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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@@ -1,44 +0,0 @@
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- /**
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- * Depth-of-field shader with bokeh
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- * ported from GLSL shader by Martins Upitis
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- * http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
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- */
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- const BokehShader = {
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- defines: {
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- DEPTH_PACKING: 1,
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- PERSPECTIVE_CAMERA: 1
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- },
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- uniforms: {
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- tColor: {
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- value: null
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- },
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- tDepth: {
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- value: null
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- },
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- focus: {
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- value: 1.0
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- },
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- aspect: {
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- value: 1.0
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- },
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- aperture: {
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- value: 0.025
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- },
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- maxblur: {
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- value: 0.01
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- },
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- nearClip: {
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- value: 1.0
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- },
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- farClip: {
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- value: 1000.0
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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'),
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- fragmentShader: ['#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float maxblur;', // max blur amount
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- 'uniform float aperture;', // aperture - bigger values for shallower depth of field
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- 'uniform float nearClip;', 'uniform float farClip;', 'uniform float focus;', 'uniform float aspect;', '#include <packing>', 'float getDepth( const in vec2 screenPosition ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, nearClip, farClip );', ' #else', ' return orthographicDepthToViewZ( depth, nearClip, farClip );', ' #endif', '}', 'void main() {', ' vec2 aspectcorrect = vec2( 1.0, aspect );', ' float viewZ = getViewZ( getDepth( vUv ) );', ' float factor = ( focus + viewZ );', // viewZ is <= 0, so this is a difference equation
41
- ' vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );', ' vec2 dofblur9 = dofblur * 0.9;', ' vec2 dofblur7 = dofblur * 0.7;', ' vec2 dofblur4 = dofblur * 0.4;', ' vec4 col = vec4( 0.0 );', ' col += texture2D( tColor, vUv.xy );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );', ' col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );', ' gl_FragColor = col / 41.0;', ' gl_FragColor.a = 1.0;', '}'].join('\n')
42
- };
43
-
44
- export { BokehShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{textureWidth:{value:1},textureHeight:{value:1},focalDepth:{value:1},focalLength:{value:24},fstop:{value:.9},tColor:{value:null},tDepth:{value:null},maxblur:{value:1},showFocus:{value:0},manualdof:{value:0},vignetting:{value:0},depthblur:{value:0},threshold:{value:.5},gain:{value:2},bias:{value:.5},fringe:{value:.7},znear:{value:.1},zfar:{value:100},noise:{value:1},dithering:{value:1e-4},pentagon:{value:0},shaderFocus:{value:1},focusCoords:{value:new(require("three").Vector2)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","varying vec2 vUv;","uniform sampler2D tColor;","uniform sampler2D tDepth;","uniform float textureWidth;","uniform float