three-stdlib 2.22.4 → 2.22.6

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Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
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  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
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  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
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  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
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  200. package/lines/Line2.cjs.js +0 -1
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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- export declare const FilmShader: {
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- uniforms: {
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- tDiffuse: {
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- value: null;
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- };
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- time: {
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- value: number;
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- };
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- nIntensity: {
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- value: number;
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- };
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- sIntensity: {
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- value: number;
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- };
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- sCount: {
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- value: number;
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- };
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- grayscale: {
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- value: number;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
@@ -1,56 +0,0 @@
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- /**
2
- * Film grain & scanlines shader
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- *
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- * - ported from HLSL to WebGL / GLSL
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- * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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- *
7
- * Screen Space Static Postprocessor
8
- *
9
- * Produces an analogue noise overlay similar to a film grain / TV static
10
- *
11
- * Original implementation and noise algorithm
12
- * Pat 'Hawthorne' Shearon
13
- *
14
- * Optimized scanlines + noise version with intensity scaling
15
- * Georg 'Leviathan' Steinrohder
16
- *
17
- * This version is provided under a Creative Commons Attribution 3.0 License
18
- * http://creativecommons.org/licenses/by/3.0/
19
- */
20
- const FilmShader = {
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- uniforms: {
22
- tDiffuse: {
23
- value: null
24
- },
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- time: {
26
- value: 0.0
27
- },
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- nIntensity: {
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- value: 0.5
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- },
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- sIntensity: {
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- value: 0.05
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- },
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- sCount: {
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- value: 4096
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- },
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- grayscale: {
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- value: 1
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- }
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- },
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- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
42
- fragmentShader: ['#include <common>', // control parameter
43
- 'uniform float time;', 'uniform bool grayscale;', // noise effect intensity value (0 = no effect, 1 = full effect)
44
- 'uniform float nIntensity;', // scanlines effect intensity value (0 = no effect, 1 = full effect)
45
- 'uniform float sIntensity;', // scanlines effect count value (0 = no effect, 4096 = full effect)
46
- 'uniform float sCount;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', // sample the source
47
- ' vec4 cTextureScreen = texture2D( tDiffuse, vUv );', // make some noise
48
- ' float dx = rand( vUv + time );', // add noise
49
- ' vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );', // get us a sine and cosine
50
- ' vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );', // add scanlines
51
- ' cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;', // interpolate between source and result by intensity
52
- ' cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );', // convert to grayscale if desired
53
- ' if( grayscale ) {', ' cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );', ' }', ' gl_FragColor = vec4( cResult, cTextureScreen.a );', '}'].join('\n')
54
- };
55
-
56
