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.
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
  73. package/curves/NURBSCurve.d.ts +0 -11
  74. package/curves/NURBSCurve.js +0 -63
  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
  78. package/curves/NURBSUtils.cjs.js +0 -1
  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
  82. package/custom.d.js +0 -1
  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
  98. package/effects/PeppersGhostEffect.cjs.js +0 -1
  99. package/effects/PeppersGhostEffect.d.ts +0 -10
  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
  108. package/exporters/ColladaExporter.d.ts +0 -39
  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
  111. package/exporters/DRACOExporter.d.ts +0 -23
  112. package/exporters/DRACOExporter.js +0 -186
  113. package/exporters/GLTFExporter.cjs.js +0 -1
  114. package/exporters/GLTFExporter.d.ts +0 -270
  115. package/exporters/GLTFExporter.js +0 -1932
  116. package/exporters/MMDExporter.cjs.js +0 -1
  117. package/exporters/MMDExporter.d.ts +0 -8
  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
  168. package/helpers/VertexNormalsHelper.d.ts +0 -10
  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
  180. package/interactive/InteractiveGroup.d.ts +0 -5
  181. package/interactive/InteractiveGroup.js +0 -87
  182. package/interactive/SelectionBox.cjs.js +0 -1
  183. package/interactive/SelectionBox.d.ts +0 -15
  184. package/interactive/SelectionBox.js +0 -152
  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
  187. package/interactive/SelectionHelper.js +0 -59
  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
  190. package/libs/MeshoptDecoder.js +0 -124
  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
  199. package/lights/RectAreaLightUniformsLib.js +0 -9
  200. package/lines/Line2.cjs.js +0 -1
  201. package/lines/Line2.d.ts +0 -11
  202. package/lines/Line2.js +0 -16
  203. package/lines/LineGeometry.cjs.js +0 -1
  204. package/lines/LineGeometry.d.ts +0 -10
  205. package/lines/LineGeometry.js +0 -56
  206. package/lines/LineMaterial.cjs.js +0 -1
  207. package/lines/LineMaterial.d.ts +0 -31
  208. package/lines/LineMaterial.js +0 -577
  209. package/lines/LineSegments2.cjs.js +0 -1
  210. package/lines/LineSegments2.d.ts +0 -14
  211. package/lines/LineSegments2.js +0 -311
  212. package/lines/LineSegmentsGeometry.cjs.js +0 -1
  213. package/lines/LineSegmentsGeometry.d.ts +0 -23
  214. package/lines/LineSegmentsGeometry.js +0 -166
  215. package/lines/Wireframe.cjs.js +0 -1
  216. package/lines/Wireframe.d.ts +0 -11
  217. package/lines/Wireframe.js +0 -45
  218. package/lines/WireframeGeometry2.cjs.js +0 -1
  219. package/lines/WireframeGeometry2.d.ts +0 -8
  220. package/lines/WireframeGeometry2.js +0 -14
  221. package/loaders/3DMLoader.cjs.js +0 -1
  222. package/loaders/3DMLoader.d.ts +0 -17
  223. package/loaders/3DMLoader.js +0 -1037
  224. package/loaders/3MFLoader.cjs.js +0 -1
  225. package/loaders/3MFLoader.d.ts +0 -16
  226. package/loaders/3MFLoader.js +0 -1053
  227. package/loaders/AMFLoader.cjs.js +0 -1
  228. package/loaders/AMFLoader.d.ts +0 -14
  229. package/loaders/AMFLoader.js +0 -389
  230. package/loaders/AssimpLoader.cjs.js +0 -1
  231. package/loaders/AssimpLoader.js +0 -1793
  232. package/loaders/BVHLoader.cjs.js +0 -1
  233. package/loaders/BVHLoader.d.ts +0 -21
  234. package/loaders/BVHLoader.js +0 -313
  235. package/loaders/BasisTextureLoader.cjs.js +0 -1
  236. package/loaders/BasisTextureLoader.d.ts +0 -32
  237. package/loaders/BasisTextureLoader.js +0 -602
  238. package/loaders/ColladaLoader.cjs.js +0 -1
  239. package/loaders/ColladaLoader.d.ts +0 -20
  240. package/loaders/ColladaLoader.js +0 -2993
  241. package/loaders/DDSLoader.cjs.js +0 -1
  242. package/loaders/DDSLoader.d.ts +0 -16
  243. package/loaders/DDSLoader.js +0 -214
  244. package/loaders/DRACOLoader.cjs.js +0 -1
  245. package/loaders/DRACOLoader.d.ts +0 -18
  246. package/loaders/DRACOLoader.js +0 -447
  247. package/loaders/EXRLoader.cjs.js +0 -1
  248. package/loaders/EXRLoader.d.ts +0 -18
  249. package/loaders/EXRLoader.js +0 -1699
  250. package/loaders/FBXLoader.cjs.js +0 -1
  251. package/loaders/FBXLoader.d.ts +0 -14
  252. package/loaders/FBXLoader.js +0 -2917
  253. package/loaders/FontLoader.cjs.js +0 -1
  254. package/loaders/FontLoader.d.ts +0 -36
  255. package/loaders/FontLoader.js +0 -144
  256. package/loaders/GCodeLoader.cjs.js +0 -1
  257. package/loaders/GCodeLoader.d.ts +0 -15
  258. package/loaders/GCodeLoader.js +0 -189
  259. package/loaders/GLTFLoader.cjs.js +0 -1
  260. package/loaders/GLTFLoader.d.ts +0 -151
  261. package/loaders/GLTFLoader.js +0 -3136
  262. package/loaders/HDRCubeTextureLoader.cjs.js +0 -1
  263. package/loaders/HDRCubeTextureLoader.d.ts +0 -18
  264. package/loaders/HDRCubeTextureLoader.js +0 -77
  265. package/loaders/KMZLoader.cjs.js +0 -1
  266. package/loaders/KMZLoader.d.ts +0 -16
  267. package/loaders/KMZLoader.js +0 -88
  268. package/loaders/KTX2Loader.cjs.js +0 -1
  269. package/loaders/KTX2Loader.d.ts +0 -16
