three-stdlib 2.22.5 → 2.22.7

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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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  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
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  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
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  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
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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
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  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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  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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package/objects/Water.js DELETED
@@ -1,279 +0,0 @@
1
- import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, ShaderMaterial } from 'three';
2
-
3
- /**
4
- * Work based on :
5
- * https://github.com/Slayvin: Flat mirror for three.js
6
- * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
7
- * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
8
- */
9
-
10
- class Water extends Mesh {
11
- constructor(geometry, options = {}) {
12
- super(geometry);
13
- const scope = this;
14
- const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
15
- const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
16
- const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
17
- const alpha = options.alpha !== undefined ? options.alpha : 1.0;
18
- const time = options.time !== undefined ? options.time : 0.0;
19
- const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
20
- const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0);
21
- const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff);
22
- const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f);
23
- const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0);
24
- const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
25
- const side = options.side !== undefined ? options.side : FrontSide;
26
- const fog = options.fog !== undefined ? options.fog : false; //
27
-
28
- const mirrorPlane = new Plane();
29
- const normal = new Vector3();
30
- const mirrorWorldPosition = new Vector3();
31
- const cameraWorldPosition = new Vector3();
32
- const rotationMatrix = new Matrix4();
33
- const lookAtPosition = new Vector3(0, 0, -1);
34
- const clipPlane = new Vector4();
35
- const view = new Vector3();
36
- const target = new Vector3();
37
- const q = new Vector4();
38
- const textureMatrix = new Matrix4();
39
- const mirrorCamera = new PerspectiveCamera();
40
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight);
41
- const mirrorShader = {
42
- uniforms: UniformsUtils.merge([UniformsLib['fog'], UniformsLib['lights'], {
43
- normalSampler: {
44
- value: null
45
- },
46
- mirrorSampler: {
47
- value: null
48
- },
49
- alpha: {
50
- value: 1.0
51
- },
52
- time: {
53
- value: 0.0
54
- },
55
- size: {
56
- value: 1.0
57
- },
58
- distortionScale: {
59
- value: 20.0
60
- },
61
- textureMatrix: {
62
- value: new Matrix4()
63
- },
64
- sunColor: {
65
- value: new Color(0x7f7f7f)
66
- },
67
- sunDirection: {
68
- value: new Vector3(0.70707, 0.70707, 0)
69
- },
70
- eye: {
71
- value: new Vector3()
72
- },
73
- waterColor: {
74
- value: new Color(0x555555)
75
- }
76
- }]),
77
- vertexShader:
78
- /* glsl */
79
- `
80
- uniform mat4 textureMatrix;
81
- uniform float time;
82
-
83
- varying vec4 mirrorCoord;
84
- varying vec4 worldPosition;
85
-
86
- #include <common>
87
- #include <fog_pars_vertex>
88
- #include <shadowmap_pars_vertex>
89