- export { FilmShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},screenWidth:{value:1024},screenHeight:{value:1024},sampleDistance:{value:.94},waveFactor:{value:.00125}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float screenWidth;","uniform float screenHeight;","uniform float sampleDistance;","uniform float waveFactor;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 color, org, tmp, add;","\tfloat sample_dist, f;","\tvec2 vin;","\tvec2 uv = vUv;","\tadd = color = org = texture2D( tDiffuse, uv );","\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );","\tsample_dist = dot( vin, vin ) * 2.0;","\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;","\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );","\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );","\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );","}"].join("\n")};exports.FocusShader=e;
@@ -1,21 +0,0 @@
1
- export declare const FocusShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- screenWidth: {
7
- value: number;
8
- };
9
- screenHeight: {
10
- value: number;
11
- };
12
- sampleDistance: {
13
- value: number;
14
- };
15
- waveFactor: {
16
- value: number;
17
- };
18
- };
19
- vertexShader: string;
20
- fragmentShader: string;
21
- };
@@ -1,28 +0,0 @@
1
- /**
2
- * Focus shader
3
- * based on PaintEffect postprocess from ro.me
4
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
- */
6
- const FocusShader = {
7
- uniforms: {
8
- tDiffuse: {
9
- value: null
10
- },
11
- screenWidth: {
12
- value: 1024
13
- },
14
- screenHeight: {
15
- value: 1024
16
- },
17
- sampleDistance: {
18
- value: 0.94
19
- },
20
- waveFactor: {
21
- value: 0.00125
22
- }
23
- },
24
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
25
- fragmentShader: ['uniform float screenWidth;', 'uniform float screenHeight;', 'uniform float sampleDistance;', 'uniform float waveFactor;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 color, org, tmp, add;', ' float sample_dist, f;', ' vec2 vin;', ' vec2 uv = vUv;', ' add = color = org = texture2D( tDiffuse, uv );', ' vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );', ' sample_dist = dot( vin, vin ) * 2.0;', ' f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;', ' vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );', ' color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );', ' gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );', '}'].join('\n')
26
- };
27
-
28
- export { FocusShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},aspect:{value:new(require("three").Vector2)(512,512)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","uniform vec2 aspect;","vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);","mat3 G[9];","const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );","const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );","const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );","const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );","const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );","const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );","const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );","const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );","const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );","void main(void)","{","\tG[0] = g0,","\tG[1] = g1,","\tG[2] = g2,","\tG[3] = g3,","\tG[4] = g4,","\tG[5] = g5,","\tG[6] = g6,","\tG[7] = g7,","\tG[8] = g8;","\tmat3 I;","\tfloat cnv[9];","\tvec3 sample;","\tfor (float i=0.0; i<3.0; i++) {","\t\tfor (float j=0.0; j<3.0; j++) {","\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;","\t\t\tI[int(i)][int(j)] = length(sample);","\t\t}","\t}","\tfor (int i=0; i<9; i++) {","\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);","\t\tcnv[i] = dp3 * dp3;","\t}","\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);","\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);","\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);","}"].join("\n")};exports.FreiChenShader=t;
@@ -1,13 +0,0 @@
1
- import { Vector2 } from 'three';
2
- export declare const FreiChenShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- aspect: {
8
- value: Vector2;
9
- };
10
- };
11
- vertexShader: string;
12
- fragmentShader: string;
13
- };
@@ -1,28 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Edge Detection Shader using Frei-Chen filter
5
- * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
6
- *
7
- * aspect: vec2 of (1/width, 1/height)
8
- */
9
-
10
- const FreiChenShader = {
11
- uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- aspect: {
16
- value: new Vector2(512, 512)
17
- }
18
- },
19
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'uniform vec2 aspect;', 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);', 'mat3 G[9];', // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
21
- 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );', 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );', 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );', 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );', 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );', 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );', 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );', 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );', 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );', 'void main(void)', '{', ' G[0] = g0,', ' G[1] = g1,', ' G[2] = g2,', ' G[3] = g3,', ' G[4] = g4,', ' G[5] = g5,', ' G[6] = g6,', ' G[7] = g7,', ' G[8] = g8;', ' mat3 I;', ' float cnv[9];', ' vec3 sample;',
22
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
23
- ' for (float i=0.0; i<3.0; i++) {', ' for (float j=0.0; j<3.0; j++) {', ' sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;', ' I[int(i)][int(j)] = length(sample);', ' }', ' }',
24