textureHeight;","uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below","uniform float focalLength; //focal length in mm","uniform float fstop; //f-stop value","uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)","/*","make sure that these two values are the same for your camera, otherwise distances will be wrong.","*/","uniform float znear; // camera clipping start","uniform float zfar; // camera clipping end","//------------------------------------------","//user variables","const int samples = SAMPLES; //samples on the first ring","const int rings = RINGS; //ring count","const int maxringsamples = rings * samples;","uniform bool manualdof; // manual dof calculation","float ndofstart = 1.0; // near dof blur start","float ndofdist = 2.0; // near dof blur falloff distance","float fdofstart = 1.0; // far dof blur start","float fdofdist = 3.0; // far dof blur falloff distance","float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)","uniform bool vignetting; // use optical lens vignetting","float vignout = 1.3; // vignetting outer border","float vignin = 0.0; // vignetting inner border","float vignfade = 22.0; // f-stops till vignete fades","uniform bool shaderFocus;","// disable if you use external focalDepth value","uniform vec2 focusCoords;","// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)","// if center of screen use vec2(0.5, 0.5);","uniform float maxblur;","//clamp value of max blur (0.0 = no blur, 1.0 default)","uniform float threshold; // highlight threshold;","uniform float gain; // highlight gain;","uniform float bias; // bokeh edge bias","uniform float fringe; // bokeh chromatic aberration / fringing","uniform bool noise; //use noise instead of pattern for sample dithering","uniform float dithering;","uniform bool depthblur; // blur the depth buffer","float dbsize = 1.25; // depth blur size","/*","next part is experimental","not looking good with small sample and ring count","looks okay starting from samples = 4, rings = 4","*/","uniform bool pentagon; //use pentagon as bokeh shape?","float feather = 0.4; //pentagon shape feather","//------------------------------------------","float penta(vec2 coords) {","\t//pentagonal shape","\tfloat scale = float(rings) - 1.3;","\tvec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);","\tvec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);","\tvec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);","\tvec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);","\tvec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);","\tvec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);","\tvec4 one = vec4( 1.0 );","\tvec4 P = vec4((coords),vec2(scale, scale));","\tvec4 dist = vec4(0.0);","\tfloat inorout = -4.0;","\tdist.x = dot( P, HS0 );","\tdist.y = dot( P, HS1 );","\tdist.z = dot( P, HS2 );","\tdist.w = dot( P, HS3 );","\tdist = smoothstep( -feather, feather, dist );","\tinorout += dot( dist, one );","\tdist.x = dot( P, HS4 );","\tdist.y = HS5.w - abs( P.z );","\tdist = smoothstep( -feather, feather, dist );","\tinorout += dist.x;","\treturn clamp( inorout, 0.0, 1.0 );","}","float bdepth(vec2 coords) {","\t// Depth buffer blur","\tfloat d = 0.0;","\tfloat kernel[9];","\tvec2 offset[9];","\tvec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;","\toffset[0] = vec2(-wh.x,-wh.y);","\toffset[1] = vec2( 0.0, -wh.y);","\toffset[2] = vec2( wh.x -wh.y);","\toffset[3] = vec2(-wh.x, 0.0);","\toffset[4] = vec2( 0.0, 0.0);","\toffset[5] = vec2( wh.x, 0.0);","\toffset[6] = vec2(-wh.x, wh.y);","\toffset[7] = vec2( 0.0, wh.y);","\toffset[8] = vec2( wh.x, wh.y);","\tkernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;","\tkernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;","\tkernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;","\tfor( int i=0; i<9; i++ ) {","\t\tfloat tmp = texture2D(tDepth, coords + offset[i]).r;","\t\td += tmp * kernel[i];","\t}","\treturn d;","}","vec3 color(vec2 coords,float blur) {","\t//processing the sample","\tvec3 col = vec3(0.0);","\tvec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);","\tcol.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;","\tcol.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;","\tcol.