  270. package/loaders/KTX2Loader.js +0 -596
  271. package/loaders/KTXLoader.cjs.js +0 -1
  272. package/loaders/KTXLoader.d.ts +0 -16
  273. package/loaders/KTXLoader.js +0 -149
  274. package/loaders/LDrawLoader.cjs.js +0 -1
  275. package/loaders/LDrawLoader.d.ts +0 -26
  276. package/loaders/LDrawLoader.js +0 -1842
  277. package/loaders/LUT3dlLoader.cjs.js +0 -1
  278. package/loaders/LUT3dlLoader.d.ts +0 -20
  279. package/loaders/LUT3dlLoader.js +0 -115
  280. package/loaders/LUTCubeLoader.cjs.js +0 -1
  281. package/loaders/LUTCubeLoader.d.ts +0 -23
  282. package/loaders/LUTCubeLoader.js +0 -118
  283. package/loaders/LWOLoader.cjs.js +0 -1
  284. package/loaders/LWOLoader.d.ts +0 -26
  285. package/loaders/LWOLoader.js +0 -737
  286. package/loaders/LottieLoader.cjs.js +0 -1
  287. package/loaders/LottieLoader.d.ts +0 -15
  288. package/loaders/LottieLoader.js +0 -49
  289. package/loaders/MD2Loader.cjs.js +0 -1
  290. package/loaders/MD2Loader.d.ts +0 -14
  291. package/loaders/MD2Loader.js +0 -202
  292. package/loaders/MDDLoader.cjs.js +0 -1
  293. package/loaders/MDDLoader.d.ts +0 -19
  294. package/loaders/MDDLoader.js +0 -78
  295. package/loaders/MMDLoader.cjs.js +0 -1
  296. package/loaders/MMDLoader.d.ts +0 -63
  297. package/loaders/MMDLoader.js +0 -1434
  298. package/loaders/MTLLoader.cjs.js +0 -1
  299. package/loaders/MTLLoader.d.ts +0 -112
  300. package/loaders/MTLLoader.js +0 -390
  301. package/loaders/NRRDLoader.cjs.js +0 -1
  302. package/loaders/NRRDLoader.d.ts +0 -21
  303. package/loaders/NRRDLoader.js +0 -482
  304. package/loaders/NodeMaterialLoader.cjs.js +0 -1
  305. package/loaders/NodeMaterialLoader.js +0 -39
  306. package/loaders/OBJLoader.cjs.js +0 -1
  307. package/loaders/OBJLoader.d.ts +0 -17
  308. package/loaders/OBJLoader.js +0 -609
  309. package/loaders/PCDLoader.cjs.js +0 -1
  310. package/loaders/PCDLoader.d.ts +0 -15
  311. package/loaders/PCDLoader.js +0 -267
  312. package/loaders/PDBLoader.cjs.js +0 -1
  313. package/loaders/PDBLoader.d.ts +0 -22
  314. package/loaders/PDBLoader.js +0 -264
  315. package/loaders/PLYLoader.cjs.js +0 -1
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  317. package/loaders/PLYLoader.js +0 -414
  318. package/loaders/PRWMLoader.cjs.js +0 -1
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  321. package/loaders/PVRLoader.cjs.js +0 -1
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  324. package/loaders/RGBELoader.cjs.js +0 -1
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  327. package/loaders/RGBMLoader.cjs.js +0 -1
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  329. package/loaders/RGBMLoader.js +0 -1168
  330. package/loaders/STLLoader.cjs.js +0 -1
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  333. package/loaders/SVGLoader.cjs.js +0 -1
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  336. package/loaders/TDSLoader.cjs.js +0 -1
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  339. package/loaders/TGALoader.cjs.js +0 -1
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  345. package/loaders/TiltLoader.cjs.js +0 -1
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  348. package/loaders/VOXLoader.cjs.js +0 -1
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  351. package/loaders/VRMLLoader.cjs.js +0 -1
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  355. package/loaders/VRMLoader.js +0 -46
  356. package/loaders/VTKLoader.cjs.js +0 -1
  357. package/loaders/VTKLoader.d.ts +0 -14
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  359. package/loaders/XLoader.cjs.js +0 -1
  360. package/loaders/XLoader.js +0 -1434
  361. package/loaders/XYZLoader.cjs.js +0 -1
  362. package/loaders/XYZLoader.d.ts +0 -14
  363. package/loaders/XYZLoader.js +0 -66
  364. package/loaders/lwo/IFFParser.cjs.js +0 -1
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  366. package/loaders/lwo/LWO2Parser.cjs.js +0 -1
  367. package/loaders/lwo/LWO2Parser.js +0 -430
  368. package/loaders/lwo/LWO3Parser.cjs.js +0 -1
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  370. package/math/Capsule.cjs.js +0 -1
  371. package/math/Capsule.d.ts +0 -27
  372. package/math/Capsule.js +0 -87
  373. package/math/ColorConverter.cjs.js +0 -1
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  380. package/math/ImprovedNoise.d.ts +0 -4
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- export declare const FilmShader: {
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- uniforms: {
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- tDiffuse: {
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- value: null;
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- };
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- time: {
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- value: number;
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- };
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- nIntensity: {
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- value: number;
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- };