- #include <logdepthbuf_pars_vertex>
90
-
91
- void main() {
92
- mirrorCoord = modelMatrix * vec4( position, 1.0 );
93
- worldPosition = mirrorCoord.xyzw;
94
- mirrorCoord = textureMatrix * mirrorCoord;
95
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
96
- gl_Position = projectionMatrix * mvPosition;
97
-
98
- #include <beginnormal_vertex>
99
- #include <defaultnormal_vertex>
100
- #include <logdepthbuf_vertex>
101
- #include <fog_vertex>
102
- #include <shadowmap_vertex>
103
- }`,
104
- fragmentShader:
105
- /* glsl */
106
- `
107
- uniform sampler2D mirrorSampler;
108
- uniform float alpha;
109
- uniform float time;
110
- uniform float size;
111
- uniform float distortionScale;
112
- uniform sampler2D normalSampler;
113
- uniform vec3 sunColor;
114
- uniform vec3 sunDirection;
115
- uniform vec3 eye;
116
- uniform vec3 waterColor;
117
-
118
- varying vec4 mirrorCoord;
119
- varying vec4 worldPosition;
120
-
121
- vec4 getNoise( vec2 uv ) {
122
- vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
123
- vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
124
- vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
125
- vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
126
- vec4 noise = texture2D( normalSampler, uv0 ) +
127
- texture2D( normalSampler, uv1 ) +
128
- texture2D( normalSampler, uv2 ) +
129
- texture2D( normalSampler, uv3 );
130
- return noise * 0.5 - 1.0;
131
- }
132
-
133
- void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
134
- vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
135
- float direction = max( 0.0, dot( eyeDirection, reflection ) );
136
- specularColor += pow( direction, shiny ) * sunColor * spec;
137
- diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
138
- }
139
-
140
- #include <common>
141
- #include <packing>
142
- #include <bsdfs>
143
- #include <fog_pars_fragment>
144
- #include <logdepthbuf_pars_fragment>
145
- #include <lights_pars_begin>
146
- #include <shadowmap_pars_fragment>
147
- #include <shadowmask_pars_fragment>
148
-
149
- void main() {
150
-
151
- #include <logdepthbuf_fragment>
152
- vec4 noise = getNoise( worldPosition.xz * size );
153
- vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
154
-
155
- vec3 diffuseLight = vec3(0.0);
156
- vec3 specularLight = vec3(0.0);
157
-
158
- vec3 worldToEye = eye-worldPosition.xyz;
159
- vec3 eyeDirection = normalize( worldToEye );
160
- sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
161
-
162
- float distance = length(worldToEye);
163
-
164
- vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
165
- vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
166
-
167
- float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
168
- float rf0 = 0.3;
169
- float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
170
- vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
171
- vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
172
- vec3 outgoingLight = albedo;
173
- gl_FragColor = vec4( outgoingLight, alpha );
174
-
175
- #include <tonemapping_fragment>
176
- #include <fog_fragment>
177
- }`
178
- };
179
- const material = new ShaderMaterial({
180
- fragmentShader: mirrorShader.fragmentShader,
181
- vertexShader: mirrorShader.vertexShader,
182
- uniforms: UniformsUtils.clone(mirrorShader.uniforms),
183
- lights: true,
184
- side: side,
185
- fog: fog
186
- });
187
- material.uniforms['mirrorSampler'].value = renderTarget.texture;
188
- material.uniforms['textureMatrix'].value = textureMatrix;
189
- material.uniforms['alpha'].value = alpha;
190
- material.uniforms['time'].value = time;
191
- material.uniforms['normalSampler'].value = normalSampler;
192
- material.uniforms['sunColor'].value = sunColor;
