three-stdlib 2.22.5 → 2.22.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +1 -1
- package/README.md +0 -2
- package/package.json +34 -14
- package/BufferGeometryUtils-903f7ecb.js +0 -1
- package/BufferGeometryUtils-f2288d1c.js +0 -740
- package/Nodes-2106b101.js +0 -352
- package/Nodes-8947ba9a.js +0 -1
- package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
- package/_polyfill/CompressedArrayTexture.js +0 -13
- package/_polyfill/Data3DTexture.cjs.js +0 -1
- package/_polyfill/Data3DTexture.js +0 -23
- package/animation/AnimationClipCreator.cjs.js +0 -1
- package/animation/AnimationClipCreator.d.ts +0 -12
- package/animation/AnimationClipCreator.js +0 -77
- package/animation/CCDIKSolver.cjs.js +0 -1
- package/animation/CCDIKSolver.d.ts +0 -25
- package/animation/CCDIKSolver.js +0 -304
- package/animation/MMDAnimationHelper.cjs.js +0 -1
- package/animation/MMDAnimationHelper.d.ts +0 -103
- package/animation/MMDAnimationHelper.js +0 -705
- package/animation/MMDPhysics.cjs.js +0 -1
- package/animation/MMDPhysics.d.ts +0 -119
- package/animation/MMDPhysics.js +0 -976
- package/cameras/CinematicCamera.cjs.js +0 -1
- package/cameras/CinematicCamera.d.ts +0 -41
- package/cameras/CinematicCamera.js +0 -139
- package/controls/ArcballControls.cjs.js +0 -1
- package/controls/ArcballControls.d.ts +0 -161
- package/controls/ArcballControls.js +0 -2642
- package/controls/DeviceOrientationControls.cjs.js +0 -1
- package/controls/DeviceOrientationControls.d.ts +0 -24
- package/controls/DeviceOrientationControls.js +0 -119
- package/controls/DragControls.cjs.js +0 -1
- package/controls/DragControls.d.ts +0 -34
- package/controls/DragControls.js +0 -274
- package/controls/FirstPersonControls.cjs.js +0 -1
- package/controls/FirstPersonControls.d.ts +0 -48
- package/controls/FirstPersonControls.js +0 -290
- package/controls/FlyControls.cjs.js +0 -1
- package/controls/FlyControls.d.ts +0 -32
- package/controls/FlyControls.js +0 -309
- package/controls/OrbitControls.cjs.js +0 -1
- package/controls/OrbitControls.d.ts +0 -63
- package/controls/OrbitControls.js +0 -980
- package/controls/PointerLockControls.cjs.js +0 -1
- package/controls/PointerLockControls.d.ts +0 -24
- package/controls/PointerLockControls.js +0 -135
- package/controls/TrackballControls.cjs.js +0 -1
- package/controls/TrackballControls.d.ts +0 -95
- package/controls/TrackballControls.js +0 -653
- package/controls/TransformControls.cjs.js +0 -1
- package/controls/TransformControls.d.ts +0 -151
- package/controls/TransformControls.js +0 -1275
- package/controls/experimental/CameraControls.cjs.js +0 -1
- package/controls/experimental/CameraControls.d.ts +0 -170
- package/controls/experimental/CameraControls.js +0 -953
- package/csm/CSM.cjs.js +0 -1
- package/csm/CSM.d.ts +0 -61
- package/csm/CSM.js +0 -305
- package/csm/CSMFrustum.cjs.js +0 -1
- package/csm/CSMFrustum.d.ts +0 -19
- package/csm/CSMFrustum.js +0 -90
- package/csm/CSMHelper.cjs.js +0 -1
- package/csm/CSMHelper.d.ts +0 -26
- package/csm/CSMHelper.js +0 -128
- package/csm/CSMShader.cjs.js +0 -1
- package/csm/CSMShader.d.ts +0 -4
- package/csm/CSMShader.js +0 -255
- package/curves/CurveExtras.cjs.js +0 -1
- package/curves/CurveExtras.d.ts +0 -68
- package/curves/CurveExtras.js +0 -266
- package/curves/NURBSCurve.cjs.js +0 -1
- package/curves/NURBSCurve.d.ts +0 -11
- package/curves/NURBSCurve.js +0 -63
- package/curves/NURBSSurface.cjs.js +0 -1
- package/curves/NURBSSurface.d.ts +0 -13
- package/curves/NURBSSurface.js +0 -44
- package/curves/NURBSUtils.cjs.js +0 -1
- package/curves/NURBSUtils.d.ts +0 -22
- package/curves/NURBSUtils.js +0 -375
- package/custom.d.cjs.js +0 -1
- package/custom.d.js +0 -1
- package/deprecated/Geometry.cjs.js +0 -1
- package/deprecated/Geometry.d.ts +0 -342
- package/deprecated/Geometry.js +0 -1261
- package/effects/AnaglyphEffect.cjs.js +0 -1
- package/effects/AnaglyphEffect.d.ts +0 -11
- package/effects/AnaglyphEffect.js +0 -85
- package/effects/AsciiEffect.cjs.js +0 -1
- package/effects/AsciiEffect.d.ts +0 -18
- package/effects/AsciiEffect.js +0 -203
- package/effects/OutlineEffect.cjs.js +0 -1
- package/effects/OutlineEffect.d.ts +0 -28
- package/effects/OutlineEffect.js +0 -378
- package/effects/ParallaxBarrierEffect.cjs.js +0 -1
- package/effects/ParallaxBarrierEffect.d.ts +0 -8
- package/effects/ParallaxBarrierEffect.js +0 -63
- package/effects/PeppersGhostEffect.cjs.js +0 -1
- package/effects/PeppersGhostEffect.d.ts +0 -10
- package/effects/PeppersGhostEffect.js +0 -134
- package/effects/StereoEffect.cjs.js +0 -1
- package/effects/StereoEffect.d.ts +0 -9
- package/effects/StereoEffect.js +0 -36
- package/environments/RoomEnvironment.cjs.js +0 -1
- package/environments/RoomEnvironment.d.ts +0 -5
- package/environments/RoomEnvironment.js +0 -92
- package/exporters/ColladaExporter.cjs.js +0 -1
- package/exporters/ColladaExporter.d.ts +0 -39
- package/exporters/ColladaExporter.js +0 -425
- package/exporters/DRACOExporter.cjs.js +0 -1
- package/exporters/DRACOExporter.d.ts +0 -23
- package/exporters/DRACOExporter.js +0 -186
- package/exporters/GLTFExporter.cjs.js +0 -1
- package/exporters/GLTFExporter.d.ts +0 -270
- package/exporters/GLTFExporter.js +0 -1932
- package/exporters/MMDExporter.cjs.js +0 -1
- package/exporters/MMDExporter.d.ts +0 -8
- package/exporters/MMDExporter.js +0 -160
- package/exporters/OBJExporter.cjs.js +0 -1
- package/exporters/OBJExporter.d.ts +0 -18
- package/exporters/OBJExporter.js +0 -228
- package/exporters/PLYExporter.cjs.js +0 -1
- package/exporters/PLYExporter.d.ts +0 -11
- package/exporters/PLYExporter.js +0 -339
- package/exporters/STLExporter.cjs.js +0 -1
- package/exporters/STLExporter.d.ts +0 -23
- package/exporters/STLExporter.js +0 -180
- package/exporters/USDZExporter.cjs.js +0 -1
- package/exporters/USDZExporter.d.ts +0 -27
- package/exporters/USDZExporter.js +0 -388
- package/geometries/BoxLineGeometry.cjs.js +0 -1
- package/geometries/BoxLineGeometry.d.ts +0 -12
- package/geometries/BoxLineGeometry.js +0 -52
- package/geometries/ConvexGeometry.cjs.js +0 -1
- package/geometries/ConvexGeometry.d.ts +0 -5
- package/geometries/ConvexGeometry.js +0 -38
- package/geometries/DecalGeometry.cjs.js +0 -1
- package/geometries/DecalGeometry.d.ts +0 -10
- package/geometries/DecalGeometry.js +0 -238
- package/geometries/LightningStrike.cjs.js +0 -1
- package/geometries/LightningStrike.d.ts +0 -108
- package/geometries/LightningStrike.js +0 -740
- package/geometries/ParametricGeometries.cjs.js +0 -1
- package/geometries/ParametricGeometries.d.ts +0 -32
- package/geometries/ParametricGeometries.js +0 -179
- package/geometries/ParametricGeometry.cjs.js +0 -1
- package/geometries/ParametricGeometry.d.ts +0 -18
- package/geometries/ParametricGeometry.js +0 -87
- package/geometries/RoundedBoxGeometry.cjs.js +0 -1
- package/geometries/RoundedBoxGeometry.d.ts +0 -5
- package/geometries/RoundedBoxGeometry.js +0 -122
- package/geometries/TeapotGeometry.cjs.js +0 -1
- package/geometries/TeapotGeometry.d.ts +0 -13
- package/geometries/TeapotGeometry.js +0 -297
- package/geometries/TextGeometry.cjs.js +0 -1
- package/geometries/TextGeometry.d.ts +0 -18
- package/geometries/TextGeometry.js +0 -37
- package/helpers/LightProbeHelper.cjs.js +0 -1
- package/helpers/LightProbeHelper.d.ts +0 -10
- package/helpers/LightProbeHelper.js +0 -40
- package/helpers/PositionalAudioHelper.cjs.js +0 -1
- package/helpers/PositionalAudioHelper.d.ts +0 -13
- package/helpers/PositionalAudioHelper.js +0 -75
- package/helpers/RectAreaLightHelper.cjs.js +0 -1
- package/helpers/RectAreaLightHelper.d.ts +0 -10
- package/helpers/RectAreaLightHelper.js +0 -60
- package/helpers/VertexNormalsHelper.cjs.js +0 -1
- package/helpers/VertexNormalsHelper.d.ts +0 -10
- package/helpers/VertexNormalsHelper.js +0 -75
- package/helpers/VertexTangentsHelper.cjs.js +0 -1
- package/helpers/VertexTangentsHelper.d.ts +0 -10
- package/helpers/VertexTangentsHelper.js +0 -63
- package/index.cjs.js +0 -1
- package/index.d.ts +0 -254
- package/index.js +0 -337
- package/interactive/HTMLMesh.cjs.js +0 -1
- package/interactive/HTMLMesh.d.ts +0 -6
