs.js +1 -0
  228. package/loaders/TTFLoader.js +79 -58
  229. package/loaders/TiltLoader.cjs.js +1 -0
  230. package/loaders/TiltLoader.js +167 -129
  231. package/loaders/VOXLoader.cjs.js +1 -0
  232. package/loaders/VOXLoader.js +84 -320
  233. package/loaders/VRMLLoader.cjs.js +1 -0
  234. package/loaders/VRMLLoader.js +1268 -786
  235. package/loaders/VRMLoader.cjs.js +1 -0
  236. package/loaders/VRMLoader.js +31 -23
  237. package/loaders/VTKLoader.cjs.js +1 -0
  238. package/loaders/VTKLoader.js +407 -219
  239. package/loaders/XLoader.cjs.js +1 -0
  240. package/loaders/XLoader.js +1259 -1083
  241. package/loaders/XYZLoader.cjs.js +1 -0
  242. package/loaders/XYZLoader.js +34 -28
  243. package/loaders/lwo/IFFParser.cjs.js +1 -0
  244. package/loaders/lwo/IFFParser.js +492 -238
  245. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  246. package/loaders/lwo/LWO2Parser.js +279 -176
  247. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  248. package/loaders/lwo/LWO3Parser.js +247 -160
  249. package/math/Capsule.cjs.js +1 -0
  250. package/math/Capsule.js +43 -56
  251. package/math/ColorConverter.cjs.js +1 -0
  252. package/math/ColorConverter.js +32 -18
  253. package/math/ConvexHull.cjs.js +1 -0
  254. package/math/ConvexHull.js +357 -97
  255. package/math/ImprovedNoise.cjs.js +1 -0
  256. package/math/ImprovedNoise.js +32 -282
  257. package/math/Lut.cjs.js +1 -0
  258. package/math/Lut.js +35 -51
  259. package/math/MeshSurfaceSampler.cjs.js +1 -0
  260. package/math/MeshSurfaceSampler.js +68 -25
  261. package/math/OBB.cjs.js +1 -0
  262. package/math/OBB.js +152 -91
  263. package/math/Octree.cjs.js +1 -0
  264. package/math/Octree.js +139 -76
  265. package/math/SimplexNoise.cjs.js +1 -0
  266. package/math/SimplexNoise.js +238 -217
  267. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  268. package/misc/ConvexObjectBreaker.js +185 -79
  269. package/misc/GPUComputationRenderer.cjs.js +1 -0
  270. package/misc/GPUComputationRenderer.js +194 -69
  271. package/misc/Gyroscope.cjs.js +1 -0
  272. package/misc/Gyroscope.js +22 -16
  273. package/misc/MD2Character.cjs.js +1 -0
  274. package/misc/MD2Character.js +74 -52
  275. package/misc/MD2CharacterComplex.cjs.js +1 -0
  276. package/misc/MD2CharacterComplex.js +163 -112
  277. package/misc/MorphAnimMesh.cjs.js +1 -0
  278. package/misc/MorphAnimMesh.js +28 -20
  279. package/misc/MorphBlendMesh.cjs.js +1 -0
  280. package/misc/MorphBlendMesh.js +69 -45
  281. package/misc/ProgressiveLightmap.cjs.js +1 -0
  282. package/misc/ProgressiveLightmap.js +187 -70
  283. package/misc/RollerCoaster.cjs.js +1 -0
  284. package/misc/RollerCoaster.js +135 -106
  285. package/misc/TubePainter.cjs.js +1 -0
  286. package/misc/TubePainter.js +92 -74
  287. package/misc/Volume.cjs.js +1 -0
  288. package/misc/Volume.js +270 -108
  289. package/misc/VolumeSlice.cjs.js +1 -0
  290. package/misc/VolumeSlice.js +122 -34
  291. package/misc/WebGL.cjs.js +1 -0
  292. package/misc/WebGL.js +34 -37
  293. package/modifiers/CurveModifier.cjs.js +1 -0
  294. package/modifiers/CurveModifier.js +151 -46
  295. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
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  297. package/modifiers/SimplifyModifier.cjs.js +1 -0
  298. package/modifiers/SimplifyModifier.js +202 -77
  299. package/modifiers/TessellateModifier.cjs.js +1 -0
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  301. package/nodes/Nodes.cjs.js +1 -0
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  303. package/nodes/ShaderNode.cjs.js +1 -0
  304. package/nodes/ShaderNode.js +196 -296
  305. package/nodes/accessors/BufferNode.cjs.js +1 -0
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  307. package/nodes/accessors/CameraNode.cjs.js +1 -0
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  309. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  311. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  313. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1136. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1137. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1138. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1139. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1140. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1141. package/renderers/webgpu/constants.mjs +0 -230
