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
@@ -1,172 +1,100 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2, Matrix4 } from 'three';
2
+
3
+ /**
4
+ * References:
5
+ * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
6
+ * https://learnopengl.com/Advanced-Lighting/SSAO
7
+ * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
8
+ */
9
+
4
10
  const SSAOShader = {
5
11
  defines: {
6
12
  PERSPECTIVE_CAMERA: 1,
7
13
  KERNEL_SIZE: 32
8
14
  },
9
15
  uniforms: {
10
- tDiffuse: { value: null },
11
- tNormal: { value: null },
12
- tDepth: { value: null },
13
- tNoise: { value: null },
14
- kernel: { value: null },
15
- cameraNear: { value: null },
16
- cameraFar: { value: null },
17
- resolution: { value: new THREE.Vector2() },
18
- cameraProjectionMatrix: { value: new THREE.Matrix4() },
19
- cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
20
- kernelRadius: { value: 8 },
21
- minDistance: { value: 5e-3 },
22
- maxDistance: { value: 0.05 }
16
+ tDiffuse: {
17
+ value: null
18
+ },
19
+ tNormal: {
20
+ value: null
21
+ },
22
+ tDepth: {
23
+ value: null
24
+ },
25
+ tNoise: {
26
+ value: null
27
+ },
28
+ kernel: {
29
+ value: null
30
+ },
31
+ cameraNear: {
32
+ value: null
33
+ },
34
+ cameraFar: {
35
+ value: null
36
+ },
37
+ resolution: {
38
+ value: new Vector2()
39
+ },
40
+ cameraProjectionMatrix: {
41
+ value: new Matrix4()
42
+ },
43
+ cameraInverseProjectionMatrix: {
44
+ value: new Matrix4()
45
+ },
46
+ kernelRadius: {
47
+ value: 8
48
+ },
49
+ minDistance: {
50
+ value: 0.005
51
+ },
52
+ maxDistance: {
53
+ value: 0.05
54
+ }
23
55
  },
24
- vertexShader: [
25
- "varying vec2 vUv;",
26
- "void main() {",
27
- " vUv = uv;",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "uniform sampler2D tDiffuse;",
33
- "uniform sampler2D tNormal;",
34
- "uniform sampler2D tDepth;",
35
- "uniform sampler2D tNoise;",
36
- "uniform vec3 kernel[ KERNEL_SIZE ];",
37
- "uniform vec2 resolution;",
38
- "uniform float cameraNear;",
39
- "uniform float cameraFar;",
40
- "uniform mat4 cameraProjectionMatrix;",
41
- "uniform mat4 cameraInverseProjectionMatrix;",
42
- "uniform float kernelRadius;",
43
- "uniform float minDistance;",
44
- "uniform float maxDistance;",
45
- "varying vec2 vUv;",
46
- "#include <packing>",
47
- "float getDepth( const in vec2 screenPosition ) {",
48
- " return texture2D( tDepth, screenPosition ).x;",
49
- "}",
50
- "float getLinearDepth( const in vec2 screenPosition ) {",
51
- " #if PERSPECTIVE_CAMERA == 1",
52
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
53
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
54
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
55
- " #else",
56
- " return texture2D( tDepth, screenPosition ).x;",
57
- " #endif",
58
- "}",
59
- "float getViewZ( const in float depth ) {",
60
- " #if PERSPECTIVE_CAMERA == 1",
61
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
62
- " #else",
63
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
64
- " #endif",
65
- "}",
66
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
67
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
68
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
69
- " clipPosition *= clipW; // unprojection.",
70
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
71
- "}",
72
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
73
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
74
- "}",
75
- "void main() {",
76
- " float depth = getDepth( vUv );",
77
- " float viewZ = getViewZ( depth );",
78
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
79
- " vec3 viewNormal = getViewNormal( vUv );",
80
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
81
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
82
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
83
- " vec3 bitangent = cross( viewNormal, tangent );",
84
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
85
- " float occlusion = 0.0;",
86
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
87
- " vec3 sampleVector = kernelMatrix * kernel[ i ];",
88
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
89
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
90
- " samplePointNDC /= samplePointNDC.w;",
91
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
92
- " float realDepth = getLinearDepth( samplePointUv );",
93
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
94
- " float delta = sampleDepth - realDepth;",