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;","\tvec3 lumcoeff = vec3(0.299,0.587,0.114);","\tfloat lum = dot(col.rgb, lumcoeff);","\tfloat thresh = max((lum-threshold)*gain, 0.0);","\treturn col+mix(vec3(0.0),col,thresh*blur);","}","vec3 debugFocus(vec3 col, float blur, float depth) {","\tfloat edge = 0.002*depth; //distance based edge smoothing","\tfloat m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);","\tfloat e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);","\tcol = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);","\tcol = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);","\treturn col;","}","float linearize(float depth) {","\treturn -zfar * znear / (depth * (zfar - znear) - zfar);","}","float vignette() {","\tfloat dist = distance(vUv.xy, vec2(0.5,0.5));","\tdist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);","\treturn clamp(dist,0.0,1.0);","}","float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {","\tfloat rings2 = float(rings);","\tfloat step = PI*2.0 / float(ringsamples);","\tfloat pw = cos(j*step)*i;","\tfloat ph = sin(j*step)*i;","\tfloat p = 1.0;","\tif (pentagon) {","\t\tp = penta(vec2(pw,ph));","\t}","\tcol += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;","\treturn 1.0 * mix(1.0, i /rings2, bias) * p;","}","void main() {","\t//scene depth calculation","\tfloat depth = linearize(texture2D(tDepth,vUv.xy).x);","\t// Blur depth?","\tif ( depthblur ) {","\t\tdepth = linearize(bdepth(vUv.xy));","\t}","\t//focal plane calculation","\tfloat fDepth = focalDepth;","\tif (shaderFocus) {","\t\tfDepth = linearize(texture2D(tDepth,focusCoords).x);","\t}","\t// dof blur factor calculation","\tfloat blur = 0.0;","\tif (manualdof) {","\t\tfloat a = depth-fDepth; // Focal plane","\t\tfloat b = (a-fdofstart)/fdofdist; // Far DoF","\t\tfloat c = (-a-ndofstart)/ndofdist; // Near Dof","\t\tblur = (a>0.0) ? b : c;","\t} else {","\t\tfloat f = focalLength; // focal length in mm","\t\tfloat d = fDepth*1000.0; // focal plane in mm","\t\tfloat o = depth*1000.0; // depth in mm","\t\tfloat a = (o*f)/(o-f);","\t\tfloat b = (d*f)/(d-f);","\t\tfloat c = (d-f)/(d*fstop*CoC);","\t\tblur = abs(a-b)*c;","\t}","\tblur = clamp(blur,0.0,1.0);","\t// calculation of pattern for dithering","\tvec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;","\t// getting blur x and y step factor","\tfloat w = (1.0/textureWidth)*blur*maxblur+noise.x;","\tfloat h = (1.0/textureHeight)*blur*maxblur+noise.y;","\t// calculation of final color","\tvec3 col = vec3(0.0);","\tif(blur < 0.05) {","\t\t//some optimization thingy","\t\tcol = texture2D(tColor, vUv.xy).rgb;","\t} else {","\t\tcol = texture2D(tColor, vUv.xy).rgb;","\t\tfloat s = 1.0;","\t\tint ringsamples;","\t\tfor (int i = 1; i <= rings; i++) {","\t\t\t/*unboxstart*/","\t\t\tringsamples = i * samples;","\t\t\tfor (int j = 0 ; j < maxringsamples ; j++) {","\t\t\t\tif (j >= ringsamples) break;","\t\t\t\ts += gather(float(i), float(j), ringsamples, col, w, h, blur);","\t\t\t}","\t\t\t/*unboxend*/","\t\t}","\t\tcol /= s; //divide by sample count","\t}","\tif (showFocus) {","\t\tcol = debugFocus(col, blur, depth);","\t}","\tif (vignetting) {","\t\tcol *= vignette();","\t}","\tgl_FragColor.rgb = col;","\tgl_FragColor.a = 1.0;","} "].join("\n")},e={uniforms:{mNear:{value:1},mFar:{value:1e3}},vertexShader:["varying float vViewZDepth;","void main() {","\t#include <begin_vertex>","\t#include <project_vertex>","\tvViewZDepth = - mvPosition.z;","}"].join("\n"),fragmentShader:["uniform float mNear;","uniform float mFar;","varying float vViewZDepth;","void main() {","\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );","\tgl_FragColor = vec4( vec3( color ), 1.0 );","} "].join("\n")};exports.BokehDepthShader=e,exports.BokehShader2=t;
@@ -1,43 +0,0 @@
1
- import { IUniform, Texture, Vector2 } from 'three';
2
- export interface BokehShaderUniforms {
3
- textureWidth: IUniform<number>;
4
- textureHeight: IUniform<number>;
5
- focalDepth: IUniform<number>;
6
- focalLength: IUniform<number>;
7
- fstop: IUniform<number>;
8
- tColor: IUniform<Texture | null>;
9
- tDepth: IUniform<Texture | null>;
10
- maxblur: IUniform<number>;
11
- showFocus: IUniform<number>;
12
- manualdof: IUniform<number>;
13
- vignetting: IUniform<number>;
14
- depthblur: IUniform<number>;
15
- threshold: IUniform<number>;
16
- gain: IUniform<number>;
17
- bias: IUniform<number>;
18
- fringe: IUniform<number>;
19
- znear: IUniform<number>;
20
- zfar: IUniform<number>;
21
- noise: IUniform<number>;
22
- dithering: IUniform<number>;
23
- pentagon: IUniform<number>;
24
- shaderFocus: IUniform<number>;
25
- focusCoords: IUniform<Vector2>;
26
- }
27
- export declare const BokehShader2: {
28
- uniforms: BokehShaderUniforms;
29
- vertexShader: string;
30
- fragmentShader: string;
31
- };
32
- export declare const BokehDepthShader: {
33
- uniforms: {
34
- mNear: {
35
- value: number;
36
- };
37
- mFar: {
38
- value: number;
39
- };
40
- };
41
- vertexShader: string;
42
- fragmentShader: string;