193
- material.uniforms['waterColor'].value = waterColor;
194
- material.uniforms['sunDirection'].value = sunDirection;
195
- material.uniforms['distortionScale'].value = distortionScale;
196
- material.uniforms['eye'].value = eye;
197
- scope.material = material;
198
-
199
- scope.onBeforeRender = function (renderer, scene, camera) {
200
- mirrorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
201
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
202
- rotationMatrix.extractRotation(scope.matrixWorld);
203
- normal.set(0, 0, 1);
204
- normal.applyMatrix4(rotationMatrix);
205
- view.subVectors(mirrorWorldPosition, cameraWorldPosition); // Avoid rendering when mirror is facing away
206
-
207
- if (view.dot(normal) > 0) return;
208
- view.reflect(normal).negate();
209
- view.add(mirrorWorldPosition);
210
- rotationMatrix.extractRotation(camera.matrixWorld);
211
- lookAtPosition.set(0, 0, -1);
212
- lookAtPosition.applyMatrix4(rotationMatrix);
213
- lookAtPosition.add(cameraWorldPosition);
214
- target.subVectors(mirrorWorldPosition, lookAtPosition);
215
- target.reflect(normal).negate();
216
- target.add(mirrorWorldPosition);
217
- mirrorCamera.position.copy(view);
218
- mirrorCamera.up.set(0, 1, 0);
219
- mirrorCamera.up.applyMatrix4(rotationMatrix);
220
- mirrorCamera.up.reflect(normal);
221
- mirrorCamera.lookAt(target);
222
- mirrorCamera.far = camera.far; // Used in WebGLBackground
223
-
224
- mirrorCamera.updateMatrixWorld();
225
- mirrorCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix
226
-
227
- textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
228
- textureMatrix.multiply(mirrorCamera.projectionMatrix);
229
- textureMatrix.multiply(mirrorCamera.matrixWorldInverse); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
230
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
231
-
232
- mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition);
233
- mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse);
234
- clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant);
235
- const projectionMatrix = mirrorCamera.projectionMatrix;
236
- q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
237
- q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
238
- q.z = -1.0;
239
- q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector
240
-
241
- clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix
242
-
243
- projectionMatrix.elements[2] = clipPlane.x;
244
- projectionMatrix.elements[6] = clipPlane.y;
245
- projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias;
246
- projectionMatrix.elements[14] = clipPlane.w;
247
- eye.setFromMatrixPosition(camera.matrixWorld); // Render
248
-
249
- const currentRenderTarget = renderer.getRenderTarget();
250
- const currentXrEnabled = renderer.xr.enabled;
251
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
252
- scope.visible = false;
253
- renderer.xr.enabled = false; // Avoid camera modification and recursion
254
-
255
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
256
-
257
- renderer.setRenderTarget(renderTarget);
258
- renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
259
-
260
- if (renderer.autoClear === false) renderer.clear();
261
- renderer.render(scene, mirrorCamera);
262
- scope.visible = true;
263
- renderer.xr.enabled = currentXrEnabled;
264
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
265
- renderer.setRenderTarget(currentRenderTarget); // Restore viewport
266
-
267
- const viewport = camera.viewport;
268
-
269
- if (viewport !== undefined) {
270
- renderer.state.viewport(viewport);
271
- }
272
- };
273
- }
274
-
275
- }
276
-
277
- Water.prototype.isWater = true;
278
-
279