95
- " if ( delta > minDistance && delta < maxDistance ) {",
96
- " occlusion += 1.0;",
97
- " }",
98
- " }",
99
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
100
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
101
- "}"
102
- ].join("\n")
56
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
57
+ 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;', // avoid artifacts caused by neighbour fragments with minimal depth difference
58
+ 'uniform float maxDistance;', // avoid the influence of fragments which are too far away
59
+ 'varying vec2 vUv;', '#include <packing>', 'float getDepth( const in vec2 screenPosition ) {', ' return texture2D( tDepth, screenPosition ).x;', '}', 'float getLinearDepth( const in vec2 screenPosition ) {', ' #if PERSPECTIVE_CAMERA == 1', ' float fragCoordZ = texture2D( tDepth, screenPosition ).x;', ' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );', ' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );', ' #else', ' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );', ' #endif', '}', 'vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {', ' float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];', ' vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );', ' clipPosition *= clipW; // unprojection.', ' return ( cameraInverseProjectionMatrix * clipPosition ).xyz;', '}', 'vec3 getViewNormal( const in vec2 screenPosition ) {', ' return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );', '}', 'void main() {', ' float depth = getDepth( vUv );', ' float viewZ = getViewZ( depth );', ' vec3 viewPosition = getViewPosition( vUv, depth, viewZ );', ' vec3 viewNormal = getViewNormal( vUv );', ' vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );', ' vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;', // compute matrix used to reorient a kernel vector
60
+ ' vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );', ' vec3 bitangent = cross( viewNormal, tangent );', ' mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );', ' float occlusion = 0.0;', ' for ( int i = 0; i < KERNEL_SIZE; i ++ ) {', ' vec3 sampleVector = kernelMatrix * kernel[ i ];', // reorient sample vector in view space
61
+ ' vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );', // calculate sample point
62
+ ' vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );', // project point and calculate NDC
63
+ ' samplePointNDC /= samplePointNDC.w;', ' vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;', // compute uv coordinates
64
+ ' float realDepth = getLinearDepth( samplePointUv );', // get linear depth from depth texture
65
+ ' float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );', // compute linear depth of the sample view Z value
66
+ ' float delta = sampleDepth - realDepth;', ' if ( delta > minDistance && delta < maxDistance ) {', // if fragment is before sample point, increase occlusion
67
+ ' occlusion += 1.0;', ' }', ' }', ' occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );', ' gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );', '}'].join('\n')
103
68
  };
104
69
  const SSAODepthShader = {
105
70
  defines: {
106
71
  PERSPECTIVE_CAMERA: 1
107
72
  },
108
73
  uniforms: {
109
- tDepth: { value: null },
110
- cameraNear: { value: null },
111
- cameraFar: { value: null }
74
+ tDepth: {
75
+ value: null
76
+ },
77
+ cameraNear: {
78
+ value: null
79
+ },
80
+ cameraFar: {
81
+ value: null
82
+ }
112
83
  },
113
- vertexShader: [
114
- "varying vec2 vUv;",
115
- "void main() {",
116
- " vUv = uv;",
117
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
118
- "}"
119
- ].join("\n"),
120
- fragmentShader: [
121
- "uniform sampler2D tDepth;",
122
- "uniform float cameraNear;",
123
- "uniform float cameraFar;",
124
- "varying vec2 vUv;",
125
- "#include <packing>",
126
- "float getLinearDepth( const in vec2 screenPosition ) {",
127
- " #if PERSPECTIVE_CAMERA == 1",
128
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
129
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
130
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
131
- " #else",
132
- " return texture2D( tDepth, screenPosition ).x;",
133
- " #endif",
134
- "}",
135
- "void main() {",
136
- " float depth = getLinearDepth( vUv );",
137
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
138
- "}"
139
- ].join("\n")
84
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
85