43
- };
@@ -1,98 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Depth-of-field shader with bokeh
5
- * ported from GLSL shader by Martins Upitis
6
- * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
7
- *
8
- * Requires #define RINGS and SAMPLES integers
9
- */
10
- const BokehShader2 = {
11
- uniforms: {
12
- textureWidth: {
13
- value: 1.0
14
- },
15
- textureHeight: {
16
- value: 1.0
17
- },
18
- focalDepth: {
19
- value: 1.0
20
- },
21
- focalLength: {
22
- value: 24.0
23
- },
24
- fstop: {
25
- value: 0.9
26
- },
27
- tColor: {
28
- value: null
29
- },
30
- tDepth: {
31
- value: null
32
- },
33
- maxblur: {
34
- value: 1.0
35
- },
36
- showFocus: {
37
- value: 0
38
- },
39
- manualdof: {
40
- value: 0
41
- },
42
- vignetting: {
43
- value: 0
44
- },
45
- depthblur: {
46
- value: 0
47
- },
48
- threshold: {
49
- value: 0.5
50
- },
51
- gain: {
52
- value: 2.0
53
- },
54
- bias: {
55
- value: 0.5
56
- },
57
- fringe: {
58
- value: 0.7
59
- },
60
- znear: {
61
- value: 0.1
62
- },
63
- zfar: {
64
- value: 100
65
- },
66
- noise: {
67
- value: 1
68
- },
69
- dithering: {
70
- value: 0.0001
71
- },
72
- pentagon: {
73
- value: 0
74
- },
75
- shaderFocus: {
76
- value: 1
77
- },
78
- focusCoords: {
79
- value: new Vector2()
80
- }
81
- },
82
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
83
- fragmentShader: ['#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float textureWidth;', 'uniform float textureHeight;', 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below', 'uniform float focalLength; //focal length in mm', 'uniform float fstop; //f-stop value', 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)', '/*', 'make sure that these two values are the same for your camera, otherwise distances will be wrong.', '*/', 'uniform float znear; // camera clipping start', 'uniform float zfar; // camera clipping end', '//------------------------------------------', '//user variables', 'const int samples = SAMPLES; //samples on the first ring', 'const int rings = RINGS; //ring count', 'const int maxringsamples = rings * samples;', 'uniform bool manualdof; // manual dof calculation', 'float ndofstart = 1.0; // near dof blur start', 'float ndofdist = 2.0; // near dof blur falloff distance', 'float fdofstart = 1.0; // far dof blur start', 'float fdofdist = 3.0; // far dof blur falloff distance', 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)', 'uniform bool vignetting; // use optical lens vignetting', 'float vignout = 1.3; // vignetting outer border', 'float vignin = 0.0; // vignetting inner border', 'float vignfade = 22.0; // f-stops till vignete fades', 'uniform bool shaderFocus;', '// disable if you use external focalDepth value', 'uniform vec2 focusCoords;', '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)', '// if center of screen use vec2(0.5, 0.5);', 'uniform float maxblur;', '//clamp value of max blur (0.0 = no blur, 1.0 default)', 'uniform float threshold; // highlight threshold;', 'uniform float gain; // highlight gain;', 'uniform float bias; // bokeh edge bias', 'uniform float fringe; // bokeh chromatic aberration / fringing', 'uniform bool noise; //use noise instead of pattern for sample dithering', 'uniform float dithering;', 'uniform bool depthblur; // blur the depth buffer', 'float dbsize = 1.25; // depth blur size', '/*', 'next part is experimental', 'not looking good with small sample and ring count', 'looks okay starting from samples = 4, rings = 4', '*/', 'uniform bool pentagon; //use pentagon as bokeh shape?', 'float feather = 0.4; //pentagon shape feather', '//------------------------------------------', 'float penta(vec2 coords) {', ' //pentagonal shape', ' float scale = float(rings) - 1.3;', ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);', ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);', ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);', ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);', ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);', ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);', ' vec4 one = vec4( 1.0 );', ' vec4 P = vec4((coords),vec2(scale, scale));', ' vec4 dist = vec4(0.0);', ' float inorout = -4.0;', ' dist.x = dot( P, HS0 );', ' dist.y = dot( P, HS1 );', ' dist.z = dot( P, HS2 );', ' dist.w = dot( P, HS3 );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dot( dist, one );', ' dist.x = dot( P, HS4 );', ' dist.y = HS5.w - abs( P.z );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dist.x;', ' return clamp( inorout, 0.0, 1.0 );', '}', 'float bdepth(vec2 coords) {', ' // Depth buffer blur', ' float d = 