  1142. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1143. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1145. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1146. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1147. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1148. package/shaders/AfterimageShader.mjs +0 -32
  1149. package/shaders/BasicShader.mjs +0 -12
  1150. package/shaders/BleachBypassShader.mjs +0 -35
  1151. package/shaders/BlendShader.mjs +0 -30
  1152. package/shaders/BokehShader.mjs +0 -106
  1153. package/shaders/BokehShader2.mjs +0 -269
  1154. package/shaders/BrightnessContrastShader.mjs +0 -32
  1155. package/shaders/ColorCorrectionShader.mjs +0 -30
  1156. package/shaders/ColorifyShader.mjs +0 -28
  1157. package/shaders/ConvolutionShader.mjs +0 -55
  1158. package/shaders/CopyShader.mjs +0 -25
  1159. package/shaders/DOFMipMapShader.mjs +0 -32
  1160. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1161. package/shaders/DigitalGlitch.mjs +0 -78
  1162. package/shaders/DotScreenShader.mjs +0 -39
  1163. package/shaders/FXAAShader.mjs +0 -1098
  1164. package/shaders/FilmShader.mjs +0 -42
  1165. package/shaders/FocusShader.mjs +0 -55
  1166. package/shaders/FreiChenShader.mjs +0 -61
  1167. package/shaders/FresnelShader.mjs +0 -47
  1168. package/shaders/GammaCorrectionShader.mjs +0 -23
  1169. package/shaders/GodRaysShader.mjs +0 -146
  1170. package/shaders/HalftoneShader.mjs +0 -212
  1171. package/shaders/HorizontalBlurShader.mjs +0 -43
  1172. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1173. package/shaders/HueSaturationShader.mjs +0 -41
  1174. package/shaders/KaleidoShader.mjs +0 -34
  1175. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1176. package/shaders/LuminosityShader.mjs +0 -25
  1177. package/shaders/MirrorShader.mjs +0 -35
  1178. package/shaders/NormalMapShader.mjs +0 -31
  1179. package/shaders/ParallaxShader.mjs +0 -113
  1180. package/shaders/PixelShader.mjs +0 -28
  1181. package/shaders/RGBShiftShader.mjs +0 -30
  1182. package/shaders/SAOShader.mjs +0 -144
  1183. package/shaders/SMAAShader.mjs +0 -272
  1184. package/shaders/SSAOShader.mjs +0 -172
  1185. package/shaders/SSRShader.mjs +0 -324
  1186. package/shaders/SepiaShader.mjs +0 -29
  1187. package/shaders/SobelOperatorShader.mjs +0 -44
  1188. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1189. package/shaders/TechnicolorShader.mjs +0 -24
  1190. package/shaders/ToneMapShader.mjs +0 -48
  1191. package/shaders/ToonShader.mjs +0 -188
  1192. package/shaders/TriangleBlurShader.mjs +0 -36
  1193. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1194. package/shaders/VerticalBlurShader.mjs +0 -44
  1195. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1196. package/shaders/VignetteShader.mjs +0 -28
  1197. package/shaders/VolumeShader.mjs +0 -178
  1198. package/shaders/WaterRefractionShader.mjs +0 -57
  1199. package/textures/FlakesTexture.mjs +0 -30
  1200. package/types/helpers.mjs +0 -4
  1201. package/utils/BufferGeometryUtils.mjs +0 -570
  1202. package/utils/GeometryCompressionUtils.mjs +0 -547
  1203. package/utils/GeometryUtils.mjs +0 -108
  1204. package/utils/RoughnessMipmapper.mjs +0 -213
  1205. package/utils/SceneUtils.mjs +0 -36
  1206. package/utils/ShadowMapViewer.mjs +0 -114
  1207. package/utils/SkeletonUtils.mjs +0 -292
  1208. package/utils/UVsDebug.mjs +0 -85
  1209. package/utils/WorkerPool.mjs +0 -62
  1210. package/webxr/ARButton.mjs +0 -119
  1211. package/webxr/OculusHandModel.mjs +0 -71
  1212. package/webxr/OculusHandPointerModel.mjs +0 -207
  1213. package/webxr/Text2D.mjs +0 -31
  1214. package/webxr/VRButton.mjs +0 -105
  1215. package/webxr/XRControllerModelFactory.mjs +0 -146
  1216. package/webxr/XREstimatedLight.mjs +0 -126
  1217. package/webxr/XRHandMeshModel.mjs +0 -73
  1218. package/webxr/XRHandModelFactory.mjs +0 -61
  1219. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,272 +1,151 @@
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
+ * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
5
+ * Preset: SMAA 1x Medium (with color edge detection)
6