+ fragmentShader: ['uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'varying vec2 vUv;', '#include <packing>', 'float getLinearDepth( const in vec2 screenPosition ) {', ' #if PERSPECTIVE_CAMERA == 1', ' float fragCoordZ = texture2D( tDepth, screenPosition ).x;', ' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );', ' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'void main() {', ' float depth = getLinearDepth( vUv );', ' gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );', '}'].join('\n')
140
86
  };
141
87
  const SSAOBlurShader = {
142
88
  uniforms: {
143
- tDiffuse: { value: null },
144
- resolution: { value: new THREE.Vector2() }
89
+ tDiffuse: {
90
+ value: null
91
+ },
92
+ resolution: {
93
+ value: new Vector2()
94
+ }
145
95
  },
146
- vertexShader: [
147
- "varying vec2 vUv;",
148
- "void main() {",
149
- " vUv = uv;",
150
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
151
- "}"
152
- ].join("\n"),
153
- fragmentShader: [
154
- "uniform sampler2D tDiffuse;",
155
- "uniform vec2 resolution;",
156
- "varying vec2 vUv;",
157
- "void main() {",
158
- " vec2 texelSize = ( 1.0 / resolution );",
159
- " float result = 0.0;",
160
- " for ( int i = - 2; i <= 2; i ++ ) {",
161
- " for ( int j = - 2; j <= 2; j ++ ) {",
162
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
163
- " result += texture2D( tDiffuse, vUv + offset ).r;",
164
- " }",
165
- " }",
166
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
167
- "}"
168
- ].join("\n")
96
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
97
+ fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec2 resolution;', 'varying vec2 vUv;', 'void main() {', ' vec2 texelSize = ( 1.0 / resolution );', ' float result = 0.0;', ' for ( int i = - 2; i <= 2; i ++ ) {', ' for ( int j = - 2; j <= 2; j ++ ) {', ' vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;', ' result += texture2D( tDiffuse, vUv + offset ).r;', ' }', ' }', ' gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );', '}'].join('\n')
169
98
  };
170
- exports.SSAOBlurShader = SSAOBlurShader;
171
- exports.SSAODepthShader = SSAODepthShader;
172
- exports.SSAOShader = SSAOShader;
99
+
100
+ export { SSAOBlurShader, SSAODepthShader, SSAOShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const e={defines:{MAX_STEP:0,isPerspectiveCamera:!0,isDistanceAttenuation:!0,isFresnel:!0,isInfiniteThick:!1,isSelective:!1},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tMetalness:{value:null},tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new t.Vector2},cameraProjectionMatrix:{value:new t.Matrix4},cameraInverseProjectionMatrix:{value:new t.Matrix4},opacity:{value:.5},maxDistance:{value:180},cameraRange:{value:0},surfDist:{value:.007},thickTolerance:{value:.03}},vertexShader:"\n\n varying vec2 vUv;\n\n void main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n ",fragmentShader:"\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tMetalness;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float opacity;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float thickTolerance;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormal( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormal, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid main(){\n\t\t\t#ifdef isSelective\n\t\t\t\tfloat metalness=texture2D(tMetalness,vUv).r;\n\t\t\t\tif(metalness==0.) return;\n\t\t\t#endif\n\n\t\t\tfloat depth = getDepth( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\tif(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\tvec3 viewNormal=getViewNormal( vUv );\n\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tvec3 viewIncidenceDir=normalize(viewPosition);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidenceDir=vec3(0,0,-1);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#endif\n\n\t\t\tfloat maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);\n\t\t\t// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html\n\t\t\t// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen=cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen==dot(a,b)\n\t\t\t// maxReflectRayLen==maxDistance/dot(a,b)\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewReflectDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewReflectDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\tfor(float i=0.;i<MAX_STEP;i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tif(-vZ>=cameraFar) continue;\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\t\t\t\tif(viewReflectRayZ-sD>vZ) continue;\n\n\t\t\t\t#ifdef isInfiniteThick\n\t\t\t\t\tif(viewReflectRayZ+thickTolerance*clipW<vP.z) break;\n\t\t\t\t#endif\n\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\n\t\t\t\tfloat op=opacity;\n\n\t\t\t\tif(away<sD){\n\t\t\t\t\tvec3 vN=getViewNormal( uv );\n\t\t\t\t\tif(dot(viewReflectDir,vN)>=0.) continue;\n\t\t\t\t\tfloat distance=pointPlaneDistance(vP,viewPosition,viewNormal);\n\t\t\t\t\tif(distance>maxDistance) break;\n\t\t\t\t\t#ifdef isDistanceAttenuation\n\t\t\t\t\t\tfloat ratio=1.