- package/interactive/HTMLMesh.js +0 -406
- package/interactive/InteractiveGroup.cjs.js +0 -1
- package/interactive/InteractiveGroup.d.ts +0 -5
- package/interactive/InteractiveGroup.js +0 -87
- package/interactive/SelectionBox.cjs.js +0 -1
- package/interactive/SelectionBox.d.ts +0 -15
- package/interactive/SelectionBox.js +0 -152
- package/interactive/SelectionHelper.cjs.js +0 -1
- package/interactive/SelectionHelper.d.ts +0 -17
- package/interactive/SelectionHelper.js +0 -59
- package/libs/MeshoptDecoder.cjs.js +0 -1
- package/libs/MeshoptDecoder.d.ts +0 -12
- package/libs/MeshoptDecoder.js +0 -124
- package/libs/MotionControllers.cjs.js +0 -1
- package/libs/MotionControllers.d.ts +0 -132
- package/libs/MotionControllers.js +0 -455
- package/lights/LightProbeGenerator.cjs.js +0 -1
- package/lights/LightProbeGenerator.d.ts +0 -6
- package/lights/LightProbeGenerator.js +0 -200
- package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
- package/lights/RectAreaLightUniformsLib.d.ts +0 -3
- package/lights/RectAreaLightUniformsLib.js +0 -9
- package/lines/Line2.cjs.js +0 -1
- package/lines/Line2.d.ts +0 -11
- package/lines/Line2.js +0 -16
- package/lines/LineGeometry.cjs.js +0 -1
- package/lines/LineGeometry.d.ts +0 -10
- package/lines/LineGeometry.js +0 -56
- package/lines/LineMaterial.cjs.js +0 -1
- package/lines/LineMaterial.d.ts +0 -31
- package/lines/LineMaterial.js +0 -577
- package/lines/LineSegments2.cjs.js +0 -1
- package/lines/LineSegments2.d.ts +0 -14
- package/lines/LineSegments2.js +0 -311
- package/lines/LineSegmentsGeometry.cjs.js +0 -1
- package/lines/LineSegmentsGeometry.d.ts +0 -23
- package/lines/LineSegmentsGeometry.js +0 -166
- package/lines/Wireframe.cjs.js +0 -1
- package/lines/Wireframe.d.ts +0 -11
- package/lines/Wireframe.js +0 -45
- package/lines/WireframeGeometry2.cjs.js +0 -1
- package/lines/WireframeGeometry2.d.ts +0 -8
- package/lines/WireframeGeometry2.js +0 -14
- package/loaders/3DMLoader.cjs.js +0 -1
- package/loaders/3DMLoader.d.ts +0 -17
- package/loaders/3DMLoader.js +0 -1037
- package/loaders/3MFLoader.cjs.js +0 -1
- package/loaders/3MFLoader.d.ts +0 -16
- package/loaders/3MFLoader.js +0 -1053
- package/loaders/AMFLoader.cjs.js +0 -1
- package/loaders/AMFLoader.d.ts +0 -14
- package/loaders/AMFLoader.js +0 -389
- package/loaders/AssimpLoader.cjs.js +0 -1
- package/loaders/AssimpLoader.js +0 -1793
- package/loaders/BVHLoader.cjs.js +0 -1
- package/loaders/BVHLoader.d.ts +0 -21
- package/loaders/BVHLoader.js +0 -313
- package/loaders/BasisTextureLoader.cjs.js +0 -1
- package/loaders/BasisTextureLoader.d.ts +0 -32
- package/loaders/BasisTextureLoader.js +0 -602
- package/loaders/ColladaLoader.cjs.js +0 -1
- package/loaders/ColladaLoader.d.ts +0 -20
- package/loaders/ColladaLoader.js +0 -2993
- package/loaders/DDSLoader.cjs.js +0 -1
- package/loaders/DDSLoader.d.ts +0 -16
- package/loaders/DDSLoader.js +0 -214
- package/loaders/DRACOLoader.cjs.js +0 -1
- package/loaders/DRACOLoader.d.ts +0 -18
- package/loaders/DRACOLoader.js +0 -447
- package/loaders/EXRLoader.cjs.js +0 -1
- package/loaders/EXRLoader.d.ts +0 -18
- package/loaders/EXRLoader.js +0 -1699
- package/loaders/FBXLoader.cjs.js +0 -1
- package/loaders/FBXLoader.d.ts +0 -14
- package/loaders/FBXLoader.js +0 -2917
- package/loaders/FontLoader.cjs.js +0 -1
- package/loaders/FontLoader.d.ts +0 -36
- package/loaders/FontLoader.js +0 -144
- package/loaders/GCodeLoader.cjs.js +0 -1
- package/loaders/GCodeLoader.d.ts +0 -15
- package/loaders/GCodeLoader.js +0 -189
- package/loaders/GLTFLoader.cjs.js +0 -1
- package/loaders/GLTFLoader.d.ts +0 -151
- package/loaders/GLTFLoader.js +0 -3136
- package/loaders/HDRCubeTextureLoader.cjs.js +0 -1
- package/loaders/HDRCubeTextureLoader.d.ts +0 -18
- package/loaders/HDRCubeTextureLoader.js +0 -77
- package/loaders/KMZLoader.cjs.js +0 -1
- package/loaders/KMZLoader.d.ts +0 -16
- package/loaders/KMZLoader.js +0 -88
- package/loaders/KTX2Loader.cjs.js +0 -1
- package/loaders/KTX2Loader.d.ts +0 -16
- package/loaders/KTX2Loader.js +0 -596
- package/loaders/KTXLoader.cjs.js +0 -1
- package/loaders/KTXLoader.d.ts +0 -16
- package/loaders/KTXLoader.js +0 -149
- package/loaders/LDrawLoader.cjs.js +0 -1
- package/loaders/LDrawLoader.d.ts +0 -26
- package/loaders/LDrawLoader.js +0 -1842
- package/loaders/LUT3dlLoader.cjs.js +0 -1
- package/loaders/LUT3dlLoader.d.ts +0 -20
- package/loaders/LUT3dlLoader.js +0 -115
- package/loaders/LUTCubeLoader.cjs.js +0 -1
- package/loaders/LUTCubeLoader.d.ts +0 -23
- package/loaders/LUTCubeLoader.js +0 -118
- package/loaders/LWOLoader.cjs.js +0 -1
- package/loaders/LWOLoader.d.ts +0 -26
- package/loaders/LWOLoader.js +0 -737
- package/loaders/LottieLoader.cjs.js +0 -1
- package/loaders/LottieLoader.d.ts +0 -15
- package/loaders/LottieLoader.js +0 -49
- package/loaders/MD2Loader.cjs.js +0 -1
- package/loaders/MD2Loader.d.ts +0 -14
- package/loaders/MD2Loader.js +0 -202
- package/loaders/MDDLoader.cjs.js +0 -1
- package/loaders/MDDLoader.d.ts +0 -19
- package/loaders/MDDLoader.js +0 -78
- package/loaders/MMDLoader.cjs.js +0 -1
- package/loaders/MMDLoader.d.ts +0 -63
- package/loaders/MMDLoader.js +0 -1434
- package/loaders/MTLLoader.cjs.js +0 -1
- package/loaders/MTLLoader.d.ts +0 -112
- package/loaders/MTLLoader.js +0 -390
- package/loaders/NRRDLoader.cjs.js +0 -1
- package/loaders/NRRDLoader.d.ts +0 -21
- package/loaders/NRRDLoader.js +0 -482
- package/loaders/NodeMaterialLoader.cjs.js +0 -1
- package/loaders/NodeMaterialLoader.js +0 -39
- package/loaders/OBJLoader.cjs.js +0 -1
- package/loaders/OBJLoader.d.ts +0 -17
- package/loaders/OBJLoader.js +0 -609
- package/loaders/PCDLoader.cjs.js +0 -1
- package/loaders/PCDLoader.d.ts +0 -15
- package/loaders/PCDLoader.js +0 -267
- package/loaders/PDBLoader.cjs.js +0 -1
- package/loaders/PDBLoader.d.ts +0 -22
- package/loaders/PDBLoader.js +0 -264
- package/loaders/PLYLoader.cjs.js +0 -1
- package/loaders/PLYLoader.d.ts +0 -16
- package/loaders/PLYLoader.js +0 -414
- package/loaders/PRWMLoader.cjs.js +0 -1
- package/loaders/PRWMLoader.d.ts +0 -16
- package/loaders/PRWMLoader.js +0 -197
- package/loaders/PVRLoader.cjs.js +0 -1
- package/loaders/PVRLoader.d.ts +0 -16
- package/loaders/PVRLoader.js +0 -192
- package/loaders/RGBELoader.cjs.js +0 -1
- package/loaders/RGBELoader.d.ts +0 -20
- package/loaders/RGBELoader.js +0 -382
- package/loaders/RGBMLoader.cjs.js +0 -1
- package/loaders/RGBMLoader.d.ts +0 -32
- package/loaders/RGBMLoader.js +0 -1168
- package/loaders/STLLoader.cjs.js +0 -1
- package/loaders/STLLoader.d.ts +0 -14
- package/loaders/STLLoader.js +0 -296
- package/loaders/SVGLoader.cjs.js +0 -1
- package/loaders/SVGLoader.d.ts +0 -63
- package/loaders/SVGLoader.js +0 -2083
- package/loaders/TDSLoader.cjs.js +0 -1
- package/loaders/TDSLoader.d.ts +0 -42
- package/loaders/TDSLoader.js +0 -870
- package/loaders/TGALoader.cjs.js +0 -1
- package/loaders/TGALoader.d.ts +0 -14
- package/loaders/TGALoader.js +0 -396
- package/loaders/TTFLoader.cjs.js +0 -1
- package/loaders/TTFLoader.d.ts +0 -15
- package/loaders/TTFLoader.js +0 -152
- package/loaders/TiltLoader.cjs.js +0 -1
- package/loaders/TiltLoader.d.ts +0 -14
- package/loaders/TiltLoader.js +0 -411
- package/loaders/VOXLoader.cjs.js +0 -1
- package/loaders/VOXLoader.d.ts +0 -28
- package/loaders/VOXLoader.js +0 -196
- package/loaders/VRMLLoader.cjs.js +0 -1
- package/loaders/VRMLLoader.d.ts +0 -14
- package/loaders/VRMLLoader.js +0 -2575
- package/loaders/VRMLoader.cjs.js +0 -1
- package/loaders/VRMLoader.js +0 -46
- package/loaders/VTKLoader.cjs.js +0 -1
- package/loaders/VTKLoader.d.ts +0 -14
- package/loaders/VTKLoader.js +0 -834
- package/loaders/XLoader.cjs.js +0 -1
- package/loaders/XLoader.js +0 -1434
- package/loaders/XYZLoader.cjs.js +0 -1
- package/loaders/XYZLoader.d.ts +0 -14
- package/loaders/XYZLoader.js +0 -66
- package/loaders/lwo/IFFParser.cjs.js +0 -1
- package/loaders/lwo/IFFParser.js +0 -951
- package/loaders/lwo/LWO2Parser.cjs.js +0 -1
- package/loaders/lwo/LWO2Parser.js +0 -430
- package/loaders/lwo/LWO3Parser.cjs.js +0 -1
- package/loaders/lwo/LWO3Parser.js +0 -385