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- sIntensity: {
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- value: number;
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- };
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- sCount: {
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- value: number;
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- };
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- grayscale: {
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- value: number;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
@@ -1,56 +0,0 @@
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- /**
2
- * Film grain & scanlines shader
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- *
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- * - ported from HLSL to WebGL / GLSL
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- * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
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- *
7
- * Screen Space Static Postprocessor
8
- *
9
- * Produces an analogue noise overlay similar to a film grain / TV static
10
- *
11
- * Original implementation and noise algorithm
12
- * Pat 'Hawthorne' Shearon
13
- *
14
- * Optimized scanlines + noise version with intensity scaling
15
- * Georg 'Leviathan' Steinrohder
16
- *
17
- * This version is provided under a Creative Commons Attribution 3.0 License
18
- * http://creativecommons.org/licenses/by/3.0/
19
- */
20
- const FilmShader = {
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- uniforms: {
22
- tDiffuse: {
23
- value: null
24
- },
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- time: {
26
- value: 0.0
27
- },
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- nIntensity: {
29
- value: 0.5
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- },
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- sIntensity: {
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- value: 0.05
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- },
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- sCount: {
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- value: 4096
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- },
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- grayscale: {
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- value: 1
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- }
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- },
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- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
42
- fragmentShader: ['#include <common>', // control parameter
43
- 'uniform float time;', 'uniform bool grayscale;', // noise effect intensity value (0 = no effect, 1 = full effect)
44
- 'uniform float nIntensity;', // scanlines effect intensity value (0 = no effect, 1 = full effect)
45
- 'uniform float sIntensity;', // scanlines effect count value (0 = no effect, 4096 = full effect)
46
- 'uniform float sCount;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', // sample the source
47
- ' vec4 cTextureScreen = texture2D( tDiffuse, vUv );', // make some noise
48
- ' float dx = rand( vUv + time );', // add noise
49
- ' vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );', // get us a sine and cosine
50
- ' vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );', // add scanlines
51
- ' cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;', // interpolate between source and result by intensity
52
- ' cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );', // convert to grayscale if desired
53
- ' if( grayscale ) {', ' cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );', ' }', ' gl_FragColor = vec4( cResult, cTextureScreen.a );', '}'].join('\n')
54
- };
55
-
56
- export { FilmShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},screenWidth:{value:1024},screenHeight:{value:1024},sampleDistance:{value:.94},waveFactor:{value:.00125}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float screenWidth;","uniform float screenHeight;","uniform float sampleDistance;","uniform float waveFactor;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 color, org, tmp, add;","\tfloat sample_dist, f;","\tvec2 vin;","\tvec2 uv = vUv;","\tadd = color = org = texture2D( tDiffuse, uv );","\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );","\tsample_dist = dot( vin, vin ) * 2.0;","\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;","\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );","\tif( tmp.b < color.b ) color = tmp;","\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );","\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );","\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );","}"].join("\n")};exports.FocusShader=e;
@@ -1,21 +0,0 @@
1
- export declare const FocusShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- screenWidth: {
7
- value: number;
8
- };
9
- screenHeight: {
10
- value: number;
11
- };
12
- sampleDistance: {
13
- value: number;
14
- };
15
- waveFactor: {
16
- value: number;
17