+ * https://github.com/iryoku/smaa/releases/tag/v2.8
7
+ */
8
+
4
9
  const SMAAEdgesShader = {
5
10
  defines: {
6
- SMAA_THRESHOLD: "0.1"
11
+ SMAA_THRESHOLD: '0.1'
7
12
  },
8
13
  uniforms: {
9
- tDiffuse: { value: null },
10
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
14
+ tDiffuse: {
15
+ value: null
16
+ },
17
+ resolution: {
18
+ value: new Vector2(1 / 1024, 1 / 512)
19
+ }
11
20
  },
12
- vertexShader: [
13
- "uniform vec2 resolution;",
14
- "varying vec2 vUv;",
15
- "varying vec4 vOffset[ 3 ];",
16
- "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
17
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
18
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
19
- " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
20
- "}",
21
- "void main() {",
22
- " vUv = uv;",
23
- " SMAAEdgeDetectionVS( vUv );",
24
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
25
- "}"
26
- ].join("\n"),
27
- fragmentShader: [
28
- "uniform sampler2D tDiffuse;",
29
- "varying vec2 vUv;",
30
- "varying vec4 vOffset[ 3 ];",
31
- "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
32
- " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
33
- " vec4 delta;",
34
- " vec3 C = texture2D( colorTex, texcoord ).rgb;",
35
- " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
36
- " vec3 t = abs( C - Cleft );",
37
- " delta.x = max( max( t.r, t.g ), t.b );",
38
- " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
39
- " t = abs( C - Ctop );",
40
- " delta.y = max( max( t.r, t.g ), t.b );",
41
- " vec2 edges = step( threshold, delta.xy );",
42
- " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
43
- " discard;",
44
- " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
45
- " t = abs( C - Cright );",
46
- " delta.z = max( max( t.r, t.g ), t.b );",
47
- " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
48
- " t = abs( C - Cbottom );",
49
- " delta.w = max( max( t.r, t.g ), t.b );",
50
- " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
51
- " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
52
- " t = abs( C - Cleftleft );",
53
- " delta.z = max( max( t.r, t.g ), t.b );",
54
- " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
55
- " t = abs( C - Ctoptop );",
56
- " delta.w = max( max( t.r, t.g ), t.b );",
57
- " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
58
- " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
59
- " return vec4( edges, 0.0, 0.0 );",
60
- "}",
61
- "void main() {",
62
- " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
63
- "}"
64
- ].join("\n")
21
+ vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'void SMAAEdgeDetectionVS( vec2 texcoord ) {', ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component
22
+ ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component
23
+ ' vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );', // WebGL port note: Changed sign in W component
24
+ '}', 'void main() {', ' vUv = uv;', ' SMAAEdgeDetectionVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
25
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {', ' vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );', // Calculate color deltas:
26
+ ' vec4 delta;', ' vec3 C = texture2D( colorTex, texcoord ).rgb;', ' vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;', ' vec3 t = abs( C - Cleft );', ' delta.x = max( max( t.r, t.g ), t.b );', ' vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;', ' t = abs( C - Ctop );', ' delta.y = max( max( t.r, t.g ), t.b );', // We do the usual threshold:
27
+ ' vec2 edges = step( threshold, delta.xy );', // Then discard if there is no edge:
28
+ ' if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )', ' discard;', // Calculate right and bottom deltas:
29
+ ' vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;', ' t = abs( C - Cright );', ' delta.z = max( max( t.r, t.g ), t.b );', ' vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;', ' t = abs( C - Cbottom );', ' delta.w = max( max( t.r, t.g ), t.b );', // Calculate the maximum delta in the direct neighborhood:
30
+ ' float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );', // Calculate left-left and top-top deltas:
31
+ ' vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;', ' t = abs( C - Cleftleft );', ' delta.z = max( max( t.r, t.g ), t.b );', ' vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;', ' t = abs( C - Ctoptop );', ' delta.w = max( max( t.r, t.g ), t.b );', // Calculate the final maximum delta:
32
+ ' maxDelta = max( max( maxDelta, delta.z ), delta.w );', // Local contrast adaptation in action:
33
+ ' edges.xy *= step( 0.5 * maxDelta, delta.xy );', ' return vec4( edges, 0.0, 0.0 );', '}', 'void main() {', ' gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );', '}'].join('\n')
65
34
  };
66
35
  const SMAAWeightsShader = {
67
36
  defines: {
68
- SMAA_MAX_SEARCH_STEPS: "8",
69
- SMAA_AREATEX_MAX_DISTANCE: "16",
70
- SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
71
- SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
37
+ SMAA_MAX_SEARCH_STEPS: '8',
38
+ SMAA_AREATEX_MAX_DISTANCE: '16',
39
+ SMAA_AREATEX_PIXEL_SIZE: '( 1.0 / vec2( 160.0, 560.0 ) )',
40
+ SMAA_AREATEX_SUBTEX_SIZE: '( 1.0 / 7.0 )'
72
41
  },
73
42
  uniforms: {
74
- tDiffuse: { value: null },
75
- tArea: { value: null },
76
- tSearch: { value: null },
77
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
43
+ tDiffuse: {
44
+ value: null
45
+ },
46
+ tArea: {
47
+ value: null
48
+ },
49
+ tSearch: {
50
+ value: null
51
+ },
52
+ resolution: {
53
+ value: new Vector2(1 / 1024, 1 / 512)
54
+ }
78
55
  },
79
- vertexShader: [
80
- "uniform vec2 resolution;",
81
- "varying vec2 vUv;",
82
- "varying vec4 vOffset[ 3 ];",
83
- "varying vec2 vPixcoord;",
84
- "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
85
- " vPixcoord = texcoord / resolution;",
86
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
87
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
88
- " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
89
- "}",
90
- "void main() {",
91
- " vUv = uv;",
92
- " SMAABlendingWeightCalculationVS( vUv );",
93
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
94
- "}"
95
- ].join("\n"),
96
- fragmentShader: [
97
- "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
98
- "uniform sampler2D tDiffuse;",
99
- "uniform sampler2D tArea;",
100
- "uniform sampler2D tSearch;",
101
- "uniform vec2 resolution;",
102
- "varying vec2 vUv;",
103
- "varying vec4 vOffset[3];",
104
- "varying vec2 vPixcoord;",
105
- "#if __VERSION__ == 100",
106
- "vec2 round( vec2 x ) {",
107
- " return sign( x ) * floor( abs( x ) + 0.5 );",
108
- "}",
109
- "#endif",
110
- "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
111
- " e.r = bias + e.r * scale;",
112
- " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
113
- "}",
114
- "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
115
- " vec2 e = vec2( 0.0, 1.0 );",
116
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
117
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
118
- " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
119
- " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
120
- " }",
121
- " texcoord.x += 0.25 * resolution.x;",
122
- " texcoord.x += resolution.x;",
123
- " texcoord.x += 2.0 * resolution.x;",
124
- " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
125
- " return texcoord.x;",
126
- "}",
127
- "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
128
- " vec2 e = vec2( 0.0, 1.0 );",
129
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
130
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
131
- " texcoord += vec2( 2.0, 0.0 ) * resolution;",
132
- " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
133
- " }",
134
- " texcoord.x -= 0.25 * resolution.x;",
135
- " texcoord.x -= resolution.x;",
136
- " texcoord.x -= 2.0 * resolution.x;",
137
- " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
138
- " return texcoord.x;",
139
- "}",
140
- "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
141
- " vec2 e = vec2( 1.0, 0.0 );",
142
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
143
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
144
- " texcoord += vec2( 0.0, 2.0 ) * resolution;",
145
- " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
146
- " }",
147
- " texcoord.y -= 0.25 * resolution.y;",
148
- " texcoord.y -= resolution.y;",
149
- " texcoord.y -= 2.0 * resolution.y;",
150
- " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