- package/math/Capsule.cjs.js +0 -1
- package/math/Capsule.d.ts +0 -27
- package/math/Capsule.js +0 -87
- package/math/ColorConverter.cjs.js +0 -1
- package/math/ColorConverter.d.ts +0 -21
- package/math/ColorConverter.js +0 -65
- package/math/ConvexHull.cjs.js +0 -1
- package/math/ConvexHull.d.ts +0 -89
- package/math/ConvexHull.js +0 -834
- package/math/ImprovedNoise.cjs.js +0 -1
- package/math/ImprovedNoise.d.ts +0 -4
- package/math/ImprovedNoise.js +0 -52
- package/math/Lut.cjs.js +0 -1
- package/math/Lut.d.ts +0 -27
- package/math/Lut.js +0 -119
- package/math/MeshSurfaceSampler.cjs.js +0 -1
- package/math/MeshSurfaceSampler.d.ts +0 -15
- package/math/MeshSurfaceSampler.js +0 -150
- package/math/OBB.cjs.js +0 -1
- package/math/OBB.d.ts +0 -24
- package/math/OBB.js +0 -296
- package/math/Octree.cjs.js +0 -1
- package/math/Octree.d.ts +0 -24
- package/math/Octree.js +0 -341
- package/math/SimplexNoise.cjs.js +0 -1
- package/math/SimplexNoise.d.ts +0 -17
- package/math/SimplexNoise.js +0 -446
- package/misc/ConvexObjectBreaker.cjs.js +0 -1
- package/misc/ConvexObjectBreaker.d.ts +0 -25
- package/misc/ConvexObjectBreaker.js +0 -398
- package/misc/GPUComputationRenderer.cjs.js +0 -1
- package/misc/GPUComputationRenderer.d.ts +0 -52
- package/misc/GPUComputationRenderer.js +0 -296
- package/misc/Gyroscope.cjs.js +0 -1
- package/misc/Gyroscope.d.ts +0 -5
- package/misc/Gyroscope.js +0 -41
- package/misc/MD2Character.cjs.js +0 -1
- package/misc/MD2Character.d.ts +0 -33
- package/misc/MD2Character.js +0 -184
- package/misc/MD2CharacterComplex.cjs.js +0 -1
- package/misc/MD2CharacterComplex.d.ts +0 -47
- package/misc/MD2CharacterComplex.js +0 -379
- package/misc/MorphAnimMesh.cjs.js +0 -1
- package/misc/MorphAnimMesh.d.ts +0 -13
- package/misc/MorphAnimMesh.js +0 -48
- package/misc/MorphBlendMesh.cjs.js +0 -1
- package/misc/MorphBlendMesh.d.ts +0 -21
- package/misc/MorphBlendMesh.js +0 -203
- package/misc/ProgressiveLightmap.cjs.js +0 -1
- package/misc/ProgressiveLightmap.js +0 -285
- package/misc/RollerCoaster.cjs.js +0 -1
- package/misc/RollerCoaster.d.ts +0 -21
- package/misc/RollerCoaster.js +0 -375
- package/misc/Timer.cjs.js +0 -1
- package/misc/Timer.d.ts +0 -27
- package/misc/Timer.js +0 -125
- package/misc/TubePainter.cjs.js +0 -1
- package/misc/TubePainter.d.ts +0 -10
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- package/renderers/webgpu/WebGPUTextureUtils.cjs.js +0 -1
- package/renderers/webgpu/WebGPUTextureUtils.js +0 -108
- package/renderers/webgpu/WebGPUTextures.cjs.js +0 -1
- package/renderers/webgpu/WebGPUTextures.js +0 -630
- package/renderers/webgpu/WebGPUUniform.cjs.js +0 -1
- package/renderers/webgpu/WebGPUUniform.js +0 -107
- package/renderers/webgpu/WebGPUUniformsGroup.cjs.js +0 -1
- package/renderers/webgpu/WebGPUUniformsGroup.js +0 -215
- package/renderers/webgpu/constants.cjs.js +0 -1
- package/renderers/webgpu/constants.js +0 -221
- package/renderers/webgpu/nodes/ShaderLib.cjs.js +0 -1
- package/renderers/webgpu/nodes/ShaderLib.js +0 -41
- package/renderers/webgpu/nodes/WebGPUNodeBuilder.cjs.js +0 -1
- package/renderers/webgpu/nodes/WebGPUNodeBuilder.js +0 -235
- package/renderers/webgpu/nodes/WebGPUNodeUniform.cjs.js +0 -1
- package/renderers/webgpu/nodes/WebGPUNodeUniform.js +0 -87
- package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.cjs.js +0 -1
- package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.js +0 -15
- package/renderers/webgpu/nodes/WebGPUNodes.cjs.js +0 -1
- package/renderers/webgpu/nodes/WebGPUNodes.js +0 -77
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- package/shaders/ACESFilmicToneMappingShader.d.ts +0 -9
- package/shaders/ACESFilmicToneMappingShader.js +0 -28
- package/shaders/AfterimageShader.cjs.js +0 -1
- package/shaders/AfterimageShader.d.ts +0 -10
- package/shaders/AfterimageShader.js +0 -22
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- package/shaders/BasicShader.d.ts +0 -5
- package/shaders/BasicShader.js +0 -10
- package/shaders/BleachBypassShader.cjs.js +0 -1
- package/shaders/BleachBypassShader.d.ts +0 -9
- package/shaders/BleachBypassShader.js +0 -19
- package/shaders/BlendShader.cjs.js +0 -1
- package/shaders/BlendShader.d.ts +0 -18
- package/shaders/BlendShader.js +0 -23
- package/shaders/BokehShader.cjs.js +0 -1
- package/shaders/BokehShader.d.ts +0 -19
- package/shaders/BokehShader.js +0 -44
- package/shaders/BokehShader2.cjs.js +0 -1
- package/shaders/BokehShader2.d.ts +0 -43
- package/shaders/BokehShader2.js +0 -98
- package/shaders/BrightnessContrastShader.cjs.js +0 -1
- package/shaders/BrightnessContrastShader.d.ts +0 -15
- package/shaders/BrightnessContrastShader.js +0 -23
- package/shaders/ColorCorrectionShader.cjs.js +0 -1
- package/shaders/ColorCorrectionShader.d.ts +0 -19
- package/shaders/ColorCorrectionShader.js +0 -26
- package/shaders/ColorifyShader.cjs.js +0 -1
- package/shaders/ColorifyShader.d.ts +0 -13
- package/shaders/ColorifyShader.js +0 -20
- package/shaders/ConvolutionShader.cjs.js +0 -1
- package/shaders/ConvolutionShader.d.ts +0 -16
- package/shaders/ConvolutionShader.js +0 -51
- package/shaders/CopyShader.cjs.js +0 -1
- package/shaders/CopyShader.d.ts +0 -9
- package/shaders/CopyShader.js +0 -17
- package/shaders/DOFMipMapShader.cjs.js +0 -1
- package/shaders/DOFMipMapShader.d.ts +0 -18
- package/shaders/DOFMipMapShader.js +0 -25
- package/shaders/DepthLimitedBlurShader.cjs.js +0 -1
- package/shaders/DepthLimitedBlurShader.d.ts +0 -28
- package/shaders/DepthLimitedBlurShader.js +0 -69
- package/shaders/DigitalGlitch.cjs.js +0 -1
- package/shaders/DigitalGlitch.d.ts +0 -39
- package/shaders/DigitalGlitch.js +0 -106
- package/shaders/DotScreenShader.cjs.js +0 -1
- package/shaders/DotScreenShader.d.ts +0 -22
- package/shaders/DotScreenShader.js +0 -31
- package/shaders/FXAAShader.cjs.js +0 -1
- package/shaders/FXAAShader.d.ts +0 -13
- package/shaders/FXAAShader.js +0 -23
- package/shaders/FilmShader.cjs.js +0 -1
- package/shaders/FilmShader.d.ts +0 -24
- package/shaders/FilmShader.js +0 -56
- package/shaders/FocusShader.cjs.js +0 -1
- package/shaders/FocusShader.d.ts +0 -21
- package/shaders/FocusShader.js +0 -28
- package/shaders/FreiChenShader.cjs.js +0 -1
- package/shaders/FreiChenShader.d.ts +0 -13
- package/shaders/FreiChenShader.js +0 -28
- package/shaders/FresnelShader.cjs.js +0 -1
- package/shaders/FresnelShader.d.ts +0 -21
- package/shaders/FresnelShader.js +0 -26
- package/shaders/GammaCorrectionShader.cjs.js +0 -1
- package/shaders/GammaCorrectionShader.d.ts +0 -8
- package/shaders/GammaCorrectionShader.js +0 -15
- package/shaders/GodRaysShader.cjs.js +0 -1
- package/shaders/GodRaysShader.d.ts +0 -58
- package/shaders/GodRaysShader.js +0 -137
- package/shaders/HalftoneShader.cjs.js +0 -1
- package/shaders/HalftoneShader.d.ts +0 -45
- package/shaders/HalftoneShader.js +0 -69
- package/shaders/HorizontalBlurShader.cjs.js +0 -1
- package/shaders/HorizontalBlurShader.d.ts +0 -9
- package/shaders/HorizontalBlurShader.js +0 -59
- package/shaders/HorizontalTiltShiftShader.cjs.js +0 -1
- package/shaders/HorizontalTiltShiftShader.d.ts +0 -15
- package/shaders/HorizontalTiltShiftShader.js +0 -25
- package/shaders/HueSaturationShader.cjs.js +0 -1
- package/shaders/HueSaturationShader.d.ts +0 -15
- package/shaders/HueSaturationShader.js +0 -25
- package/shaders/KaleidoShader.cjs.js +0 -1
- package/shaders/KaleidoShader.d.ts +0 -15
- package/shaders/KaleidoShader.js +0 -26
- package/shaders/LuminosityHighPassShader.cjs.js +0 -1
- package/shaders/LuminosityHighPassShader.d.ts +0 -23
- package/shaders/LuminosityHighPassShader.js +0 -31
- package/shaders/LuminosityShader.cjs.js +0 -1
- package/shaders/LuminosityShader.d.ts +0 -9
- package/shaders/LuminosityShader.js +0 -15
- package/shaders/MirrorShader.cjs.js +0 -1
- package/shaders/MirrorShader.d.ts +0 -12
- package/shaders/MirrorShader.js +0 -20
- package/shaders/NormalMapShader.cjs.js +0 -1
- package/shaders/NormalMapShader.d.ts +0 -19
- package/shaders/NormalMapShader.js +0 -27
- package/shaders/ParallaxShader.cjs.js +0 -1
- package/shaders/ParallaxShader.d.ts +0 -28