- export { Water };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./Reflector.cjs.js"),r=require("./Refractor.cjs.js");class o extends t.Mesh{constructor(n,a={}){super(n),this.type="Water";const l=this,i=void 0!==a.color?new t.Color(a.color):new t.Color(16777215),f=a.textureWidth||512,c=a.textureHeight||512,u=a.clipBias||0,v=a.flowDirection||new t.Vector2(1,0),m=a.flowSpeed||.03,s=a.reflectivity||.02,p=a.scale||1,d=a.shader||o.WaterShader,x=void 0!==a.encoding?a.encoding:3e3,g=new t.TextureLoader,h=a.flowMap||void 0,w=a.normalMap0||g.load("textures/water/Water_1_M_Normal.jpg"),y=a.normalMap1||g.load("textures/water/Water_2_M_Normal.jpg"),M=.15,_=.075,R=new t.Matrix4,C=new t.Clock;if(void 0===e.Reflector)return void console.error("THREE.Water: Required component Reflector not found.");if(void 0===r.Refractor)return void console.error("THREE.Water: Required component Refractor not found.");const W=new e.Reflector(n,{textureWidth:f,textureHeight:c,clipBias:u,encoding:x}),D=new r.Refractor(n,{textureWidth:f,textureHeight:c,clipBias:u,encoding:x});W.matrixAutoUpdate=!1,D.matrixAutoUpdate=!1,this.material=new t.ShaderMaterial({uniforms:t.UniformsUtils.merge([t.UniformsLib.fog,d.uniforms]),vertexShader:d.vertexShader,fragmentShader:d.fragmentShader,transparent:!0,fog:!0}),void 0!==h?(this.material.defines.USE_FLOWMAP="",this.material.uniforms.tFlowMap={type:"t",value:h}):this.material.uniforms.flowDirection={type:"v2",value:v},w.wrapS=w.wrapT=t.RepeatWrapping,y.wrapS=y.wrapT=t.RepeatWrapping,this.material.uniforms.tReflectionMap.value=W.getRenderTarget().texture,this.material.uniforms.tRefractionMap.value=D.getRenderTarget().texture,this.material.uniforms.tNormalMap0.value=w,this.material.uniforms.tNormalMap1.value=y,this.material.uniforms.color.value=i,this.material.uniforms.reflectivity.value=s,this.material.uniforms.textureMatrix.value=R,this.material.uniforms.config.value.x=0,this.material.uniforms.config.value.y=_,this.material.uniforms.config.value.z=_,this.material.uniforms.config.value.w=p,this.onBeforeRender=function(t,e,r){!function(t){R.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),R.multiply(t.projectionMatrix),R.multiply(t.matrixWorldInverse),R.multiply(l.matrixWorld)}(r),function(){const t=C.getDelta(),e=l.material.uniforms.config;e.value.x+=m*t,e.value.y=e.value.x+_,e.value.x>=M?(e.value.x=0,e.value.y=_):e.value.y>=M&&(e.value.y=e.value.y-M)}(),l.visible=!1,W.matrixWorld.copy(l.matrixWorld),D.matrixWorld.copy(l.matrixWorld),W.onBeforeRender(t,e,r),D.onBeforeRender(t,e,r),l.visible=!0}}}o.prototype.isWater=!0,o.WaterShader={uniforms:{color:{type:"c",value:null},reflectivity:{type:"f",value:0},tReflectionMap:{type:"t",value:null},tRefractionMap:{type:"t",value:null},tNormalMap0:{type:"t",value:null},tNormalMap1:{type:"t",value:null},textureMatrix:{type:"m4",value:null},config:{type:"v4",value:new t.Vector4}},vertexShader:"\n\n\t\t#include <common>\n\t\t#include <fog_pars_vertex>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vCoord;\n\t\tvarying vec2 vUv;\n\t\tvarying vec3 vToEye;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tvCoord = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\t\t\tvToEye = cameraPosition - worldPosition.xyz;\n\n\t\t\tvec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex\n\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t#include <logdepthbuf_vertex>\n\t\t\t#include <fog_vertex>\n\n\t\t}",fragmentShader:"\n\n\t\t#include <common>\n\t\t#include <fog_pars_fragment>\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tuniform sampler2D tReflectionMap;\n\t\tuniform sampler2D tRefractionMap;\n\t\tuniform sampler2D tNormalMap0;\n\t\tuniform sampler2D tNormalMap1;\n\n\t\t#ifdef USE_FLOWMAP\n\t\t\tuniform