151
- " return texcoord.y;",
152
- "}",
153
- "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
154
- " vec2 e = vec2( 1.0, 0.0 );",
155
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
156
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
157
- " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
158
- " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
159
- " }",
160
- " texcoord.y += 0.25 * resolution.y;",
161
- " texcoord.y += resolution.y;",
162
- " texcoord.y += 2.0 * resolution.y;",
163
- " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
164
- " return texcoord.y;",
165
- "}",
166
- "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
167
- " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
168
- " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
169
- " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
170
- " return texture2D( areaTex, texcoord, 0.0 ).rg;",
171
- "}",
172
- "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
173
- " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
174
- " vec2 e = texture2D( edgesTex, texcoord ).rg;",
175
- " if ( e.g > 0.0 ) {",
176
- " vec2 d;",
177
- " vec2 coords;",
178
- " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
179
- " coords.y = offset[ 1 ].y;",
180
- " d.x = coords.x;",
181
- " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
182
- " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
183
- " d.y = coords.x;",
184
- " d = d / resolution.x - pixcoord.x;",
185
- " vec2 sqrt_d = sqrt( abs( d ) );",
186
- " coords.y -= 1.0 * resolution.y;",
187
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
188
- " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
189
- " }",
190
- " if ( e.r > 0.0 ) {",
191
- " vec2 d;",
192
- " vec2 coords;",
193
- " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
194
- " coords.x = offset[ 0 ].x;",
195
- " d.x = coords.y;",
196
- " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
197
- " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
198
- " d.y = coords.y;",
199
- " d = d / resolution.y - pixcoord.y;",
200
- " vec2 sqrt_d = sqrt( abs( d ) );",
201
- " coords.y -= 1.0 * resolution.y;",
202
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
203
- " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
204
- " }",
205
- " return weights;",
206
- "}",
207
- "void main() {",
208
- " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
209
- "}"
210
- ].join("\n")
56
+ vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 3 ];', 'varying vec2 vPixcoord;', 'void SMAABlendingWeightCalculationVS( vec2 texcoord ) {', ' vPixcoord = texcoord / resolution;', // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
57
+ ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );', // WebGL port note: Changed sign in Y and W components
58
+ ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );', // WebGL port note: Changed sign in Y and W components
59
+ // And these for the searches, they indicate the ends of the loops:
60
+ ' vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );', '}', 'void main() {', ' vUv = uv;', ' SMAABlendingWeightCalculationVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
61
+ fragmentShader: ['#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tArea;', 'uniform sampler2D tSearch;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[3];', 'varying vec2 vPixcoord;', '#if __VERSION__ == 100', 'vec2 round( vec2 x ) {', ' return sign( x ) * floor( abs( x ) + 0.5 );', '}', '#endif', 'float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {', // Not required if searchTex accesses are set to point:
62
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
63
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
64
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
65
+ ' e.r = bias + e.r * scale;', ' return 255.0 * texture2D( searchTex, e, 0.0 ).r;', '}', 'float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',
66
+ /**
67
+ * @PSEUDO_GATHER4
68
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
69
+ * sample between edge, thus fetching four edges in a row.
70
+ * Sampling with different offsets in each direction allows to disambiguate
71
+ * which edges are active from the four fetched ones.