- package/shaders/ParallaxShader.js +0 -54
- package/shaders/PixelShader.cjs.js +0 -1
- package/shaders/PixelShader.d.ts +0 -15
- package/shaders/PixelShader.js +0 -20
- package/shaders/RGBShiftShader.cjs.js +0 -1
- package/shaders/RGBShiftShader.d.ts +0 -15
- package/shaders/RGBShiftShader.js +0 -26
- package/shaders/SAOShader.cjs.js +0 -1
- package/shaders/SAOShader.d.ts +0 -25
- package/shaders/SAOShader.js +0 -60
- package/shaders/SMAAShader.cjs.js +0 -1
- package/shaders/SMAAShader.d.ts +0 -55
- package/shaders/SMAAShader.js +0 -151
- package/shaders/SSAOShader.cjs.js +0 -1
- package/shaders/SSAOShader.d.ts +0 -80
- package/shaders/SSAOShader.js +0 -100
- package/shaders/SSRShader.cjs.js +0 -1
- package/shaders/SSRShader.d.ts +0 -90
- package/shaders/SSRShader.js +0 -379
- package/shaders/SepiaShader.cjs.js +0 -1
- package/shaders/SepiaShader.d.ts +0 -12
- package/shaders/SepiaShader.js +0 -19
- package/shaders/SobelOperatorShader.cjs.js +0 -1
- package/shaders/SobelOperatorShader.d.ts +0 -13
- package/shaders/SobelOperatorShader.js +0 -33
- package/shaders/SubsurfaceScatteringShader.cjs.js +0 -1
- package/shaders/SubsurfaceScatteringShader.d.ts +0 -5
- package/shaders/SubsurfaceScatteringShader.js +0 -45
- package/shaders/TechnicolorShader.cjs.js +0 -1
- package/shaders/TechnicolorShader.d.ts +0 -9
- package/shaders/TechnicolorShader.js +0 -17
- package/shaders/ToneMapShader.cjs.js +0 -1
- package/shaders/ToneMapShader.d.ts +0 -24
- package/shaders/ToneMapShader.js +0 -32
- package/shaders/ToonShader.cjs.js +0 -1
- package/shaders/ToonShader.d.ts +0 -100
- package/shaders/ToonShader.js +0 -112
- package/shaders/TriangleBlurShader.cjs.js +0 -1
- package/shaders/TriangleBlurShader.d.ts +0 -13
- package/shaders/TriangleBlurShader.js +0 -27
- package/shaders/UnpackDepthRGBAShader.cjs.js +0 -1
- package/shaders/UnpackDepthRGBAShader.d.ts +0 -12
- package/shaders/UnpackDepthRGBAShader.js +0 -18
- package/shaders/VerticalBlurShader.cjs.js +0 -1
- package/shaders/VerticalBlurShader.d.ts +0 -9
- package/shaders/VerticalBlurShader.js +0 -60
- package/shaders/VerticalTiltShiftShader.cjs.js +0 -1
- package/shaders/VerticalTiltShiftShader.d.ts +0 -15
- package/shaders/VerticalTiltShiftShader.js +0 -25
- package/shaders/VignetteShader.cjs.js +0 -1
- package/shaders/VignetteShader.d.ts +0 -15
- package/shaders/VignetteShader.js +0 -32
- package/shaders/VolumeShader.cjs.js +0 -1
- package/shaders/VolumeShader.d.ts +0 -25
- package/shaders/VolumeShader.js +0 -81
- package/shaders/WaterRefractionShader.cjs.js +0 -1
- package/shaders/WaterRefractionShader.d.ts +0 -21
- package/shaders/WaterRefractionShader.js +0 -25
- package/shaders/types.cjs.js +0 -1
- package/shaders/types.d.ts +0 -14
- package/shaders/types.js +0 -1
- package/textures/FlakesTexture.cjs.js +0 -1
- package/textures/FlakesTexture.d.ts +0 -4
- package/textures/FlakesTexture.js +0 -32
- package/types/helpers.cjs.js +0 -1
- package/types/helpers.d.ts +0 -1
- package/types/helpers.js +0 -3
- package/types/shared.cjs.js +0 -1
- package/types/shared.d.ts +0 -2
- package/types/shared.js +0 -1
- package/types/utils.cjs.js +0 -1
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- package/types/utils.js +0 -1
- package/utils/BufferGeometryUtils.cjs.js +0 -1
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- package/utils/BufferGeometryUtils.js +0 -728
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- package/utils/GeometryUtils.d.ts +0 -6
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},screenWidth:{value:1024},screenHeight:{value:1024},sampleDistance:{value:.94},waveFactor:{value:.00125}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float screenWidth;","uniform float screenHeight;","uniform float sampleDistance;","uniform float waveFactor;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 color, org, tmp, add;","\tfloat sample_dist, f;","\tvec2 vin;","\tvec2 uv = vUv;","\tadd = color = org = texture2D( tDiffuse, uv );","\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );","\tsample_dist = dot( vin, vin ) * 2.0;","\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;","\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );","\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );","\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );","}"].join("\n")};exports.FocusShader=e;
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sampleDistance: {
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waveFactor: {
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};
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package/shaders/FocusShader.js
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/**
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* Focus shader
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* based on PaintEffect postprocess from ro.me
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* http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
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*/
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const FocusShader = {
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uniforms: {
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tDiffuse: {
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value: null
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value: 1024
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value: 1024
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sampleDistance: {
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value: 0.94
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waveFactor: {
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value: 0.00125
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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: ['uniform float screenWidth;', 'uniform float screenHeight;', 'uniform float sampleDistance;', 'uniform float waveFactor;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 color, org, tmp, add;', ' float sample_dist, f;', ' vec2 vin;', ' vec2 uv = vUv;', ' add = color = org = texture2D( tDiffuse, uv );', ' vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );', ' sample_dist = dot( vin, vin ) * 2.0;', ' f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;', ' vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );', ' color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );', ' gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );', '}'].join('\n')
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};
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export { FocusShader };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},aspect:{value:new(require("three").Vector2)(512,512)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","uniform vec2 aspect;","vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);","mat3 G[9];","const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );","const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );","const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );","const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );","const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );","const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );","const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );","const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );","const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );","void main(void)","{","\tG[0] = g0,","\tG[1] = g1,","\tG[2] = g2,","\tG[3] = g3,","\tG[4] = g4,","\tG[5] = g5,","\tG[6] = g6,","\tG[7] = g7,","\tG[8] = g8;","\tmat3 I;","\tfloat cnv[9];","\tvec3 sample;","\tfor (float i=0.0; i<3.0; i++) {","\t\tfor (float j=0.0; j<3.0; j++) {","\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;","\t\t\tI[int(i)][int(j)] = length(sample);","\t\t}","\t}","\tfor (int i=0; i<9; i++) {","\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);","\t\tcnv[i] = dp3 * dp3;","\t}","\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);","\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);","\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);","}"].join("\n")};exports.FreiChenShader=t;