- /* calculate the convolution values for all the masks */
25
- ' for (int i=0; i<9; i++) {', ' float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);', ' cnv[i] = dp3 * dp3;', ' }', ' float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);', ' float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);', ' gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);', '}'].join('\n')
26
- };
27
-
28
- export { FreiChenShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{mRefractionRatio:{value:1.02},mFresnelBias:{value:.1},mFresnelPower:{value:2},mFresnelScale:{value:1},tCube:{value:null}},vertexShader:["uniform float mRefractionRatio;","uniform float mFresnelBias;","uniform float mFresnelScale;","uniform float mFresnelPower;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );","\tvec3 I = worldPosition.xyz - cameraPosition;","\tvReflect = reflect( I, worldNormal );","\tvRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );","\tvRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );","\tvRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );","\tvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform samplerCube tCube;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );","\tvec4 refractedColor = vec4( 1.0 );","\trefractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;","\trefractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;","\trefractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;","\tgl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );","}"].join("\n")};exports.FresnelShader=e;
@@ -1,21 +0,0 @@
1
- export declare const FresnelShader: {
2
- uniforms: {
3
- mRefractionRatio: {
4
- value: number;
5
- };
6
- mFresnelBias: {
7
- value: number;
8
- };
9
- mFresnelPower: {
10
- value: number;
11
- };
12
- mFresnelScale: {
13
- value: number;
14
- };
15
- tCube: {
16
- value: null;
17
- };
18
- };
19
- vertexShader: string;
20
- fragmentShader: string;
21
- };
@@ -1,26 +0,0 @@
1
- /**
2
- * Based on Nvidia Cg tutorial
3
- */
4
- const FresnelShader = {
5
- uniforms: {
6
- mRefractionRatio: {
7
- value: 1.02
8
- },
9
- mFresnelBias: {
10
- value: 0.1
11
- },
12
- mFresnelPower: {
13
- value: 2.0
14
- },
15
- mFresnelScale: {
16
- value: 1.0
17
- },
18
- tCube: {
19
- value: null
20
- }
21
- },
22
- vertexShader: ['uniform float mRefractionRatio;', 'uniform float mFresnelBias;', 'uniform float mFresnelScale;', 'uniform float mFresnelPower;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vReflect = reflect( I, worldNormal );', ' vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );', ' vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );', ' vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );', ' vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
23
- fragmentShader: ['uniform samplerCube tCube;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );', ' vec4 refractedColor = vec4( 1.0 );', ' refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;', ' refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;', ' refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;', ' gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );', '}'].join('\n')
24
- };
25
-
26
- export { FresnelShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 tex = texture2D( tDiffuse, vUv );","\tgl_FragColor = LinearTosRGB( tex );","}"].join("\n")};exports.GammaCorrectionShader=e;
@@ -1,8 +0,0 @@
1
- import type { IUniform, Texture } from 'three';
2
- import type { IShader } from './types';
3
- export declare type GammaCorrectionShaderUniforms = {
4
- tDiffuse: IUniform<Texture | null>;
5
- };
6
- export interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {
7
- }
8
- export declare const GammaCorrectionShader: IGammaCorrectionShader;
@@ -1,15 +0,0 @@
1
- /**
2
- * Gamma Correction Shader
3
- * http://en.wikipedia.org/wiki/gamma_correction
4
- */
5
- const GammaCorrectionShader = {
6
- uniforms: {
7
- tDiffuse: {
8
- value: null
9
- }
10
- },
11
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
12
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vUv );', ' gl_FragColor = LinearTosRGB( tex );', '}'].join('\n')
13
- };
14
-
15
- export { GammaCorrectionShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{tInput:{value:null}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tInput;","void main() {","\tgl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );","}"].join("\n")},o={uniforms:{tInput:{value:null},fStepSize:{value:1},vSunPositionScreenSpace:{value:new e.Vector3}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#define TAPS_PER_PASS 6.0","varying vec2 vUv;","uniform sampler2D tInput;","uniform vec3 vSunPositionScreenSpace;","uniform float fStepSize;","void main() {","\tvec2 delta = vSunPositionScreenSpace.xy - vUv;","\tfloat dist = length( delta );","\tvec2 stepv = fStepSize * delta / dist;","\tfloat iters = dist/fStepSize;","\tvec2 uv = vUv.xy;","\tfloat col = 0.0;","\tfloat f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );","\tif ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tgl_FragColor = vec4( col/TAPS_PER_PASS );","\tgl_FragColor.a = 1.0;","}"].join("\n")},r={uniforms:{tColors:{value:null},tGodRays:{value:null},fGodRayIntensity:{value:.69}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tColors;","uniform sampler2D tGodRays;","uniform float fGodRayIntensity;","void main() {","\tgl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );","\tgl_FragColor.a = 1.0;","}"].join("\n")},v={uniforms:{vSunPositionScreenSpace:{value:new e.Vector3},fAspect:{value:1},sunColor:{value:new e.Color(16772608)},bgColor:{value:new e.Color(0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform vec3 vSunPositionScreenSpace;","uniform float fAspect;","uniform vec3 sunColor;","uniform vec3 bgColor;","void main() {","\tvec2 diff = vUv - vSunPositionScreenSpace.xy;","\tdiff.x *= fAspect;","\tfloat prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );","\tprop = 0.35 * pow( 1.0 - prop, 3.0 );","\tgl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;","\tgl_FragColor.w = 1.0;","}"].join("\n")};exports.GodRaysCombineShader=r,exports.GodRaysDepthMaskShader=t,exports.GodRaysFakeSunShader=v,exports.GodRaysGenerateShader=o;