- };
18
- };
19
- vertexShader: string;
20
- fragmentShader: string;
21
- };
@@ -1,28 +0,0 @@
1
- /**
2
- * Focus shader
3
- * based on PaintEffect postprocess from ro.me
4
- * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
- */
6
- const FocusShader = {
7
- uniforms: {
8
- tDiffuse: {
9
- value: null
10
- },
11
- screenWidth: {
12
- value: 1024
13
- },
14
- screenHeight: {
15
- value: 1024
16
- },
17
- sampleDistance: {
18
- value: 0.94
19
- },
20
- waveFactor: {
21
- value: 0.00125
22
- }
23
- },
24
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
25
- fragmentShader: ['uniform float screenWidth;', 'uniform float screenHeight;', 'uniform float sampleDistance;', 'uniform float waveFactor;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 color, org, tmp, add;', ' float sample_dist, f;', ' vec2 vin;', ' vec2 uv = vUv;', ' add = color = org = texture2D( tDiffuse, uv );', ' vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );', ' sample_dist = dot( vin, vin ) * 2.0;', ' f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;', ' vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );', ' if( tmp.b < color.b ) color = tmp;', ' color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );', ' color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );', ' gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );', '}'].join('\n')
26
- };
27
-
28
- export { FocusShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},aspect:{value:new(require("three").Vector2)(512,512)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","uniform vec2 aspect;","vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);","mat3 G[9];","const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );","const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );","const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );","const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );","const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );","const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );","const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );","const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );","const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );","void main(void)","{","\tG[0] = g0,","\tG[1] = g1,","\tG[2] = g2,","\tG[3] = g3,","\tG[4] = g4,","\tG[5] = g5,","\tG[6] = g6,","\tG[7] = g7,","\tG[8] = g8;","\tmat3 I;","\tfloat cnv[9];","\tvec3 sample;","\tfor (float i=0.0; i<3.0; i++) {","\t\tfor (float j=0.0; j<3.0; j++) {","\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;","\t\t\tI[int(i)][int(j)] = length(sample);","\t\t}","\t}","\tfor (int i=0; i<9; i++) {","\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);","\t\tcnv[i] = dp3 * dp3;","\t}","\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);","\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);","\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);","}"].join("\n")};exports.FreiChenShader=t;
@@ -1,13 +0,0 @@
1
- import { Vector2 } from 'three';
2
- export declare const FreiChenShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- aspect: {
8
- value: Vector2;
9
- };
10
- };
11
- vertexShader: string;
12
- fragmentShader: string;
13
- };
@@ -1,28 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Edge Detection Shader using Frei-Chen filter
5
- * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector
6
- *
7
- * aspect: vec2 of (1/width, 1/height)
8
- */
9
-
10
- const FreiChenShader = {
11
- uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- aspect: {
16
- value: new Vector2(512, 512)
17
- }
18
- },
19
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'uniform vec2 aspect;', 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);', 'mat3 G[9];', // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
21
- 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );', 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );', 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );', 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );', 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );', 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );', 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );', 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );', 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );', 'void main(void)', '{', ' G[0] = g0,', ' G[1] = g1,', ' G[2] = g2,', ' G[3] = g3,', ' G[4] = g4,', ' G[5] = g5,', ' G[6] = g6,', ' G[7] = g7,', ' G[8] = g8;', ' mat3 I;', ' float cnv[9];', ' vec3 sample;',
22
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
23
- ' for (float i=0.0; i<3.0; i++) {', ' for (float j=0.0; j<3.0; j++) {', ' sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;', ' I[int(i)][int(j)] = length(sample);', ' }', ' }',
24
- /* calculate the convolution values for all the masks */
25
- ' for (int i=0; i<9; i++) {', ' float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);', ' cnv[i] = dp3 * dp3;', ' }', ' float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);', ' float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);', ' gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);', '}'].join('\n')