72
+ */
73
+ ' vec2 e = vec2( 0.0, 1.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
74
+ ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord -= vec2( 2.0, 0.0 ) * resolution;', ' if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;', ' }', // We correct the previous (-0.25, -0.125) offset we applied:
75
+ ' texcoord.x += 0.25 * resolution.x;', // The searches are bias by 1, so adjust the coords accordingly:
76
+ ' texcoord.x += resolution.x;', // Disambiguate the length added by the last step:
77
+ ' texcoord.x += 2.0 * resolution.x;', // Undo last step
78
+ ' texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);', ' return texcoord.x;', '}', 'float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 0.0, 1.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
79
+ ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord += vec2( 2.0, 0.0 ) * resolution;', ' if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;', ' }', ' texcoord.x -= 0.25 * resolution.x;', ' texcoord.x -= resolution.x;', ' texcoord.x -= 2.0 * resolution.x;', ' texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );', ' return texcoord.x;', '}', 'float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 1.0, 0.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
80
+ ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord += vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign
81
+ ' if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;', ' }', ' texcoord.y -= 0.25 * resolution.y;', // WebGL port note: Changed sign
82
+ ' texcoord.y -= resolution.y;', // WebGL port note: Changed sign
83
+ ' texcoord.y -= 2.0 * resolution.y;', // WebGL port note: Changed sign
84
+ ' texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );', // WebGL port note: Changed sign
85
+ ' return texcoord.y;', '}', 'float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {', ' vec2 e = vec2( 1.0, 0.0 );', ' for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for
86
+ ' e = texture2D( edgesTex, texcoord, 0.0 ).rg;', ' texcoord -= vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign
87
+ ' if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;', ' }', ' texcoord.y += 0.25 * resolution.y;', // WebGL port note: Changed sign
88
+ ' texcoord.y += resolution.y;', // WebGL port note: Changed sign
89
+ ' texcoord.y += 2.0 * resolution.y;', // WebGL port note: Changed sign
90
+ ' texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );', // WebGL port note: Changed sign
91
+ ' return texcoord.y;', '}', 'vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {', // Rounding prevents precision errors of bilinear filtering:
92
+ ' vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;', // We do a scale and bias for mapping to texel space:
93
+ ' texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );', // Move to proper place, according to the subpixel offset:
94
+ ' texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;', ' return texture2D( areaTex, texcoord, 0.0 ).rg;', '}', 'vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {', ' vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );', ' vec2 e = texture2D( edgesTex, texcoord ).rg;', ' if ( e.g > 0.0 ) {', // Edge at north
95
+ ' vec2 d;', // Find the distance to the left:
96
+ ' vec2 coords;', ' coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );', ' coords.y = offset[ 1 ].y;', // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
97
+ ' d.x = coords.x;', // Now fetch the left crossing edges, two at a time using bilinear
98
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
99
+ // discern what value each edge has:
100
+ ' float e1 = texture2D( edgesTex, coords, 0.0 ).r;', // Find the distance to the right:
101
+ ' coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );', ' d.y = coords.x;', // We want the distances to be in pixel units (doing this here allow to
102
+ // better interleave arithmetic and memory accesses):
103
+ ' d = d / resolution.x - pixcoord.x;', // SMAAArea below needs a sqrt, as the areas texture is compressed
104
+ // quadratically:
105
+ ' vec2 sqrt_d = sqrt( abs( d ) );', // Fetch the right crossing edges:
106
+ ' coords.y -= 1.0 * resolution.y;', // WebGL port note: Added
107
+ ' float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;', // Ok, we know how this pattern looks like, now it is time for getting
108
+ // the actual area:
109
+ ' weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );', ' }', ' if ( e.r > 0.0 ) {', // Edge at west
110
+ ' vec2 d;', // Find the distance to the top:
111
+ ' vec2 coords;', ' coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );', ' coords.x = offset[ 0 ].x;', // offset[1].x = texcoord.x - 0.25 * resolution.x;
112
+ ' d.x = coords.y;', // Fetch the top crossing edges:
113
+ ' float e1 = texture2D( edgesTex, coords, 0.0 ).g;', // Find the distance to the bottom:
114
+ ' coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );', ' d.y = coords.y;', // We want the distances to be in pixel units:
115
+ ' d = d / resolution.y - pixcoord.y;', // SMAAArea below needs a sqrt, as the areas texture is compressed
116
+ // quadratically:
117
+ ' vec2 sqrt_d = sqrt( abs( d ) );', // Fetch the bottom crossing edges:
118
+ ' coords.y -= 1.0 * resolution.y;', // WebGL port note: Added
119
+ ' float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;', // Get the area for this direction:
120
+ ' weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );', ' }', ' return weights;', '}', 'void main() {', ' gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );', '}'].join('\n')
211
121
  };
212
122
  const SMAABlendShader = {
213
123
  uniforms: {
214
- tDiffuse: { value: null },
215
- tColor: { value: null },
216
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
124
+ tDiffuse: {
125
+ value: null
126
+ },
127
+ tColor: {
128
+ value: null
129
+ },
130
+ resolution: {
131
+ value: new Vector2(1 / 1024, 1 / 512)
132
+ }
217
133
  },
218
- vertexShader: [
219
- "uniform vec2 resolution;",
220
- "varying vec2 vUv;",
221
- "varying vec4 vOffset[ 2 ];",
222
- "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
223
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
224
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
225
- "}",
226
- "void main() {",
227
- " vUv = uv;",
228
- " SMAANeighborhoodBlendingVS( vUv );",
229
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
230
- "}"
231
- ].join("\n"),
232
- fragmentShader: [
233
- "uniform sampler2D tDiffuse;",
234
- "uniform sampler2D tColor;",
235
- "uniform vec2 resolution;",
236
- "varying vec2 vUv;",
237
- "varying vec4 vOffset[ 2 ];",
238
- "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
239
- " vec4 a;",
240
- " a.xz = texture2D( blendTex, texcoord ).xz;",
241
- " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
242
- " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
243
- " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
244
- " return texture2D( colorTex, texcoord, 0.0 );",
245
- " } else {",
246
- " vec2 offset;",
247
- " offset.x = a.a > a.b ? a.a : -a.b;",
248
- " offset.y = a.g > a.r ? -a.g : a.r;",
249
- " if ( abs( offset.x ) > abs( offset.y )) {",
250
- " offset.y = 0.0;",
251
- " } else {",
252
- " offset.x = 0.0;",
253
- " }",
254
- " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
255
- " texcoord += sign( offset ) * resolution;",
256
- " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
257
- " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
258
- " C.xyz = pow(C.xyz, vec3(2.2));",
259
- " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
260
- " vec4 mixed = mix(C, Cop, s);",
261
- " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
262
- " return mixed;",
263
- " }",
264
- "}",
265
- "void main() {",
266
- " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
267
- "}"
268
- ].join("\n")
134
+ vertexShader: ['uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 2 ];', 'void SMAANeighborhoodBlendingVS( vec2 texcoord ) {', ' vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component
135
+ ' vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component
136
+ '}', 'void main() {', ' vUv = uv;', ' SMAANeighborhoodBlendingVS( vUv );', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
137
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform sampler2D tColor;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'varying vec4 vOffset[ 2 ];', 'vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {', // Fetch the blending weights for current pixel:
138
+ ' vec4 a;', ' a.xz = texture2D( blendTex, texcoord ).xz;', ' a.y = texture2D( blendTex, offset[ 1 ].zw ).g;', ' a.w = texture2D( blendTex, offset[ 1 ].xy ).a;', // Is there any blending weight with a value greater than 0.0?