sampler2D tFlowMap;\n\t\t#else\n\t\t\tuniform vec2 flowDirection;\n\t\t#endif\n\n\t\tuniform vec3 color;\n\t\tuniform float reflectivity;\n\t\tuniform vec4 config;\n\n\t\tvarying vec4 vCoord;\n\t\tvarying vec2 vUv;\n\t\tvarying vec3 vToEye;\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tfloat flowMapOffset0 = config.x;\n\t\t\tfloat flowMapOffset1 = config.y;\n\t\t\tfloat halfCycle = config.z;\n\t\t\tfloat scale = config.w;\n\n\t\t\tvec3 toEye = normalize( vToEye );\n\n\t\t\t// determine flow direction\n\t\t\tvec2 flow;\n\t\t\t#ifdef USE_FLOWMAP\n\t\t\t\tflow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;\n\t\t\t#else\n\t\t\t\tflow = flowDirection;\n\t\t\t#endif\n\t\t\tflow.x *= - 1.0;\n\n\t\t\t// sample normal maps (distort uvs with flowdata)\n\t\t\tvec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );\n\t\t\tvec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );\n\n\t\t\t// linear interpolate to get the final normal color\n\t\t\tfloat flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;\n\t\t\tvec4 normalColor = mix( normalColor0, normalColor1, flowLerp );\n\n\t\t\t// calculate normal vector\n\t\t\tvec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );\n\n\t\t\t// calculate the fresnel term to blend reflection and refraction maps\n\t\t\tfloat theta = max( dot( toEye, normal ), 0.0 );\n\t\t\tfloat reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );\n\n\t\t\t// calculate final uv coords\n\t\t\tvec3 coord = vCoord.xyz / vCoord.w;\n\t\t\tvec2 uv = coord.xy + coord.z * normal.xz * 0.05;\n\n\t\t\tvec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );\n\t\t\tvec4 refractColor = texture2D( tRefractionMap, uv );\n\n\t\t\t// multiply water color with the mix of both textures\n\t\t\tgl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <encodings_fragment>\n\t\t\t#include <fog_fragment>\n\n\t\t}"},exports.Water2=o;
@@ -1,30 +0,0 @@
1
- import {
2
- BufferGeometry,
3
- ColorRepresentation,
4
- Mesh,
5
- ShaderMaterial,
6
- Texture,
7
- TextureEncoding,
8
- Vector2,
9
- } from 'three';
10
-
11
- export interface Water2Options {
12
- color?: ColorRepresentation;
13
- textureWidth?: number;
14
- textureHeight?: number;
15
- clipBias?: number;
16
- flowDirection?: Vector2;
17
- flowSpeed?: number;
18
- reflectivity?: number;
19
- scale?: number;
20
- shader?: object;
21
- flowMap?: Texture;
22
- normalMap0?: Texture;
23
- normalMap1?: Texture;
24
- encoding?: TextureEncoding;
25
- }
26
-
27
- export class Water2 extends Mesh {
28
- material: ShaderMaterial;
29
- constructor(geometry: BufferGeometry, options: Water2Options);
30
- }
package/objects/Water2.js DELETED
@@ -1,288 +0,0 @@
1
- import { Mesh, Color, Vector2, TextureLoader, Matrix4, Clock, ShaderMaterial, UniformsUtils, UniformsLib, RepeatWrapping, Vector4 } from 'three';
2
- import { Reflector } from './Reflector.js';
3
- import { Refractor } from './Refractor.js';
4
-
5
- /**
6
- * References:
7
- * http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
8
- * http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
9
- *
10
- */
11
-
12
- class Water2 extends Mesh {
13
- constructor(geometry, options = {}) {
14
- super(geometry);
15
- this.type = 'Water';
16
- const scope = this;
17
- const color = options.color !== undefined ? new Color(options.color) : new Color(0xffffff);
18
- const textureWidth = options.textureWidth || 512;
19
- const textureHeight = options.textureHeight || 512;
20
- const clipBias = options.clipBias || 0;
21
- const flowDirection = options.flowDirection || new Vector2(1, 0);
22
- const flowSpeed = options.flowSpeed || 0.03;
23
- const reflectivity = options.reflectivity || 0.02;
24
- const scale = options.scale || 1;
25