26
- };
27
-
28
- export { FreiChenShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{mRefractionRatio:{value:1.02},mFresnelBias:{value:.1},mFresnelPower:{value:2},mFresnelScale:{value:1},tCube:{value:null}},vertexShader:["uniform float mRefractionRatio;","uniform float mFresnelBias;","uniform float mFresnelScale;","uniform float mFresnelPower;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );","\tvec3 I = worldPosition.xyz - cameraPosition;","\tvReflect = reflect( I, worldNormal );","\tvRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );","\tvRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );","\tvRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );","\tvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform samplerCube tCube;","varying vec3 vReflect;","varying vec3 vRefract[3];","varying float vReflectionFactor;","void main() {","\tvec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );","\tvec4 refractedColor = vec4( 1.0 );","\trefractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;","\trefractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;","\trefractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;","\tgl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );","}"].join("\n")};exports.FresnelShader=e;
@@ -1,21 +0,0 @@
1
- export declare const FresnelShader: {
2
- uniforms: {
3
- mRefractionRatio: {
4
- value: number;
5
- };
6
- mFresnelBias: {
7
- value: number;
8
- };
9
- mFresnelPower: {
10
- value: number;
11
- };
12
- mFresnelScale: {
13
- value: number;
14
- };
15
- tCube: {
16
- value: null;
17
- };
18
- };
19
- vertexShader: string;
20
- fragmentShader: string;
21
- };
@@ -1,26 +0,0 @@
1
- /**
2
- * Based on Nvidia Cg tutorial
3
- */
4
- const FresnelShader = {
5
- uniforms: {
6
- mRefractionRatio: {
7
- value: 1.02
8
- },
9
- mFresnelBias: {
10
- value: 0.1
11
- },
12
- mFresnelPower: {
13
- value: 2.0
14
- },
15
- mFresnelScale: {
16
- value: 1.0
17
- },
18
- tCube: {
19
- value: null
20
- }
21
- },
22
- vertexShader: ['uniform float mRefractionRatio;', 'uniform float mFresnelBias;', 'uniform float mFresnelScale;', 'uniform float mFresnelPower;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vReflect = reflect( I, worldNormal );', ' vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );', ' vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );', ' vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );', ' vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
23
- fragmentShader: ['uniform samplerCube tCube;', 'varying vec3 vReflect;', 'varying vec3 vRefract[3];', 'varying float vReflectionFactor;', 'void main() {', ' vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );', ' vec4 refractedColor = vec4( 1.0 );', ' refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;', ' refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;', ' refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;', ' gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );', '}'].join('\n')
24
- };
25
-
26
- export { FresnelShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 tex = texture2D( tDiffuse, vUv );","\tgl_FragColor = LinearTosRGB( tex );","}"].join("\n")};exports.GammaCorrectionShader=e;
@@ -1,8 +0,0 @@
1
- import type { IUniform, Texture } from 'three';
2
- import type { IShader } from './types';
3
- export declare type GammaCorrectionShaderUniforms = {
4
- tDiffuse: IUniform<Texture | null>;
5
- };
6
- export interface IGammaCorrectionShader extends IShader<GammaCorrectionShaderUniforms> {
7
- }
8
- export declare const GammaCorrectionShader: IGammaCorrectionShader;
@@ -1,15 +0,0 @@
1
- /**
2
- * Gamma Correction Shader
3
- * http://en.wikipedia.org/wiki/gamma_correction
4
- */
5
- const GammaCorrectionShader = {
6
- uniforms: {
7
- tDiffuse: {
8
- value: null
9
- }
10
- },
11
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
12
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vUv );', ' gl_FragColor = LinearTosRGB( tex );', '}'].join('\n')
13
- };
14
-
15
- export { GammaCorrectionShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{tInput:{value:null}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tInput;","void main() {","\tgl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );","}"].join("\n")},o={uniforms:{tInput:{value:null},fStepSize:{value:1},vSunPositionScreenSpace:{value:new e.Vector3}},vertexShader:["varying vec2 vUv;","void main() {"," vUv = uv;"," gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#define TAPS_PER_PASS 6.0","varying vec2 vUv;","uniform sampler2D tInput;","uniform vec3 vSunPositionScreenSpace;","uniform float fStepSize;","void main() {","\tvec2 delta = vSunPositionScreenSpace.xy - vUv;","\tfloat dist = length( delta );","\tvec2 stepv = fStepSize * delta / dist;","\tfloat iters = dist/fStepSize;","\tvec2 uv = vUv.xy;","\tfloat col = 0.0;","\tfloat f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );","\tif ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tif ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;","\tuv += stepv;","\tgl_FragColor = vec4( col/TAPS_PER_PASS );","\tgl_FragColor.a = 1.0;","}"].join("\n")},r={uniforms:{tColors:{value:null},tGodRays:{value:null},fGodRayIntensity:{value:.69}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D tColors;","uniform sampler2D tGodRays;","uniform float fGodRayIntensity;","void main() {","\tgl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );","\tgl_FragColor.a = 1.0;","}"].join("\n")},v={uniforms:{vSunPositionScreenSpace:{value:new e.Vector3},fAspect:{value:1},sunColor:{value:new e.Color(16772608)},bgColor:{value:new e.Color(0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform vec3 vSunPositionScreenSpace;","uniform float fAspect;","uniform vec3 sunColor;","uniform vec3 bgColor;","void main() {","\tvec2 diff = vUv - vSunPositionScreenSpace.xy;","\tdiff.x *= fAspect;","\tfloat prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );","\tprop = 0.35 * pow( 1.0 - prop, 3.0 );","\tgl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;","\tgl_FragColor.w = 1.0;","}"].join("\n")};exports.GodRaysCombineShader=r,exports.GodRaysDepthMaskShader=t,exports.GodRaysFakeSunShader=v,exports.GodRaysGenerateShader=o;
@@ -1,58 +0,0 @@
1
- import { Color, Vector3 } from 'three';
2
- export declare const GodRaysDepthMaskShader: {
3
- uniforms: {
4
- tInput: {
5
- value: null;
6
- };
7
- };
8
- vertexShader: string;
9
- fragmentShader: string;
10
- };
11
- export declare const GodRaysGenerateShader: {
12
- uniforms: {
13
- tInput: {
14
- value: null;
15
- };
16
- fStepSize: {
17
- value: number;
18
- };
19
- vSunPositionScreenSpace: {
20
- value: Vector3;
21
- };
22
- };
23
- vertexShader: string;
24
- fragmentShader: string;
25
- };
26
- export declare const GodRaysCombineShader: {
27
- uniforms: {
28
- tColors: {
29
- value: null;
30
- };
31
- tGodRays: {
32
- value: null;
33
- };
34
- fGodRayIntensity: {
35
- value: number;
36
- };
37
- };
38
- vertexShader: string;
39
- fragmentShader: string;
40
- };
41
- export declare const GodRaysFakeSunShader: {
42
- uniforms: {
43
- vSunPositionScreenSpace: {
44
- value: Vector3;
45
- };
46
- fAspect: {
47
- value: number;
48
- };
49
- sunColor: {
50
- value: Color;
51
- };
52
- bgColor: {
53
- value: Color;
54
- };
55
- };
56
- vertexShader: string;
57
- fragmentShader: string;
58
- };
@@ -1,137 +0,0 @@
1
- import { Vector3, Color } from 'three';
2
-
3
- /**
4
- * God-rays (crepuscular rays)
5
- *
6
- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
7
- * Blurs a mask generated from the depth map along radial lines emanating from the light
8
- * source. The blur repeatedly applies a blur filter of increasing support but constant
9
- * sample count to produce a blur filter with large support.
10
- *
11
- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
12
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
13
- * with decreasing filter support. The result is equivalent to a single pass with
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- * 6*6*6 = 216 samples.
15
- *
16
- * References:
17
- *
18
- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
19
- */
20
-
21
- const GodRaysDepthMaskShader = {
22
- uniforms: {
23
- tInput: {
24
- value: null
25
- }
26
- },
27
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
- fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tInput;', 'void main() {', ' gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );', '}'].join('\n')
29
- };
30
- /**
31
- * The god-ray generation shader.
32
- *
33
- * First pass:
34
- *
35
- * The depth map is blurred along radial lines towards the "sun". The
36
- * output is written to a temporary render target (I used a 1/4 sized
37
- * target).
38
- *
39
- * Pass two & three:
40
- *
41
- * The results of the previous pass are re-blurred, each time with a
42
- * decreased distance between samples.
43
- */
44
-
45
- const GodRaysGenerateShader = {
46
- uniforms: {
47
- tInput: {
48
- value: null
49
- },
50
- fStepSize: {
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- value: 1.0
52
- },
53
- vSunPositionScreenSpace: {
54
- value: new Vector3()
55
- }
56
- },
57
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
58
- fragmentShader: ['#define TAPS_PER_PASS 6.0', 'varying vec2 vUv;', 'uniform sampler2D tInput;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fStepSize;', // filter step size
59
- 'void main() {', // delta from current pixel to "sun" position
60
- ' vec2 delta = vSunPositionScreenSpace.xy - vUv;', ' float dist = length( delta );', // Step vector (uv space)
61
- ' vec2 stepv = fStepSize * delta / dist;', // Number of iterations between pixel and sun
62
- ' float iters = dist/fStepSize;', ' vec2 uv = vUv.xy;', ' float col = 0.0;', // This breaks ANGLE in Chrome 22
63
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
64
-
65
- /*
66
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
67
- // so i've just left the loop
68
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
69
- // Accumulate samples, making sure we dont walk past the light source.