139
+ ' if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {', ' return texture2D( colorTex, texcoord, 0.0 );', ' } else {', // Up to 4 lines can be crossing a pixel (one through each edge). We
140
+ // favor blending by choosing the line with the maximum weight for each
141
+ // direction:
142
+ ' vec2 offset;', ' offset.x = a.a > a.b ? a.a : -a.b;', // left vs. right
143
+ ' offset.y = a.g > a.r ? -a.g : a.r;', // top vs. bottom // WebGL port note: Changed signs
144
+ // Then we go in the direction that has the maximum weight:
145
+ ' if ( abs( offset.x ) > abs( offset.y )) {', // horizontal vs. vertical
146
+ ' offset.y = 0.0;', ' } else {', ' offset.x = 0.0;', ' }', // Fetch the opposite color and lerp by hand:
147
+ ' vec4 C = texture2D( colorTex, texcoord, 0.0 );', ' texcoord += sign( offset ) * resolution;', ' vec4 Cop = texture2D( colorTex, texcoord, 0.0 );', ' float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );', // WebGL port note: Added gamma correction
148
+ ' C.xyz = pow(C.xyz, vec3(2.2));', ' Cop.xyz = pow(Cop.xyz, vec3(2.2));', ' vec4 mixed = mix(C, Cop, s);', ' mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));', ' return mixed;', ' }', '}', 'void main() {', ' gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );', '}'].join('\n')
269
149
  };
270
- exports.SMAABlendShader = SMAABlendShader;
271
- exports.SMAAEdgesShader = SMAAEdgesShader;
272
- exports.SMAAWeightsShader = SMAAWeightsShader;
150
+
151
+ export { SMAABlendShader, SMAAEdgesShader, SMAAWeightsShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{PERSPECTIVE_CAMERA:1,KERNEL_SIZE:32},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tDepth:{value:null},tNoise:{value:null},kernel:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new e.Vector2},cameraProjectionMatrix:{value:new e.Matrix4},cameraInverseProjectionMatrix:{value:new e.Matrix4},kernelRadius:{value:8},minDistance:{value:.005},maxDistance:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform sampler2D tNormal;","uniform sampler2D tDepth;","uniform sampler2D tNoise;","uniform vec3 kernel[ KERNEL_SIZE ];","uniform vec2 resolution;","uniform float cameraNear;","uniform float cameraFar;","uniform mat4 cameraProjectionMatrix;","uniform mat4 cameraInverseProjectionMatrix;","uniform float kernelRadius;","uniform float minDistance;","uniform float maxDistance;","varying vec2 vUv;","#include <packing>","float getDepth( const in vec2 screenPosition ) {","\treturn texture2D( tDepth, screenPosition ).x;","}","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {","\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];","\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );","\tclipPosition *= clipW; // unprojection.","\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;","}","vec3 getViewNormal( const in vec2 screenPosition ) {","\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );","}","void main() {","\tfloat depth = getDepth( vUv );","\tfloat viewZ = getViewZ( depth );","\tvec3 viewPosition = getViewPosition( vUv, depth, viewZ );","\tvec3 viewNormal = getViewNormal( vUv );"," vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );","\tvec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;","\tvec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );","\tvec3 bitangent = cross( viewNormal, tangent );","\tmat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );"," float occlusion = 0.0;"," for ( int i = 0; i < KERNEL_SIZE; i ++ ) {","\t\tvec3 sampleVector = kernelMatrix * kernel[ i ];","\t\tvec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );","\t\tvec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );","\t\tsamplePointNDC /= samplePointNDC.w;","\t\tvec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;","\t\tfloat realDepth = getLinearDepth( samplePointUv );","\t\tfloat sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );","\t\tfloat delta = sampleDepth - realDepth;","\t\tif ( delta > minDistance && delta < maxDistance ) {","\t\t\tocclusion += 1.0;","\t\t}","\t}","\tocclusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );","\tgl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );","}"].join("\n")},r={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","varying vec2 vUv;","#include <packing>","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","void main() {","\tfloat depth = getLinearDepth( vUv );","\tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );","}"].join("\n")},a={uniforms:{tDiffuse:{value:null},resolution:{value:new e.Vector2}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec2 resolution;","varying vec2 vUv;","void main() {","\tvec2 texelSize = ( 1.0 / resolution );","\tfloat result = 0.0;","\tfor ( int i = - 2; i <= 2; i ++ ) {","\t\tfor ( int j = - 2; j <= 2; j ++ ) {","\t\t\tvec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;","\t\t\tresult += texture2D( tDiffuse, vUv + offset ).r;","\t\t}","\t}","\tgl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );","}"].join("\n")};exports.SSAOBlurShader=a,exports.SSAODepthShader=r,exports.SSAOShader=t;