- const shader = options.shader || Water2.WaterShader;
26
- const encoding = options.encoding !== undefined ? options.encoding : 3000;
27
- const textureLoader = new TextureLoader();
28
- const flowMap = options.flowMap || undefined;
29
- const normalMap0 = options.normalMap0 || textureLoader.load('textures/water/Water_1_M_Normal.jpg');
30
- const normalMap1 = options.normalMap1 || textureLoader.load('textures/water/Water_2_M_Normal.jpg');
31
- const cycle = 0.15; // a cycle of a flow map phase
32
-
33
- const halfCycle = cycle * 0.5;
34
- const textureMatrix = new Matrix4();
35
- const clock = new Clock(); // internal components
36
-
37
- if (Reflector === undefined) {
38
- console.error('THREE.Water: Required component Reflector not found.');
39
- return;
40
- }
41
-
42
- if (Refractor === undefined) {
43
- console.error('THREE.Water: Required component Refractor not found.');
44
- return;
45
- }
46
-
47
- const reflector = new Reflector(geometry, {
48
- textureWidth: textureWidth,
49
- textureHeight: textureHeight,
50
- clipBias: clipBias,
51
- encoding: encoding
52
- });
53
- const refractor = new Refractor(geometry, {
54
- textureWidth: textureWidth,
55
- textureHeight: textureHeight,
56
- clipBias: clipBias,
57
- encoding: encoding
58
- });
59
- reflector.matrixAutoUpdate = false;
60
- refractor.matrixAutoUpdate = false; // material
61
-
62
- this.material = new ShaderMaterial({
63
- uniforms: UniformsUtils.merge([UniformsLib['fog'], shader.uniforms]),
64
- vertexShader: shader.vertexShader,
65
- fragmentShader: shader.fragmentShader,
66
- transparent: true,
67
- fog: true
68
- });
69
-
70
- if (flowMap !== undefined) {
71
- this.material.defines.USE_FLOWMAP = '';
72
- this.material.uniforms['tFlowMap'] = {
73
- type: 't',
74
- value: flowMap
75
- };
76
- } else {
77
- this.material.uniforms['flowDirection'] = {
78
- type: 'v2',
79
- value: flowDirection
80
- };
81
- } // maps
82
-
83
-
84
- normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping;
85
- normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping;
86
- this.material.uniforms['tReflectionMap'].value = reflector.getRenderTarget().texture;
87
- this.material.uniforms['tRefractionMap'].value = refractor.getRenderTarget().texture;
88
- this.material.uniforms['tNormalMap0'].value = normalMap0;
89
- this.material.uniforms['tNormalMap1'].value = normalMap1; // water
90
-
91
- this.material.uniforms['color'].value = color;
92
- this.material.uniforms['reflectivity'].value = reflectivity;
93
- this.material.uniforms['textureMatrix'].value = textureMatrix; // inital values
94
-
95
- this.material.uniforms['config'].value.x = 0; // flowMapOffset0
96
-
97
- this.material.uniforms['config'].value.y = halfCycle; // flowMapOffset1
98
-
99
- this.material.uniforms['config'].value.z = halfCycle; // halfCycle
100
-
101
- this.material.uniforms['config'].value.w = scale; // scale
102
- // functions
103
-
104
- function updateTextureMatrix(camera) {
105
- textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
106
- textureMatrix.multiply(camera.projectionMatrix);
107
- textureMatrix.multiply(camera.matrixWorldInverse);
108
- textureMatrix.multiply(scope.matrixWorld);
109
- }
110
-
111
- function updateFlow() {
112
- const delta = clock.getDelta();
113
- const config = scope.material.uniforms['config'];
114
- config.value.x += flowSpeed * delta; // flowMapOffset0
115
-
116
- config.value.y = config.value.x + halfCycle; // flowMapOffset1
117
- // Important: The distance between offsets should be always the value of "halfCycle".
118
- // Moreover, both offsets should be in the range of [ 0, cycle ].
119
- // This approach ensures a smooth water flow and avoids "reset" effects.