70
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
71
- // mode, with a black border color. I don't think this is currently
72
- // exposed by three.js. As a result there might be artifacts when the
73
- // sun is to the left, right or bottom of screen as these cases are
74
- // not specifically handled.
75
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
76
- " uv += stepv;",
77
- "}",
78
- */
79
- // Unrolling loop manually makes it work in ANGLE
80
- ' float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays
81
- ' if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', ' if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;', ' uv += stepv;', // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
82
- // objectionable artifacts, in particular near the sun position. The side
83
- // effect is that the result is darker than it should be around the sun, as
84
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
85
- // When the result is inverted (in the shader 'godrays_combine', this produces
86
- // a slight bright spot at the position of the sun, even when it is occluded.
87
- ' gl_FragColor = vec4( col/TAPS_PER_PASS );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
88
- };
89
- /**
90
- * Additively applies god rays from texture tGodRays to a background (tColors).
91
- * fGodRayIntensity attenuates the god rays.
92
- */
93
-
94
- const GodRaysCombineShader = {
95
- uniforms: {
96
- tColors: {
97
- value: null
98
- },
99
- tGodRays: {
100
- value: null
101
- },
102
- fGodRayIntensity: {
103
- value: 0.69
104
- }
105
- },
106
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
107
- fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D tColors;', 'uniform sampler2D tGodRays;', 'uniform float fGodRayIntensity;', 'void main() {', // Since THREE.MeshDepthMaterial renders foreground objects white and background
108
- // objects black, the god-rays will be white streaks. Therefore value is inverted
109
- // before being combined with tColors
110
- ' gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );', ' gl_FragColor.a = 1.0;', '}'].join('\n')
111
- };
112
- /**
113
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
114
- * cheaper/faster/simpler to implement this as a simple sun sprite.
115
- */
116
-
117
- const GodRaysFakeSunShader = {
118
- uniforms: {
119
- vSunPositionScreenSpace: {
120
- value: new Vector3()
121
- },
122
- fAspect: {
123
- value: 1.0
124
- },
125
- sunColor: {
126
- value: new Color(0xffee00)
127
- },
128
- bgColor: {
129
- value: new Color(0x000000)
130
- }
131
- },
132
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
133
- fragmentShader: ['varying vec2 vUv;', 'uniform vec3 vSunPositionScreenSpace;', 'uniform float fAspect;', 'uniform vec3 sunColor;', 'uniform vec3 bgColor;', 'void main() {', ' vec2 diff = vUv - vSunPositionScreenSpace.xy;', // Correct for aspect ratio
134
- ' diff.x *= fAspect;', ' float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );', ' prop = 0.35 * pow( 1.0 - prop, 3.0 );', ' gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;', ' gl_FragColor.w = 1.0;', '}'].join('\n')
135
- };
136
-
137
- export { GodRaysCombineShader, GodRaysDepthMaskShader, GodRaysFakeSunShader, GodRaysGenerateShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},shape:{value:1},radius:{value:4},rotateR:{value:Math.PI/12*1},rotateG:{value:Math.PI/12*2},rotateB:{value:Math.PI/12*3},scatter:{value:0},width:{value:1},height:{value:1},blending:{value:1},blendingMode:{value:1},greyscale:{value:!1},disable:{value:!1}},vertexShader:["varying vec2 vUV;","void main() {","\tvUV = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);","}"].join("\n"),fragmentShader:["#define SQRT2_MINUS_ONE 0.41421356","#define SQRT2_HALF_MINUS_ONE 0.20710678","#define PI2 6.28318531","#define SHAPE_DOT 1","#define SHAPE_ELLIPSE 2","#define SHAPE_LINE 3","#define SHAPE_SQUARE 4","#define BLENDING_LINEAR 1","#define BLENDING_MULTIPLY 2","#define BLENDING_ADD 3","#define BLENDING_LIGHTER 4","#define BLENDING_DARKER 5","uniform sampler2D tDiffuse;","uniform float radius;","uniform float rotateR;","uniform float rotateG;","uniform float rotateB;","uniform float scatter;","uniform float width;","uniform float height;","uniform int shape;","uniform bool disable;","uniform float blending;","uniform int blendingMode;","varying vec2 vUV;","uniform bool greyscale;","const int samples = 8;","float blend( float a, float b, float t ) {","\treturn a * ( 1.0 - t ) + b * t;","}","float hypot( float x, float y ) {","\treturn sqrt( x * x + y * y );","}","float rand( vec2 seed ){","return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );","}","float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {","\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );","\tfloat rad = channel;","\tif ( shape == SHAPE_DOT ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t} else if ( shape == SHAPE_ELLIPSE ) {","\t\trad = pow( abs( rad ), 1.125 ) * rad_max;","\t\tif ( dist != 0.0 ) {","\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );","\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;","\t\t}","\t} else if ( shape == SHAPE_LINE ) {","\t\trad = pow( abs( rad ), 