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import { Vector2 } from 'three';
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/**
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* Edge Detection Shader using Frei-Chen filter
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* Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
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*
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* aspect: vec2 of (1/width, 1/height)
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*/
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const FreiChenShader = {
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uniforms: {
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tDiffuse: {
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value: null
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},
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aspect: {
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value: new Vector2(512, 512)
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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: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'uniform vec2 aspect;', 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);', 'mat3 G[9];', // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
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'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );', 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );', 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );', 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );', 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );', 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );', 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );', 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );', 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );', 'void main(void)', '{', ' G[0] = g0,', ' G[1] = g1,', ' G[2] = g2,', ' G[3] = g3,', ' G[4] = g4,', ' G[5] = g5,', ' G[6] = g6,', ' G[7] = g7,', ' G[8] = g8;', ' mat3 I;', ' float cnv[9];', ' vec3 sample;',
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/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
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' for (float i=0.0; i<3.0; i++) {', ' for (float j=0.0; j<3.0; j++) {', ' sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;', ' I[int(i)][int(j)] = length(sample);', ' }', ' }',
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/* calculate the convolution values for all the masks */
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' for (int i=0; i<9; i++) {', ' float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);', ' cnv[i] = dp3 * dp3;', ' }', ' float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);', ' float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);', ' gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);', '}'].join('\n')
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};
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export { FreiChenShader };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{mRefractionRatio:{value:1.02},mFresnelBias:{value:.1},mFresnelPower:{value:2},mFresnelScale:{value:1},tCube:{value:null}},vertexShader:["uniform float mRefractionRatio;","uniform float mFresnelBias;","uniform float mFresnelScale;","uniform float mFresnelPower;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );","\tvec3 I = worldPosition.xyz - cameraPosition;","\tvReflect = reflect( I, worldNormal );","\tvRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );","\tvRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );","\tvRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );","\tvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform samplerCube tCube;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );","\tvec4 refractedColor = vec4( 1.0 );","\trefractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;","\trefractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;","\trefractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;","\tgl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );","}"].join("\n")};exports.FresnelShader=e;
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export declare const FresnelShader: {
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uniforms: {
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mRefractionRatio: {
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value: number;
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};
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mFresnelBias: {
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value: number;
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};
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mFresnelPower: {
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value: number;
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};
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mFresnelScale: {
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value: number;
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};
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tCube: {
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value: null;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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package/shaders/FresnelShader.js
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/**
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* Based on Nvidia Cg tutorial
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*/
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const FresnelShader = {
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uniforms: {
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mRefractionRatio: {
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value: 1.02
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},
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mFresnelBias: {
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value: 0.1
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},
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mFresnelPower: {
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value: 2.0
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},
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mFresnelScale: {
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value: 1.0
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},
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tCube: {
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value: null
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}
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},
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vertexShader: ['uniform float mRefractionRatio;', 'uniform float mFresnelBias;', 'uniform float mFresnelScale;', 'uniform float mFresnelPower;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vReflect = reflect( I, worldNormal );', ' vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );', ' vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );', ' vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );', ' vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
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fragmentShader: ['uniform samplerCube tCube;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );', ' vec4 refractedColor = vec4( 1.0 );', ' refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;', ' refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;', ' refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;', ' gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );', '}'].join('\n')
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};
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export { FresnelShader };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 tex = texture2D( tDiffuse, vUv );","\tgl_FragColor = LinearTosRGB( tex );","}"].join("\n")};exports.GammaCorrectionShader=e;