-(distance/maxDistance);\n\t\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t\t#endif\n\t\t\t\t\t#ifdef isFresnel\n\t\t\t\t\t\tfloat fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;\n\t\t\t\t\t\top*=fresnel;\n\t\t\t\t\t#endif\n\t\t\t\t\tvec4 reflectColor=texture2D(tDiffuse,uv);\n\t\t\t\t\tgl_FragColor.xyz=reflectColor.xyz;\n\t\t\t\t\tgl_FragColor.a=op;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t"},n={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:"\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n ",fragmentShader:"\n\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n\n varying vec2 vUv;\n\n #include <packing>\n\n\t\tfloat getLinearDepth( const in vec2 uv ) {\n\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, uv ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n\t\t\t#else\n\n\t\t\t\treturn texture2D( tDepth, uv ).x;\n\n\t\t\t#endif\n\n\t\t}\n\n void main() {\n\n \tfloat depth = getLinearDepth( vUv );\n\t\t\tfloat d = 1.0 - depth;\n\t\t\t// d=(d-.999)*1000.;\n \tgl_FragColor = vec4( vec3( d ), 1.0 );\n\n }\n\n "},i={uniforms:{tDiffuse:{value:null},resolution:{value:new t.Vector2},opacity:{value:.5}},vertexShader:"\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n ",fragmentShader:"\n\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n void main() {\n\t\t\t//reverse engineering from PhotoShop blur filter, then change coefficient\n\n \tvec2 texelSize = ( 1.0 / resolution );\n\n\t\t\tvec4 c=texture2D(tDiffuse,vUv);\n\n\t\t\tvec2 offset;\n\n\t\t\toffset=(vec2(-1,0))*texelSize;\n\t\t\tvec4 cl=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(1,0))*texelSize;\n\t\t\tvec4 cr=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,-1))*texelSize;\n\t\t\tvec4 cb=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,1))*texelSize;\n\t\t\tvec4 ct=texture2D(tDiffuse,vUv+offset);\n\n\t\t\t// float coeCenter=.5;\n\t\t\t// float coeSide=.125;\n\t\t\tfloat coeCenter=.2;\n\t\t\tfloat coeSide=.2;\n\t\t\tfloat a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;\n\t\t\tvec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;\n\t\t\tgl_FragColor=vec4(rgb,a);\n\n\t\t}\n\t"};exports.SSRBlurShader=i,exports.SSRDepthShader=n,exports.SSRShader=e;
@@ -1,6 +1,10 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { Vector2, Matrix4 } from 'three';
2
+
3
+ /**
4
+ * References:
5
+ * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
6
+ */
7
+
4
8
  const SSRShader = {
5
9
  defines: {
6
10
  MAX_STEP: 0,
@@ -11,22 +15,52 @@ const SSRShader = {
11
15
  isSelective: false
12
16
  },
13
17
  uniforms: {
14
- tDiffuse: { value: null },
15
- tNormal: { value: null },
16
- tMetalness: { value: null },
17
- tDepth: { value: null },
18
- cameraNear: { value: null },
19
- cameraFar: { value: null },
20
- resolution: { value: new THREE.Vector2() },
21
- cameraProjectionMatrix: { value: new THREE.Matrix4() },
22
- cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
23
- opacity: { value: 0.5 },
24
- maxDistance: { value: 180 },
25
- cameraRange: { value: 0 },
26
- surfDist: { value: 7e-3 },
27
- thickTolerance: { value: 0.03 }
18
+ tDiffuse: {
19
+ value: null
20
+ },
21
+ tNormal: {
22
+ value: null
23
+ },
24
+ tMetalness: {
25
+ value: null
26
+ },
27
+ tDepth: {
28
+ value: null
29
+ },
30
+ cameraNear: {
31
+ value: null
32
+ },
33
+ cameraFar: {
34
+ value: null
35
+ },
36
+ resolution: {
37
+ value: new Vector2()
38
+ },
39
+ cameraProjectionMatrix: {
40
+ value: new Matrix4()
41
+ },
42
+ cameraInverseProjectionMatrix: {
43
+ value: new Matrix4()
44
+ },
45
+ opacity: {
46
+ value: 0.5
47
+ },
48
+ maxDistance: {
49
+ value: 180
50
+ },
51
+ cameraRange: {
52
+ value: 0
53
+ },
54
+ surfDist: {
55
+ value: 0.007
56
+ },
57
+ thickTolerance: {
58
+ value: 0.03
59
+ }
28
60
  },
29
- vertexShader: `
61
+ vertexShader:
62
+ /* glsl */
63
+ `
30
64
 