0.0;', ' float kernel[9];', ' vec2 offset[9];', ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;', ' offset[0] = vec2(-wh.x,-wh.y);', ' offset[1] = vec2( 0.0, -wh.y);', ' offset[2] = vec2( wh.x -wh.y);', ' offset[3] = vec2(-wh.x, 0.0);', ' offset[4] = vec2( 0.0, 0.0);', ' offset[5] = vec2( wh.x, 0.0);', ' offset[6] = vec2(-wh.x, wh.y);', ' offset[7] = vec2( 0.0, wh.y);', ' offset[8] = vec2( wh.x, wh.y);', ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;', ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;', ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;', ' for( int i=0; i<9; i++ ) {', ' float tmp = texture2D(tDepth, coords + offset[i]).r;', ' d += tmp * kernel[i];', ' }', ' return d;', '}', 'vec3 color(vec2 coords,float blur) {', ' //processing the sample', ' vec3 col = vec3(0.0);', ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);', ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;', ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;', ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;', ' vec3 lumcoeff = vec3(0.299,0.587,0.114);', ' float lum = dot(col.rgb, lumcoeff);', ' float thresh = max((lum-threshold)*gain, 0.0);', ' return col+mix(vec3(0.0),col,thresh*blur);', '}', 'vec3 debugFocus(vec3 col, float blur, float depth) {', ' float edge = 0.002*depth; //distance based edge smoothing', ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);', ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);', ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);', ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);', ' return col;', '}', 'float linearize(float depth) {', ' return -zfar * znear / (depth * (zfar - znear) - zfar);', '}', 'float vignette() {', ' float dist = distance(vUv.xy, vec2(0.5,0.5));', ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);', ' return clamp(dist,0.0,1.0);', '}', 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {', ' float rings2 = float(rings);', ' float step = PI*2.0 / float(ringsamples);', ' float pw = cos(j*step)*i;', ' float ph = sin(j*step)*i;', ' float p = 1.0;', ' if (pentagon) {', ' p = penta(vec2(pw,ph));', ' }', ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;', ' return 1.0 * mix(1.0, i /rings2, bias) * p;', '}', 'void main() {', ' //scene depth calculation', ' float depth = linearize(texture2D(tDepth,vUv.xy).x);', ' // Blur depth?', ' if ( depthblur ) {', ' depth = linearize(bdepth(vUv.xy));', ' }', ' //focal plane calculation', ' float fDepth = focalDepth;', ' if (shaderFocus) {', ' fDepth = linearize(texture2D(tDepth,focusCoords).x);', ' }', ' // dof blur factor calculation', ' float blur = 0.0;', ' if (manualdof) {', ' float a = depth-fDepth; // Focal plane', ' float b = (a-fdofstart)/fdofdist; // Far DoF', ' float c = (-a-ndofstart)/ndofdist; // Near Dof', ' blur = (a>0.0) ? b : c;', ' } else {', ' float f = focalLength; // focal length in mm', ' float d = fDepth*1000.0; // focal plane in mm', ' float o = depth*1000.0; // depth in mm', ' float a = (o*f)/(o-f);', ' float b = (d*f)/(d-f);', ' float c = (d-f)/(d*fstop*CoC);', ' blur = abs(a-b)*c;', ' }', ' blur = clamp(blur,0.0,1.0);', ' // calculation of pattern for dithering', ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;', ' // getting blur x and y step factor', ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;', ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;', ' // calculation of final color', ' vec3 col = vec3(0.0);', ' if(blur < 0.05) {', ' //some optimization thingy', ' col = texture2D(tColor, vUv.xy).rgb;', ' } else {', ' col = texture2D(tColor, vUv.xy).rgb;', ' float s = 1.0;', ' int ringsamples;', ' for (int i = 1; i <= rings; i++) {', ' /*unboxstart*/', ' ringsamples = i * samples;', ' for (int j = 0 ; j < maxringsamples ; j++) {', ' if (j >= ringsamples) break;', ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);', ' }', ' /*unboxend*/', ' }', ' col /= s; //divide by sample count', ' }', ' if (showFocus) {', ' col = debugFocus(col, blur, depth);', ' }', ' if (vignetting) {', ' col *= vignette();', ' }', ' gl_FragColor.rgb = col;', ' gl_FragColor.a = 1.0;', '} '].join('\n')
84
- };
85
- const BokehDepthShader = {
86
- uniforms: {
87
- mNear: {
88
- value: 1.0
89
- },
90
- mFar: {
91
- value: 1000.0
92
- }
93
- },
94
- vertexShader: ['varying float vViewZDepth;', 'void main() {', ' #include <begin_vertex>', ' #include <project_vertex>', ' vViewZDepth = - mvPosition.z;', '}'].join('\n'),
95
- fragmentShader: ['uniform float mNear;', 'uniform float mFar;', 'varying float vViewZDepth;', 'void main() {', ' float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );', ' gl_FragColor = vec4( vec3( color ), 1.0 );', '} '].join('\n')