120
-
121
- if (config.value.x >= cycle) {
122
- config.value.x = 0;
123
- config.value.y = halfCycle;
124
- } else if (config.value.y >= cycle) {
125
- config.value.y = config.value.y - cycle;
126
- }
127
- } //
128
-
129
-
130
- this.onBeforeRender = function (renderer, scene, camera) {
131
- updateTextureMatrix(camera);
132
- updateFlow();
133
- scope.visible = false;
134
- reflector.matrixWorld.copy(scope.matrixWorld);
135
- refractor.matrixWorld.copy(scope.matrixWorld);
136
- reflector.onBeforeRender(renderer, scene, camera);
137
- refractor.onBeforeRender(renderer, scene, camera);
138
- scope.visible = true;
139
- };
140
- }
141
-
142
- }
143
-
144
- Water2.prototype.isWater = true;
145
- Water2.WaterShader = {
146
- uniforms: {
147
- color: {
148
- type: 'c',
149
- value: null
150
- },
151
- reflectivity: {
152
- type: 'f',
153
- value: 0
154
- },
155
- tReflectionMap: {
156
- type: 't',
157
- value: null
158
- },
159
- tRefractionMap: {
160
- type: 't',
161
- value: null
162
- },
163
- tNormalMap0: {
164
- type: 't',
165
- value: null
166
- },
167
- tNormalMap1: {
168
- type: 't',
169
- value: null
170
- },
171
- textureMatrix: {
172
- type: 'm4',
173
- value: null
174
- },
175
- config: {
176
- type: 'v4',
177
- value: new Vector4()
178
- }
179
- },
180
- vertexShader:
181
- /* glsl */
182
- `
183
-
184
- #include <common>
185
- #include <fog_pars_vertex>
186
- #include <logdepthbuf_pars_vertex>
187
-
188
- uniform mat4 textureMatrix;
189
-
190
- varying vec4 vCoord;
191
- varying vec2 vUv;
192
- varying vec3 vToEye;
193
-
194
- void main() {
195
-
196
- vUv = uv;
197
- vCoord = textureMatrix * vec4( position, 1.0 );
198
-
199
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
200
- vToEye = cameraPosition - worldPosition.xyz;
201
-
202
- vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex
203
- gl_Position = projectionMatrix * mvPosition;
204
-
205
- #include <logdepthbuf_vertex>
206
- #include <fog_vertex>
207
-
208
- }`,
209
- fragmentShader:
210
- /* glsl */
211
- `
212
-
213
- #include <common>
214
- #include <fog_pars_fragment>
215
- #include <logdepthbuf_pars_fragment>
216
-
217
- uniform sampler2D tReflectionMap;
218
- uniform sampler2D tRefractionMap;
219
- uniform sampler2D tNormalMap0;
220
- uniform sampler2D tNormalMap1;
221
-
222
- #ifdef USE_FLOWMAP
223
- uniform sampler2D tFlowMap;
224
- #else
225
- uniform vec2 flowDirection;
226
- #endif
227
-
228
- uniform vec3 color;
229
- uniform float reflectivity;
230
- uniform vec4 config;
231
-
232
- varying vec4 vCoord;
233
- varying vec2 vUv;
234
- varying vec3 vToEye;
235
-
236
- void main() {
237
-
238
- #include <logdepthbuf_fragment>
239
-
240
- float flowMapOffset0 = config.x;
241
- float flowMapOffset1 = config.y;
242
- float halfCycle = config.z;
243
- float scale = config.w;
244
-
245
- vec3 toEye = normalize( vToEye );
246
-
247
- // determine flow direction
248
- vec2 flow;
249
- #ifdef USE_FLOWMAP
250
- flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
251
- #else
252
- flow = flowDirection;
253
- #endif
254
- flow.x *= - 1.0;
255
-
256
- // sample normal maps (distort uvs with flowdata)
257
- vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
258
- vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
259
-
260
- // linear interpolate to get the final normal color
261
- float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
262
- vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
263
-
264
- // calculate normal vector
265
- vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );
266
-
267
- // calculate the fresnel term to blend reflection and refraction maps