31
65
  varying vec2 vUv;
32
66
 
@@ -39,7 +73,9 @@ const SSRShader = {
39
73
  }
40
74
 
41
75
  `,
42
- fragmentShader: `
76
+ fragmentShader:
77
+ /* glsl */
78
+ `
43
79
  // precision highp float;
44
80
  precision highp sampler2D;
45
81
  varying vec2 vUv;
@@ -210,11 +246,19 @@ const SSRDepthShader = {
210
246
  PERSPECTIVE_CAMERA: 1
211
247
  },
212
248
  uniforms: {
213
- tDepth: { value: null },
214
- cameraNear: { value: null },
215
- cameraFar: { value: null }
249
+ tDepth: {
250
+ value: null
251
+ },
252
+ cameraNear: {
253
+ value: null
254
+ },
255
+ cameraFar: {
256
+ value: null
257
+ }
216
258
  },
217
- vertexShader: `
259
+ vertexShader:
260
+ /* glsl */
261
+ `
218
262
 
219
263
  varying vec2 vUv;
220
264
 
@@ -226,7 +270,9 @@ const SSRDepthShader = {
226
270
  }
227
271
 
228
272
  `,
229
- fragmentShader: `
273
+ fragmentShader:
274
+ /* glsl */
275
+ `
230
276
 
231
277
  uniform sampler2D tDepth;
232
278
 
@@ -266,11 +312,19 @@ const SSRDepthShader = {
266
312
  };
267
313
  const SSRBlurShader = {
268
314
  uniforms: {
269
- tDiffuse: { value: null },
270
- resolution: { value: new THREE.Vector2() },
271
- opacity: { value: 0.5 }
315
+ tDiffuse: {
316
+ value: null
317
+ },
318
+ resolution: {
319
+ value: new Vector2()
320
+ },
321
+ opacity: {
322
+ value: 0.5
323
+ }
272
324
  },
273
- vertexShader: `
325
+ vertexShader:
326
+ /* glsl */
327
+ `
274
328
 
275
329
  varying vec2 vUv;
276
330
 
@@ -282,7 +336,9 @@ const SSRBlurShader = {
282
336
  }
283
337
 
284
338
  `,
285
- fragmentShader: `
339
+ fragmentShader:
340
+ /* glsl */
341
+ `
286
342
 