96
- };
97
-
98
- export { BokehDepthShader, BokehShader2 };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const r={uniforms:{tDiffuse:{value:null},brightness:{value:0},contrast:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float brightness;","uniform float contrast;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb += brightness;","\tif (contrast > 0.0) {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;","\t} else {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;","\t}","}"].join("\n")};exports.BrightnessContrastShader=r;
@@ -1,15 +0,0 @@
1
- export declare const BrightnessContrastShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- brightness: {
7
- value: number;
8
- };
9
- contrast: {
10
- value: number;
11
- };
12
- };
13
- vertexShader: string;
14
- fragmentShader: string;
15
- };
@@ -1,23 +0,0 @@
1
- /**
2
- * Brightness and contrast adjustment
3
- * https://github.com/evanw/glfx.js
4
- * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
5
- * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
6
- */
7
- const BrightnessContrastShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- },
12
- brightness: {
13
- value: 0
14
- },
15
- contrast: {
16
- value: 0
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;', 'uniform float brightness;', 'uniform float contrast;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', ' gl_FragColor.rgb += brightness;', ' if (contrast > 0.0) {', ' gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;', ' } else {', ' gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;', ' }', '}'].join('\n')
21
- };
22
-
23
- export { BrightnessContrastShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const r={uniforms:{tDiffuse:{value:null},powRGB:{value:new e.Vector3(2,2,2)},mulRGB:{value:new e.Vector3(1,1,1)},addRGB:{value:new e.Vector3(0,0,0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 powRGB;","uniform vec3 mulRGB;","uniform vec3 addRGB;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );","}"].join("\n")};exports.ColorCorrectionShader=r;
@@ -1,19 +0,0 @@
1
- import { Vector3 } from 'three';
2
- export declare const ColorCorrectionShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- powRGB: {
8
- value: Vector3;
9
- };
10
- mulRGB: {
11
- value: Vector3;
12
- };
13
- addRGB: {
14
- value: Vector3;
15
- };
16
- };
17
- vertexShader: string;
18
- fragmentShader: string;
19
- };
@@ -1,26 +0,0 @@
1
- import { Vector3 } from 'three';
2
-
3
- /**
4
- * Color correction
5
- */
6
-
7
- const ColorCorrectionShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- },
12
- powRGB: {
13
- value: new Vector3(2, 2, 2)
14
- },
15
- mulRGB: {
16
- value: new Vector3(1, 1, 1)
17
- },
18
- addRGB: {
19
- value: new Vector3(0, 0, 0)
20
- }
21
- },
22
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
23
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec3 powRGB;', 'uniform vec3 mulRGB;', 'uniform vec3 addRGB;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', ' gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );', '}'].join('\n')
24
- };
25
-
26
- export { ColorCorrectionShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},color:{value:new(require("three").Color)(16777215)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tgl_FragColor = vec4( v * color, texel.w );","}"].join("\n")};exports.ColorifyShader=e;
@@ -1,13 +0,0 @@
1
- import { Color } from 'three';
2
- export declare const ColorifyShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- color: {
8
- value: Color;
9
- };
10
- };
11
- vertexShader: string;
12
- fragmentShader: string;
13
- };
@@ -1,20 +0,0 @@
1
- import { Color } from 'three';
2
-
3
- /**
4
- * Colorify shader
5
- */
6
-
7
- const ColorifyShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- },
12
- color: {
13
- value: new Color(0xffffff)
14
- }
15
- },
16
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
17
- fragmentShader: ['uniform vec3 color;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' gl_FragColor = vec4( v * color, texel.w );', '}'].join('\n')
18
- };
19
-
20