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import type { IUniform, Texture } from 'three';
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import type { IShader } from './types';
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export declare type GammaCorrectionShaderUniforms = {
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tDiffuse: IUniform<Texture | null>;
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};
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export interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {
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}
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export declare const GammaCorrectionShader: IGammaCorrectionShader;
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/**
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* Gamma Correction Shader
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* http://en.wikipedia.org/wiki/gamma_correction
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*/
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const GammaCorrectionShader = {
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uniforms: {
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tDiffuse: {
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value: null
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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: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vUv );', ' gl_FragColor = LinearTosRGB( tex );', '}'].join('\n')
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};
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export { GammaCorrectionShader };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{tInput:{value:null}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tInput;","void main() {","\tgl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );","}"].join("\n")},o={uniforms:{tInput:{value:null},fStepSize:{value:1},vSunPositionScreenSpace:{value:new e.Vector3}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#define TAPS_PER_PASS 6.0","varying vec2 vUv;","uniform sampler2D tInput;","uniform vec3 vSunPositionScreenSpace;","uniform float fStepSize;","void main() {","\tvec2 delta = vSunPositionScreenSpace.xy - vUv;","\tfloat dist = length( delta );","\tvec2 stepv = fStepSize * delta / dist;","\tfloat iters = dist/fStepSize;","\tvec2 uv = vUv.xy;","\tfloat col = 0.0;","\tfloat f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );","\tif ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tgl_FragColor = vec4( col/TAPS_PER_PASS );","\tgl_FragColor.a = 1.0;","}"].join("\n")},r={uniforms:{tColors:{value:null},tGodRays:{value:null},fGodRayIntensity:{value:.69}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tColors;","uniform sampler2D tGodRays;","uniform float fGodRayIntensity;","void main() {","\tgl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );","\tgl_FragColor.a = 1.0;","}"].join("\n")},v={uniforms:{vSunPositionScreenSpace:{value:new e.Vector3},fAspect:{value:1},sunColor:{value:new e.Color(16772608)},bgColor:{value:new e.Color(0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform vec3 vSunPositionScreenSpace;","uniform float fAspect;","uniform vec3 sunColor;","uniform vec3 bgColor;","void main() {","\tvec2 diff = vUv - vSunPositionScreenSpace.xy;","\tdiff.x *= fAspect;","\tfloat prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );","\tprop = 0.35 * pow( 1.0 - prop, 3.0 );","\tgl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;","\tgl_FragColor.w = 1.0;","}"].join("\n")};exports.GodRaysCombineShader=r,exports.GodRaysDepthMaskShader=t,exports.GodRaysFakeSunShader=v,exports.GodRaysGenerateShader=o;
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import { Color, Vector3 } from 'three';
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export declare const GodRaysDepthMaskShader: {
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uniforms: {
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tInput: {
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value: null;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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export declare const GodRaysGenerateShader: {
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uniforms: {
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tInput: {
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value: null;
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};
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fStepSize: {
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value: number;
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};
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vSunPositionScreenSpace: {
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value: Vector3;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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export declare const GodRaysCombineShader: {
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uniforms: {
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tColors: {
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value: null;
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};
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tGodRays: {
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value: null;
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};
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fGodRayIntensity: {
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value: number;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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export declare const GodRaysFakeSunShader: {
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uniforms: {
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vSunPositionScreenSpace: {
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value: Vector3;
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};
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fAspect: {
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value: number;
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};
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sunColor: {
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value: Color;
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};
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bgColor: {
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value: Color;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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package/shaders/GodRaysShader.js
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import { Vector3, Color } from 'three';
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/**
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* God-rays (crepuscular rays)
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*
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* Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
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* Blurs a mask generated from the depth map along radial lines emanating from the light
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* source. The blur repeatedly applies a blur filter of increasing support but constant
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* sample count to produce a blur filter with large support.
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*
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* My implementation performs 3 passes, similar to the implementation from Sousa. I found
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* just 6 samples per pass produced acceptible results. The blur is applied three times,
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* with decreasing filter support. The result is equivalent to a single pass with
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* 6*6*6 = 216 samples.
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*
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* References:
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*
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* Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
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*/
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const GodRaysDepthMaskShader = {
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uniforms: {
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tInput: {
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value: null
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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: ['varying vec2 vUv;', 'uniform sampler2D tInput;', 'void main() {', ' gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );', '}'].join('\n')
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};
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/**
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* The god-ray generation shader.
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*
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* First pass:
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*
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* The depth map is blurred along radial lines towards the "sun". The
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* output is written to a temporary render target (I used a 1/4 sized
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* target).
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*
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* Pass two & three:
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*
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* The results of the previous pass are re-blurred, each time with a
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* decreased distance between samples.
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*/
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const GodRaysGenerateShader = {
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uniforms: {
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tInput: {
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value: null
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},
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fStepSize: {
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value: 1.0
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},
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vSunPositionScreenSpace: {
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value: new Vector3()
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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: ['#define TAPS_PER_PASS 6.0', 'varying vec2 vUv;', 'uniform sampler2D tInput;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fStepSize;', // filter step size
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'void main() {', // delta from current pixel to "sun" position
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' vec2 delta = vSunPositionScreenSpace.xy - vUv;', ' float dist = length( delta );', // Step vector (uv space)
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' vec2 stepv = fStepSize * delta / dist;', // Number of iterations between pixel and sun
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' float iters = dist/fStepSize;', ' vec2 uv = vUv.xy;', ' float col = 0.0;', // This breaks ANGLE in Chrome 22
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// - see http://code.google.com/p/chromium/issues/detail?id=153105
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/*
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// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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// so i've just left the loop
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"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
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// Accumulate samples, making sure we dont walk past the light source.
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// The check for uv.y < 1 would not be necessary with "border" UV wrap
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// mode, with a black border color. I don't think this is currently
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// exposed by three.js. As a result there might be artifacts when the
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// sun is to the left, right or bottom of screen as these cases are
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// not specifically handled.
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" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
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" uv += stepv;",
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"}",
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*/
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// Unrolling loop manually makes it work in ANGLE
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' float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays
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' if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
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// objectionable artifacts, in particular near the sun position. The side
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// effect is that the result is darker than it should be around the sun, as
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// TAPS_PER_PASS is greater than the number of samples actually accumulated.
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// When the result is inverted (in the shader 'godrays_combine', this produces
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// a slight bright spot at the position of the sun, even when it is occluded.
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' gl_FragColor = vec4( col/TAPS_PER_PASS );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
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};
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/**
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* Additively applies god rays from texture tGodRays to a background (tColors).
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* fGodRayIntensity attenuates the god rays.
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*/
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const GodRaysCombineShader = {
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uniforms: {
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tColors: {
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value: null
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},
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tGodRays: {
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value: null
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},
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fGodRayIntensity: {
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value: 0.69
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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: ['varying vec2 vUv;', 'uniform sampler2D tColors;', 'uniform sampler2D tGodRays;', 'uniform float fGodRayIntensity;', 'void main() {', // Since THREE.MeshDepthMaterial renders foreground objects white and background
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// objects black, the god-rays will be white streaks. Therefore value is inverted
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// before being combined with tColors
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' gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
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};
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/**
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* A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
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* cheaper/faster/simpler to implement this as a simple sun sprite.