287
343
  uniform sampler2D tDiffuse;
288
344
  uniform vec2 resolution;
@@ -319,6 +375,5 @@ const SSRBlurShader = {
319
375
  }
320
376
  `
321
377
  };
322
- exports.SSRBlurShader = SSRBlurShader;
323
- exports.SSRDepthShader = SSRDepthShader;
324
- exports.SSRShader = SSRShader;
378
+
379
+ export { SSRBlurShader, SSRDepthShader, SSRShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const o={uniforms:{tDiffuse:{value:null},amount:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float amount;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 color = texture2D( tDiffuse, vUv );","\tvec3 c = color.rgb;","\tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );","\tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );","\tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );","\tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );","}"].join("\n")};exports.SepiaShader=o;
@@ -1,29 +1,19 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
1
+ /**
2
+ * Sepia tone shader
3
+ * based on glfx.js sepia shader
4
+ * https://github.com/evanw/glfx.js
5
+ */
3
6
  const SepiaShader = {
4
7
  uniforms: {
5
- tDiffuse: { value: null },
6
- amount: { value: 1 }
8
+ tDiffuse: {
9
+ value: null
10
+ },
11
+ amount: {
12
+ value: 1.0
13
+ }
7
14
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float amount;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 color = texture2D( tDiffuse, vUv );",
21
- " vec3 c = color.rgb;",
22
- " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
23
- " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
24
- " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
25
- " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
26
- "}"
27
- ].join("\n")
15
+ vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
16
+ fragmentShader: ['uniform float amount;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 color = texture2D( tDiffuse, vUv );', ' vec3 c = color.rgb;', ' color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );', ' color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );', ' color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );', ' gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );', '}'].join('\n')
28
17
  };
29
- exports.SepiaShader = SepiaShader;
18
+
19
+ export { SepiaShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},resolution:{value:new(require("three").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 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );","\tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );","\tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );","\tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;","\tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;","\tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;","\tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;","\tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;","\tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;","\tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;","\tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;","\tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;","\tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ","\t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ","\t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ","\tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ","\t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ","\t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ","\tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );","\tgl_FragColor = vec4( vec3( G ), 1 );","}"].join("\n")};exports.SobelOperatorShader=t;
@@ -1,44 +1,33 @@
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- "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
+ /**
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+ * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
5
+ *
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+ * As mentioned in the video the Sobel operator expects a grayscale image as input.
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+ *
8
+ */
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+
4
10
  const SobelOperatorShader = {
5
11
  uniforms: {
6
- tDiffuse: { value: null },
7
- resolution: { value: new THREE.Vector2() }
12
+ tDiffuse: {
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+ value: null
14
+ },
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+ resolution: {
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+ value: new Vector2()
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+ }
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  },
9
- vertexShader: [
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- "varying vec2 vUv;",
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- "void main() {",
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- " vUv = uv;",
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- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
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- fragmentShader: [
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- "uniform sampler2D tDiffuse;",
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- "uniform vec2 resolution;",
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- "varying vec2 vUv;",
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- "void main() {",
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- " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
22
- " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );",
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- " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );",
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- " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
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- " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
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- " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
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- " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
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- " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
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- " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
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- " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
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- " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
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- " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
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- " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
34
- " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
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- " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
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- " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
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- " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
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- " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
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- " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
40
- " gl_FragColor = vec4( vec3( G ), 1 );",
41
- "}"
42
- ].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 vec2 resolution;', 'varying vec2 vUv;', 'void main() {', ' vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );', // kernel definition (in glsl matrices are filled in column-major order)
21
+ ' const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel
22
+ ' const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel
23
+ // fetch the 3x3 neighbourhood of a fragment
24
+ // first column
25
+ ' float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;', ' float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;', ' float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;', // second column
26
+ ' float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;', ' float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;', ' float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;', // third column
27
+ ' float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;', ' float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;', ' float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;', // gradient value in x direction
28
+ ' float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ', ' Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ', ' Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ', // gradient value in y direction
29
+ ' float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ', ' Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ', ' Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ', // magnitute of the total gradient
30
+ ' float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );', ' gl_FragColor = vec4( vec3( G ), 1 );', '}'].join('\n')
43
31
  };
44
- exports.SobelOperatorShader = SobelOperatorShader;
32
+
33
+ export { SobelOperatorShader };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t=e.ShaderChunk.meshphong_frag.slice(0,e.ShaderChunk.meshphong_frag.indexOf("void main() {")),i=e.ShaderChunk.meshphong_frag.slice(e.ShaderChunk.meshphong_frag.indexOf("void main() {")),n={uniforms:e.UniformsUtils.merge([e.ShaderLib.phong.uniforms,{thicknessMap:{value:null},thicknessColor:{value:new e.Color(16777215)},thicknessDistortion:{value:.1},thicknessAmbient:{value:0},thicknessAttenuation:{value:.1},thicknessPower:{value:2},thicknessScale:{value:10}}]),vertexShader:["#define USE_UV",e.ShaderChunk.meshphong_vert].join("\n"),fragmentShader:["#define USE_UV","#define SUBSURFACE",t,"uniform sampler2D thicknessMap;","uniform float thicknessPower;","uniform float thicknessScale;","uniform float thicknessDistortion;","uniform float thicknessAmbient;","uniform float thicknessAttenuation;","uniform vec3 thicknessColor;","void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {","\tvec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;","\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));","\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;","\tvec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;","\treflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;","}",i.replace("#include <lights_fragment_begin>",(r=e.ShaderChunk.lights_fragment_begin,s="RE_Direct( directLight, geometry, material, reflectedLight );",o=["RE_Direct( directLight, geometry, material, reflectedLight );","#if defined( SUBSURFACE ) && defined( USE_UV )"," RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);","#endif"].join("\n"),r.split(s).join(o)))].join("\n")};var r,s,o;exports.SubsurfaceScatteringShader=n;