- export { ColorifyShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={defines:{KERNEL_SIZE_FLOAT:"25.0",KERNEL_SIZE_INT:"25"},uniforms:{tDiffuse:{value:null},uImageIncrement:{value:new(require("three").Vector2)(.001953125,0)},cKernel:{value:[]}},vertexShader:["uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float cKernel[ KERNEL_SIZE_INT ];","uniform sampler2D tDiffuse;","uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvec2 imageCoord = vUv;","\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );","\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {","\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];","\t\timageCoord += uImageIncrement;","\t}","\tgl_FragColor = sum;","}"].join("\n"),buildKernel:function(e){function t(e,t){return Math.exp(-e*e/(2*t*t))}const r=Math.min(2*Math.ceil(3*e)+1,25),n=.5*(r-1),i=new Array(r);let o=0;for(let u=0;u<r;++u)i[u]=t(u-n,e),o+=i[u];for(let e=0;e<r;++e)i[e]/=o;return i}};exports.ConvolutionShader=e;
@@ -1,16 +0,0 @@
1
- import { Vector2 } from 'three';
2
- import type { IUniform, Texture } from 'three';
3
- import type { IShader } from './types';
4
- export declare type ConvolutionShaderDefines = {
5
- KERNEL_SIZE_FLOAT: string;
6
- KERNEL_SIZE_INT: string;
7
- };
8
- export declare type ConvolutionShaderUniforms = {
9
- cKernel: IUniform<number[]>;
10
- tDiffuse: IUniform<Texture | null>;
11
- uImageIncrement: IUniform<Vector2>;
12
- };
13
- export interface IConvolutionShader extends IShader<ConvolutionShaderUniforms, ConvolutionShaderDefines> {
14
- buildKernel: (sigma: number) => number[];
15
- }
16
- export declare const ConvolutionShader: IConvolutionShader;
@@ -1,51 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Convolution shader
5
- * ported from o3d sample to WebGL / GLSL
6
- * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
7
- */
8
-
9
- const ConvolutionShader = {
10
- defines: {
11
- KERNEL_SIZE_FLOAT: '25.0',
12
- KERNEL_SIZE_INT: '25'
13
- },
14
- uniforms: {
15
- tDiffuse: {
16
- value: null
17
- },
18
- uImageIncrement: {
19
- value: new Vector2(0.001953125, 0.0)
20
- },
21
- cKernel: {
22
- value: []
23
- }
24
- },
25
- vertexShader: ['uniform vec2 uImageIncrement;', 'varying vec2 vUv;', 'void main() {', ' vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
26
- fragmentShader: ['uniform float cKernel[ KERNEL_SIZE_INT ];', 'uniform sampler2D tDiffuse;', 'uniform vec2 uImageIncrement;', 'varying vec2 vUv;', 'void main() {', ' vec2 imageCoord = vUv;', ' vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );', ' for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {', ' sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];', ' imageCoord += uImageIncrement;', ' }', ' gl_FragColor = sum;', '}'].join('\n'),
27
- buildKernel: function (sigma) {
28
- // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
29
- function gauss(x, sigma) {
30
- return Math.exp(-(x * x) / (2.0 * sigma * sigma));
31
- }
32
-
33
- const kMaxKernelSize = 25;
34
- const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize);
35
- const halfWidth = (kernelSize - 1) * 0.5;
36
- const values = new Array(kernelSize);
37
- let sum = 0.0;
38
-
39
- for (let i = 0; i < kernelSize; ++i) {
40
- values[i] = gauss(i - halfWidth, sigma);
41
- sum += values[i];
42
- } // normalize the kernel
43
-
44
-
45
- for (let i = 0; i < kernelSize; ++i) values[i] /= sum;
46
-
47
- return values;
48
- }
49
- };
50
-
51
- export { ConvolutionShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tgl_FragColor = opacity * texel;","}"].join("\n")};exports.CopyShader=e;
@@ -1,9 +0,0 @@
1
- import type { IUniform, Texture } from 'three';
2
- import type { IShader } from './types';
3
- export declare type CopyShaderUniforms = {
4
- opacity: IUniform<number>;
5
- tDiffuse: IUniform<Texture | null>;
6
- };
7
- export interface ICopyShader extends IShader<CopyShaderUniforms> {
8
- }
9
- export declare const CopyShader: ICopyShader;
@@ -1,17 +0,0 @@
1
- /**
2
- * Full-screen textured quad shader
3
- */
4
- const CopyShader = {
5
- uniforms: {
6
- tDiffuse: {
7
- value: null
8
- },
9
- opacity: {
10
- value: 1.0
11
- }
12
- },
13
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
14
- fragmentShader: ['uniform float opacity;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' gl_FragColor = opacity * texel;', '}'].join('\n')
15
- };
16
-
17
- export { CopyShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const o={uniforms:{tColor:{value:null},tDepth:{value:null},focus:{value:1},maxblur:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float focus;","uniform float maxblur;","uniform sampler2D tColor;","uniform sampler2D tDepth;","varying vec2 vUv;","void main() {","\tvec4 depth = texture2D( tDepth, vUv );","\tfloat factor = depth.x - focus;","\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );","\tgl_FragColor = col;","\tgl_FragColor.a = 1.0;","}"].join("\n")};exports.DOFMipMapShader=o;
@@ -1,18 +0,0 @@
1
- export declare const DOFMipMapShader: {
2
- uniforms: {
3
- tColor: {
4
- value: null;
5
- };
6
- tDepth: {
7