@@ -1,58 +0,0 @@
1
- import { Color, Vector3 } from 'three';
2
- export declare const GodRaysDepthMaskShader: {
3
- uniforms: {
4
- tInput: {
5
- value: null;
6
- };
7
- };
8
- vertexShader: string;
9
- fragmentShader: string;
10
- };
11
- export declare const GodRaysGenerateShader: {
12
- uniforms: {
13
- tInput: {
14
- value: null;
15
- };
16
- fStepSize: {
17
- value: number;
18
- };
19
- vSunPositionScreenSpace: {
20
- value: Vector3;
21
- };
22
- };
23
- vertexShader: string;
24
- fragmentShader: string;
25
- };
26
- export declare const GodRaysCombineShader: {
27
- uniforms: {
28
- tColors: {
29
- value: null;
30
- };
31
- tGodRays: {
32
- value: null;
33
- };
34
- fGodRayIntensity: {
35
- value: number;
36
- };
37
- };
38
- vertexShader: string;
39
- fragmentShader: string;
40
- };
41
- export declare const GodRaysFakeSunShader: {
42
- uniforms: {
43
- vSunPositionScreenSpace: {
44
- value: Vector3;
45
- };
46
- fAspect: {
47
- value: number;
48
- };
49
- sunColor: {
50
- value: Color;
51
- };
52
- bgColor: {
53
- value: Color;
54
- };
55
- };
56
- vertexShader: string;
57
- fragmentShader: string;
58
- };
@@ -1,137 +0,0 @@
1
- import { Vector3, Color } from 'three';
2
-
3
- /**
4
- * God-rays (crepuscular rays)
5
- *
6
- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
7
- * Blurs a mask generated from the depth map along radial lines emanating from the light
8
- * source. The blur repeatedly applies a blur filter of increasing support but constant
9
- * sample count to produce a blur filter with large support.
10
- *
11
- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
12
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
13
- * with decreasing filter support. The result is equivalent to a single pass with
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- * 6*6*6 = 216 samples.
15
- *
16
- * References:
17
- *
18
- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
19
- */
20
-
21
- const GodRaysDepthMaskShader = {
22
- uniforms: {
23
- tInput: {
24
- value: null
25
- }
26
- },
27
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
- fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tInput;', 'void main() {', ' gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );', '}'].join('\n')
29
- };
30
- /**
31
- * The god-ray generation shader.
32
- *
33
- * First pass:
34
- *
35
- * The depth map is blurred along radial lines towards the "sun". The
36
- * output is written to a temporary render target (I used a 1/4 sized
37
- * target).
38
- *
39
- * Pass two & three:
40
- *
41
- * The results of the previous pass are re-blurred, each time with a
42
- * decreased distance between samples.
43
- */
44
-
45
- const GodRaysGenerateShader = {
46
- uniforms: {
47
- tInput: {
48
- value: null
49
- },
50
- fStepSize: {
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- value: 1.0
52
- },
53
- vSunPositionScreenSpace: {
54
- value: new Vector3()
55
- }
56
- },
57
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
58
- fragmentShader: ['#define TAPS_PER_PASS 6.0', 'varying vec2 vUv;', 'uniform sampler2D tInput;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fStepSize;', // filter step size
59
- 'void main() {', // delta from current pixel to "sun" position
60
- ' vec2 delta = vSunPositionScreenSpace.xy - vUv;', ' float dist = length( delta );', // Step vector (uv space)
61
- ' vec2 stepv = fStepSize * delta / dist;', // Number of iterations between pixel and sun
62
- ' float iters = dist/fStepSize;', ' vec2 uv = vUv.xy;', ' float col = 0.0;', // This breaks ANGLE in Chrome 22
63
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
64
-
65
- /*
66
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
67
- // so i've just left the loop
68
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
69
- // Accumulate samples, making sure we dont walk past the light source.
70
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
71
- // mode, with a black border color. I don't think this is currently
72
- // exposed by three.js. As a result there might be artifacts when the
73
- // sun is to the left, right or bottom of screen as these cases are
74
- // not specifically handled.
75
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
76
- " uv += stepv;",
77
- "}",
78
- */
79
- // Unrolling loop manually makes it work in ANGLE
80
- ' float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays
81
- ' if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
82
- // objectionable artifacts, in particular near the sun position. The side
83
- // effect is that the result is darker than it should be around the sun, as
84
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
85
- // When the result is inverted (in the shader 'godrays_combine', this produces
86
- // a slight bright spot at the position of the sun, even when it is occluded.