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*/
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const GodRaysFakeSunShader = {
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uniforms: {
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vSunPositionScreenSpace: {
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value: new Vector3()
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},
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fAspect: {
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value: 1.0
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},
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sunColor: {
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value: new Color(0xffee00)
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},
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bgColor: {
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value: new Color(0x000000)
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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: ['varying vec2 vUv;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fAspect;', 'uniform vec3 sunColor;', 'uniform vec3 bgColor;', 'void main() {', ' vec2 diff = vUv - vSunPositionScreenSpace.xy;', // Correct for aspect ratio
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' diff.x *= fAspect;', ' float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );', ' prop = 0.35 * pow( 1.0 - prop, 3.0 );', ' gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;', ' gl_FragColor.w = 1.0;', '}'].join('\n')
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};
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export { GodRaysCombineShader, GodRaysDepthMaskShader, GodRaysFakeSunShader, GodRaysGenerateShader };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},shape:{value:1},radius:{value:4},rotateR:{value:Math.PI/12*1},rotateG:{value:Math.PI/12*2},rotateB:{value:Math.PI/12*3},scatter:{value:0},width:{value:1},height:{value:1},blending:{value:1},blendingMode:{value:1},greyscale:{value:!1},disable:{value:!1}},vertexShader:["varying vec2 vUV;","void main() {","\tvUV = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);","}"].join("\n"),fragmentShader:["#define SQRT2_MINUS_ONE 0.41421356","#define SQRT2_HALF_MINUS_ONE 0.20710678","#define PI2 6.28318531","#define SHAPE_DOT 1","#define SHAPE_ELLIPSE 2","#define SHAPE_LINE 3","#define SHAPE_SQUARE 4","#define BLENDING_LINEAR 1","#define BLENDING_MULTIPLY 2","#define BLENDING_ADD 3","#define BLENDING_LIGHTER 4","#define BLENDING_DARKER 5","uniform sampler2D tDiffuse;","uniform float radius;","uniform float rotateR;","uniform float rotateG;","uniform float rotateB;","uniform float scatter;","uniform float width;","uniform float height;","uniform int shape;","uniform bool disable;","uniform float blending;","uniform int blendingMode;","varying vec2 vUV;","uniform bool greyscale;","const int samples = 8;","float blend( float a, float b, float t ) {","\treturn a * ( 1.0 - t ) + b * t;","}","float hypot( float x, float y ) {","\treturn sqrt( x * x + y * y );","}","float rand( vec2 seed ){","return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );","}","float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {","\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );","\tfloat rad = channel;","\tif ( shape == SHAPE_DOT ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t} else if ( shape == SHAPE_ELLIPSE ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t\tif ( dist != 0.0 ) {","\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );","\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;","\t\t}","\t} else if ( shape == SHAPE_LINE ) {","\t\trad = pow( abs( rad ), 1.5) * rad_max;","\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;","\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );","\t} else if ( shape == SHAPE_SQUARE ) {","\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;","\t\tfloat sin_t = abs( sin( theta ) );","\t\tfloat cos_t = abs( cos( theta ) );","\t\trad = pow( abs( rad ), 1.4 );","\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );","\t}","\treturn rad - dist;","}","struct Cell {","\tvec2 normal;","\tvec2 p1;","\tvec2 p2;","\tvec2 p3;","\tvec2 p4;","\tfloat samp2;","\tfloat samp1;","\tfloat samp3;","\tfloat samp4;","};","vec4 getSample( vec2 point ) {","\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );","\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;","\tfloat step = PI2 / float( samples );","\tfloat dist = radius * 0.66;","\tfor ( int i = 0; i < samples; ++i ) {","\t\tfloat r = base + step * float( i );","\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );","\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );","\t}","\ttex /= float( samples ) + 1.0;","\treturn tex;","}","float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {","\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;","\tif ( channel == 0 ) {","\t\tc.samp1 = getSample( c.p1 ).r;","\t\tc.samp2 = getSample( c.p2 ).r;","\t\tc.samp3 = getSample( c.p3 ).r;","\t\tc.samp4 = getSample( c.p4 ).r;","\t} else if (channel == 1) {","\t\tc.samp1 = getSample( c.p1 ).g;","\t\tc.samp2 = getSample( c.p2 ).g;","\t\tc.samp3 = getSample( c.p3 ).g;","\t\tc.samp4 = getSample( c.p4 ).g;","\t} else {","\t\tc.samp1 = getSample( c.p1 ).b;","\t\tc.samp3 = getSample( c.p3 ).b;","\t\tc.samp2 = getSample( c.p2 ).b;","\t\tc.samp4 = getSample( c.p4 ).b;","\t}","\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );","\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );","\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );","\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );","\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;","\tres = clamp( res, 0.0, 1.0 );","\treturn res;","}","Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {","\tCell c;","\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );","\tfloat threshold = step * 0.5;","\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );","\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );","\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );","\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );","\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;","\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;","\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );","\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;","\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;","\tc.normal = n;","\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;","\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;","\tif ( scatter != 0.0 ) {","\t\tfloat off_mag = scatter * threshold * 0.5;","\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;","\t\tc.p1.x += cos( off_angle ) * off_mag;","\t\tc.p1.y += sin( off_angle ) * off_mag;","\t}","\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );","\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );","\tc.p2.x = c.p1.x - n.x * normal_step;","\tc.p2.y = c.p1.y - n.y * normal_step;","\tc.p3.x = c.p1.x + n.y * line_step;","\tc.p3.y = c.p1.y - n.x * line_step;","\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;","\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;","\treturn c;","}","float blendColour( float a, float b, float t ) {","\tif ( blendingMode == BLENDING_LINEAR ) {","\t\treturn blend( a, b, 1.0 - t );","\t} else if ( blendingMode == BLENDING_ADD ) {","\t\treturn blend( a, min( 1.0, a + b ), t );","\t} else if ( blendingMode == BLENDING_MULTIPLY ) {","\t\treturn blend( a, max( 0.0, a * b ), t );","\t} else if ( blendingMode == BLENDING_LIGHTER ) {","\t\treturn blend( a, max( a, b ), t );","\t} else if ( blendingMode == BLENDING_DARKER ) {","\t\treturn blend( a, min( a, b ), t );","\t} else {","\t\treturn blend( a, b, 1.0 - t );","\t}","}","void main() {","\tif ( ! disable ) {","\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );","\t\tvec2 origin = vec2( 0, 0 );","\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;","\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );","\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );","\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );","\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );","\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );","\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );","\t\tvec4 colour = texture2D( tDiffuse, vUV );","\t\tr = blendColour( r, colour.r, blending );","\t\tg = blendColour( g, colour.g, blending );","\t\tb = blendColour( b, colour.b, blending );","\t\tif ( greyscale ) {","\t\t\tr = g = b = (r + b + g) / 3.0;","\t\t}","\t\tgl_FragColor = vec4( r, g, b, 1.0 );","\t} else {","\t\tgl_FragColor = texture2D( tDiffuse, vUV );","\t}","}"].join("\n")};exports.HalftoneShader=t;
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export declare const HalftoneShader: {
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