- value: null;
8
- };
9
- focus: {
10
- value: number;
11
- };
12
- maxblur: {
13
- value: number;
14
- };
15
- };
16
- vertexShader: string;
17
- fragmentShader: string;
18
- };
@@ -1,25 +0,0 @@
1
- /**
2
- * Depth-of-field shader using mipmaps
3
- * - from Matt Handley @applmak
4
- * - requires power-of-2 sized render target with enabled mipmaps
5
- */
6
- const DOFMipMapShader = {
7
- uniforms: {
8
- tColor: {
9
- value: null
10
- },
11
- tDepth: {
12
- value: null
13
- },
14
- focus: {
15
- value: 1.0
16
- },
17
- maxblur: {
18
- value: 1.0
19
- }
20
- },
21
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
22
- fragmentShader: ['uniform float focus;', 'uniform float maxblur;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'varying vec2 vUv;', 'void main() {', ' vec4 depth = texture2D( tDepth, vUv );', ' float factor = depth.x - focus;', ' vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );', ' gl_FragColor = col;', ' gl_FragColor.a = 1.0;', '}'].join('\n')
23
- };
24
-
25
- export { DOFMipMapShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{KERNEL_RADIUS:4,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDiffuse:{value:null},size:{value:new e.Vector2(512,512)},sampleUvOffsets:{value:[new e.Vector2(0,0)]},sampleWeights:{value:[1]},tDepth:{value:null},cameraNear:{value:10},cameraFar:{value:1e3},depthCutoff:{value:10}},vertexShader:["#include <common>","uniform vec2 size;","varying vec2 vUv;","varying vec2 vInvSize;","void main() {","\tvUv = uv;","\tvInvSize = 1.0 / size;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#include <packing>","uniform sampler2D tDiffuse;","uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","uniform float depthCutoff;","uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];","uniform float sampleWeights[ KERNEL_RADIUS + 1 ];","varying vec2 vUv;","varying vec2 vInvSize;","float getDepth( const in vec2 screenPosition ) {","\t#if DEPTH_PACKING == 1","\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );","\t#else","\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","void main() {","\tfloat depth = getDepth( vUv );","\tif( depth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = -getViewZ( depth );","\tbool rBreak = false, lBreak = false;","\tfloat weightSum = sampleWeights[0];","\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;","\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {","\t\tfloat sampleWeight = sampleWeights[i];","\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;","\t\tvec2 sampleUv = vUv + sampleUvOffset;","\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;","\t\tif( ! rBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t\tsampleUv = vUv - sampleUvOffset;","\t\tviewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;","\t\tif( ! lBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t}","\tgl_FragColor = diffuseSum / weightSum;","}"].join("\n")},a={createSampleWeights:(e,t)=>{const a=(e,t)=>Math.exp(-e*e/(t*t*2))/(Math.sqrt(2*Math.PI)*t),i=[];for(let r=0;r<=e;r++)i.push(a(r,t));return i},createSampleOffsets:(e,t)=>{const a=[];for(let i=0;i<=e;i++)a.push(t.clone().multiplyScalar(i));return a},configure:(e,t,i,r)=>{e.defines.KERNEL_RADIUS=t,e.uniforms.sampleUvOffsets.value=a.createSampleOffsets(t,r),e.uniforms.sampleWeights.value=a.createSampleWeights(t,i),e.needsUpdate=!0}};exports.BlurShaderUtils=a,exports.DepthLimitedBlurShader=t;
@@ -1,28 +0,0 @@
1
- import { Vector2 } from 'three';
2
- import type { IUniform, Texture } from 'three';
3
- import type { IShader } from './types';
4
- export declare type DepthLimitedBlurShaderDefines = {
5
- DEPTH_PACKING: number;
6
- KERNEL_RADIUS: number;
7
- PERSPECTIVE_CAMERA: number;
8
- };
9
- export declare type DepthLimitedBlurShaderUniforms = {
10
- cameraFar: IUniform<number>;
11
- cameraNear: IUniform<number>;
12
- depthCutoff: IUniform<number>;
13
- sampleUvOffsets: IUniform<Vector2[]>;
14
- sampleWeights: IUniform<number[]>;
15
- size: IUniform<Vector2>;
16
- tDepth: IUniform<Texture | null>;
17
- tDiffuse: IUniform<Texture | null>;
18
- };
19
- export interface IDepthLimitedBlurShader extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {
20
- defines: DepthLimitedBlurShaderDefines;
21
- needsUpdate?: boolean;
22
- }
23
- export declare const DepthLimitedBlurShader: IDepthLimitedBlurShader;
24
- export declare const BlurShaderUtils: {
25
- createSampleWeights: (kernelRadius: number, stdDev: number) => number[];
26
- createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2) => Vector2[];
27
- configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2) => void;
28
- };