87
- ' gl_FragColor = vec4( col/TAPS_PER_PASS );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
88
- };
89
- /**
90
- * Additively applies god rays from texture tGodRays to a background (tColors).
91
- * fGodRayIntensity attenuates the god rays.
92
- */
93
-
94
- const GodRaysCombineShader = {
95
- uniforms: {
96
- tColors: {
97
- value: null
98
- },
99
- tGodRays: {
100
- value: null
101
- },
102
- fGodRayIntensity: {
103
- value: 0.69
104
- }
105
- },
106
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
107
- fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tColors;', 'uniform sampler2D tGodRays;', 'uniform float fGodRayIntensity;', 'void main() {', // Since THREE.MeshDepthMaterial renders foreground objects white and background
108
- // objects black, the god-rays will be white streaks. Therefore value is inverted
109
- // before being combined with tColors
110
- ' gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
111
- };
112
- /**
113
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
114
- * cheaper/faster/simpler to implement this as a simple sun sprite.
115
- */
116
-
117
- const GodRaysFakeSunShader = {
118
- uniforms: {
119
- vSunPositionScreenSpace: {
120
- value: new Vector3()
121
- },
122
- fAspect: {
123
- value: 1.0
124
- },
125
- sunColor: {
126
- value: new Color(0xffee00)
127
- },
128
- bgColor: {
129
- value: new Color(0x000000)
130
- }
131
- },
132
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
133
- fragmentShader: ['varying vec2 vUv;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fAspect;', 'uniform vec3 sunColor;', 'uniform vec3 bgColor;', 'void main() {', ' vec2 diff = vUv - vSunPositionScreenSpace.xy;', // Correct for aspect ratio
134
- ' diff.x *= fAspect;', ' float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );', ' prop = 0.35 * pow( 1.0 - prop, 3.0 );', ' gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;', ' gl_FragColor.w = 1.0;', '}'].join('\n')
135
- };
136
-
137
- export { GodRaysCombineShader, GodRaysDepthMaskShader, GodRaysFakeSunShader, GodRaysGenerateShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},shape:{value:1},radius:{value:4},rotateR:{value:Math.PI/12*1},rotateG:{value:Math.PI/12*2},rotateB:{value:Math.PI/12*3},scatter:{value:0},width:{value:1},height:{value:1},blending:{value:1},blendingMode:{value:1},greyscale:{value:!1},disable:{value:!1}},vertexShader:["varying vec2 vUV;","void main() {","\tvUV = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);","}"].join("\n"),fragmentShader:["#define SQRT2_MINUS_ONE 0.41421356","#define SQRT2_HALF_MINUS_ONE 0.20710678","#define PI2 6.28318531","#define SHAPE_DOT 1","#define SHAPE_ELLIPSE 2","#define SHAPE_LINE 3","#define SHAPE_SQUARE 4","#define BLENDING_LINEAR 1","#define BLENDING_MULTIPLY 2","#define BLENDING_ADD 3","#define BLENDING_LIGHTER 4","#define BLENDING_DARKER 5","uniform sampler2D tDiffuse;","uniform float radius;","uniform float rotateR;","uniform float rotateG;","uniform float rotateB;","uniform float scatter;","uniform float width;","uniform float height;","uniform int shape;","uniform bool disable;","uniform float blending;","uniform int blendingMode;","varying vec2 vUV;","uniform bool greyscale;","const int samples = 8;","float blend( float a, float b, float t ) {","\treturn a * ( 1.0 - t ) + b * t;","}","float hypot( float x, float y ) {","\treturn sqrt( x * x + y * y );","}","float rand( vec2 seed ){","return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );","}","float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {","\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );","\tfloat rad = channel;","\tif ( shape == SHAPE_DOT ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t} else if ( shape == SHAPE_ELLIPSE ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t\tif ( dist != 0.0 ) {","\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );","\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;","\t\t}","\t} else if ( shape == SHAPE_LINE ) {","\t\trad = pow( abs( rad ), 1.5) * rad_max;","\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;","\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );","\t} else if ( shape == SHAPE_SQUARE ) {","\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;","\t\tfloat sin_t = abs( sin( theta ) );","\t\tfloat cos_t = abs( cos( theta ) );","\t\trad = pow( abs( rad ), 1.4 );","\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );","\t}","\treturn rad - dist;","}","struct Cell {","\tvec2 normal;","\tvec2 p1;","\tvec2 p2;","\tvec2 p3;","\tvec2 p4;","\tfloat samp2;","\tfloat samp1;","\tfloat samp3;","\tfloat samp4;","};","vec4 