268
- float theta = max( dot( toEye, normal ), 0.0 );
269
- float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
270
-
271
- // calculate final uv coords
272
- vec3 coord = vCoord.xyz / vCoord.w;
273
- vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
274
-
275
- vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
276
- vec4 refractColor = texture2D( tRefractionMap, uv );
277
-
278
- // multiply water color with the mix of both textures
279
- gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
280
-
281
- #include <tonemapping_fragment>
282
- #include <encodings_fragment>
283
- #include <fog_fragment>
284
-
285
- }`
286
- };
287
-
288
- export { Water2 };
@@ -1 +0,0 @@
1
- "use strict";var t=null,e=null;function n(){var t=0;for(let e=0;e<1e7;e++)t+=Math.random();e.textContent=t}module.exports=function(){var l=document.getElementById("button");l.addEventListener("click",(function(){null===t?(t=setInterval(n,1e3/60),l.textContent="STOP JANK"):(clearInterval(t),t=null,l.textContent="START JANK",e.textContent="")})),e=document.getElementById("result")};
package/offscreen/jank.js DELETED
@@ -1,30 +0,0 @@
1
- var interval = null;
2
- var result = null;
3
-
4
- function initJank() {
5
- var button = document.getElementById('button');
6
- button.addEventListener('click', function () {
7
- if (interval === null) {
8
- interval = setInterval(jank, 1000 / 60);
9
- button.textContent = 'STOP JANK';
10
- } else {
11
- clearInterval(interval);
12
- interval = null;
13
- button.textContent = 'START JANK';
14
- result.textContent = '';
15
- }
16
- });
17
- result = document.getElementById('result');
18
- }
19
-
20
- function jank() {
21
- var number = 0;
22
-
23
- for (let i = 0; i < 10000000; i++) {
24
- number += Math.random();
25
- }
26
-
27
- result.textContent = number;
28
- }
29
-
30
- export default initJank;
@@ -1 +0,0 @@
1
- "use strict";var e=require("./scene.cjs.js");require("three"),self.onmessage=function(r){var a=r.data;e(a.drawingSurface,a.width,a.height,a.pixelRatio,a.path)};
@@ -1,7 +0,0 @@
1
- import init from './scene.js';
2
- import 'three';
3
-
4
- self.onmessage = function (message) {
5
- var data = message.data;
6
- init(data.drawingSurface, data.width, data.height, data.pixelRatio, data.path);
7
- };
@@ -1 +0,0 @@
1
- "use strict";function e(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(a){if("default"!==a){var r=Object.getOwnPropertyDescriptor(e,a);Object.defineProperty(t,a,r.get?r:{enumerable:!0,get:function(){return e[a]}})}})),t.default=e,Object.freeze(t)}var t,a,r,n,o=e(require("three"));function i(){n.rotation.y=-Date.now()/4e3,r.render(a,t),self.requestAnimationFrame&&self.requestAnimationFrame(i)}var c=1;function s(){var e=1e4*Math.sin(c++);return e-Math.floor(e)}module.exports=function(e,c,l,p,u){(t=new o.PerspectiveCamera(40,c/l,1,1e3)).position.z=200,(a=new o.Scene).fog=new o.Fog(4473958,100,400),a.background=new o.Color(4473958),n=new o.Group,a.add(n);var f=(new o.ImageBitmapLoader).setPath(u);f.setOptions({imageOrientation:"flipY"}),f.load("textures/matcaps/matcap-porcelain-white.jpg",(function(t){var a=new o.CanvasTexture(t),u=new o.IcosahedronGeometry(5,8),f=[new o.MeshMatcapMaterial({color:11150559,matcap:a}),new o.MeshMatcapMaterial({color:6315408,matcap:a}),new o.MeshMatcapMaterial({color:14699071,matcap:a}),new o.MeshMatcapMaterial({color:14877782,matcap:a})];for(let e=0;e<100;e++){var m=f[e%f.length],w=new o.Mesh(u,m);w.position.x=200*s()-100,w.position.y=200*s()-100,w.position.z=200*s()-100,w.scale.setScalar(s()+1),n.add(w)}(r=new o.WebGLRenderer({antialias:!0,canvas:e})).setPixelRatio(p),r.setSize(c,l,!1),i()}))};