1.5) * rad_max;","\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;","\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );","\t} else if ( shape == SHAPE_SQUARE ) {","\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;","\t\tfloat sin_t = abs( sin( theta ) );","\t\tfloat cos_t = abs( cos( theta ) );","\t\trad = pow( abs( rad ), 1.4 );","\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );","\t}","\treturn rad - dist;","}","struct Cell {","\tvec2 normal;","\tvec2 p1;","\tvec2 p2;","\tvec2 p3;","\tvec2 p4;","\tfloat samp2;","\tfloat samp1;","\tfloat samp3;","\tfloat samp4;","};","vec4 getSample( vec2 point ) {","\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );","\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;","\tfloat step = PI2 / float( samples );","\tfloat dist = radius * 0.66;","\tfor ( int i = 0; i < samples; ++i ) {","\t\tfloat r = base + step * float( i );","\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );","\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );","\t}","\ttex /= float( samples ) + 1.0;","\treturn tex;","}","float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {","\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;","\tif ( channel == 0 ) {","\t\tc.samp1 = getSample( c.p1 ).r;","\t\tc.samp2 = getSample( c.p2 ).r;","\t\tc.samp3 = getSample( c.p3 ).r;","\t\tc.samp4 = getSample( c.p4 ).r;","\t} else if (channel == 1) {","\t\tc.samp1 = getSample( c.p1 ).g;","\t\tc.samp2 = getSample( c.p2 ).g;","\t\tc.samp3 = getSample( c.p3 ).g;","\t\tc.samp4 = getSample( c.p4 ).g;","\t} else {","\t\tc.samp1 = getSample( c.p1 ).b;","\t\tc.samp3 = getSample( c.p3 ).b;","\t\tc.samp2 = getSample( c.p2 ).b;","\t\tc.samp4 = getSample( c.p4 ).b;","\t}","\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );","\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );","\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );","\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );","\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;","\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;","\tres = clamp( res, 0.0, 1.0 );","\treturn res;","}","Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {","\tCell c;","\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );","\tfloat threshold = step * 0.5;","\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );","\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );","\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );","\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );","\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;","\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;","\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );","\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;","\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;","\tc.normal = n;","\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;","\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;","\tif ( scatter != 0.0 ) {","\t\tfloat off_mag = scatter * threshold * 0.5;","\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;","\t\tc.p1.x += cos( off_angle ) * off_mag;","\t\tc.p1.y += sin( off_angle ) * off_mag;","\t}","\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );","\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );","\tc.p2.x = c.p1.x - n.x * normal_step;","\tc.p2.y = c.p1.y - n.y * normal_step;","\tc.p3.x = c.p1.x + n.y * line_step;","\tc.p3.y = c.p1.y - n.x * line_step;","\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;","\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;","\treturn c;","}","float blendColour( float a, float b, float t ) {","\tif ( blendingMode == BLENDING_LINEAR ) {","\t\treturn blend( a, b, 1.0 - t );","\t} else if ( blendingMode == BLENDING_ADD ) {","\t\treturn blend( a, min( 1.0, a + b ), t );","\t} else if ( blendingMode == BLENDING_MULTIPLY ) {","\t\treturn blend( a, max( 0.0, a * b ), t );","\t} else if ( blendingMode == BLENDING_LIGHTER ) {","\t\treturn blend( a, max( a, b ), t );","\t} else if ( blendingMode == BLENDING_DARKER ) {","\t\treturn blend( a, min( a, b ), t );","\t} else {","\t\treturn blend( a, b, 1.0 - t );","\t}","}","void main() {","\tif ( ! disable ) {","\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );","\t\tvec2 origin = vec2( 0, 0 );","\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;","\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );","\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );","\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );","\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );","\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );","\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );","\t\tvec4 colour = texture2D( tDiffuse, vUV );","\t\tr = blendColour( r, colour.r, blending );","\t\tg = blendColour( g, colour.g, blending );","\t\tb = blendColour( b, colour.b, blending );","\t\tif ( greyscale ) {","\t\t\tr = g = b = (r + b + g) / 3.0;","\t\t}","\t\tgl_FragColor = vec4( r, g, b, 1.0 );","\t} else {","\t\tgl_FragColor = texture2D( tDiffuse, vUV );","\t}","}"].join("\n")};exports.HalftoneShader=t;
@@ -1,45 +0,0 @@
1
- export declare const HalftoneShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
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