getSample( vec2 point ) {","\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );","\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;","\tfloat step = PI2 / float( samples );","\tfloat dist = radius * 0.66;","\tfor ( int i = 0; i < samples; ++i ) {","\t\tfloat r = base + step * float( i );","\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );","\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );","\t}","\ttex /= float( samples ) + 1.0;","\treturn tex;","}","float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {","\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;","\tif ( channel == 0 ) {","\t\tc.samp1 = getSample( c.p1 ).r;","\t\tc.samp2 = getSample( c.p2 ).r;","\t\tc.samp3 = getSample( c.p3 ).r;","\t\tc.samp4 = getSample( c.p4 ).r;","\t} else if (channel == 1) {","\t\tc.samp1 = getSample( c.p1 ).g;","\t\tc.samp2 = getSample( c.p2 ).g;","\t\tc.samp3 = getSample( c.p3 ).g;","\t\tc.samp4 = getSample( c.p4 ).g;","\t} else {","\t\tc.samp1 = getSample( c.p1 ).b;","\t\tc.samp3 = getSample( c.p3 ).b;","\t\tc.samp2 = getSample( c.p2 ).b;","\t\tc.samp4 = getSample( c.p4 ).b;","\t}","\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );","\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );","\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );","\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );","\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;","\tres = clamp( res, 0.0, 1.0 );","\treturn res;","}","Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {","\tCell c;","\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );","\tfloat threshold = step * 0.5;","\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );","\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );","\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );","\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );","\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;","\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;","\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );","\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;","\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;","\tc.normal = n;","\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;","\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;","\tif ( scatter != 0.0 ) {","\t\tfloat off_mag = scatter * threshold * 0.5;","\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;","\t\tc.p1.x += cos( off_angle ) * off_mag;","\t\tc.p1.y += sin( off_angle ) * off_mag;","\t}","\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );","\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );","\tc.p2.x = c.p1.x - n.x * normal_step;","\tc.p2.y = c.p1.y - n.y * normal_step;","\tc.p3.x = c.p1.x + n.y * line_step;","\tc.p3.y = c.p1.y - n.x * line_step;","\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;","\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;","\treturn c;","}","float blendColour( float a, float b, float t ) {","\tif ( blendingMode == BLENDING_LINEAR ) {","\t\treturn blend( a, b, 1.0 - t );","\t} else if ( blendingMode == BLENDING_ADD ) {","\t\treturn blend( a, min( 1.0, a + b ), t );","\t} else if ( blendingMode == BLENDING_MULTIPLY ) {","\t\treturn blend( a, max( 0.0, a * b ), t );","\t} else if ( blendingMode == BLENDING_LIGHTER ) {","\t\treturn blend( a, max( a, b ), t );","\t} else if ( blendingMode == BLENDING_DARKER ) {","\t\treturn blend( a, min( a, b ), t );","\t} else {","\t\treturn blend( a, b, 1.0 - t );","\t}","}","void main() {","\tif ( ! disable ) {","\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );","\t\tvec2 origin = vec2( 0, 0 );","\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;","\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );","\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );","\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );","\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );","\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );","\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );","\t\tvec4 colour = texture2D( tDiffuse, vUV );","\t\tr = blendColour( r, colour.r, blending );","\t\tg = blendColour( g, colour.g, blending );","\t\tb = blendColour( b, colour.b, blending );","\t\tif ( greyscale ) {","\t\t\tr = g = b = (r + b + g) / 3.0;","\t\t}","\t\tgl_FragColor = vec4( r, g, b, 1.0 );","\t} else {","\t\tgl_FragColor = texture2D( tDiffuse, vUV );","\t}","}"].join("\n")};exports.HalftoneShader=t;
@@ -1,45 +0,0 @@
1
- export declare const HalftoneShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
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