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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- /**
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- * RGB Halftone shader for three.js.
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- * NOTE:
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- * Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
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- * Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
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- */
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- const HalftoneShader = {
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- uniforms: {
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- tDiffuse: {
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- value: null
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- },
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- shape: {
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- value: 1
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- },
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- radius: {
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- value: 4
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- },
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- rotateR: {
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- value: Math.PI / 12 * 1
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- },
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- rotateG: {
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- value: Math.PI / 12 * 2
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- },
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- rotateB: {
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- value: Math.PI / 12 * 3
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- },
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- scatter: {
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- value: 0
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- },
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- width: {
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- value: 1
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- },
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- height: {
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- value: 1
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- },
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- blending: {
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- value: 1
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- },
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- blendingMode: {
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- value: 1
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- },
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- greyscale: {
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- value: false
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- },
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- disable: {
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- value: false
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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 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 ) {', // linear blend
51
- ' return a * ( 1.0 - t ) + b * t;', '}', 'float hypot( float x, float y ) {', // vector magnitude
52
- ' return sqrt( x * x + y * y );', '}', 'float rand( vec2 seed ){', // get pseudo-random number
53
- '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 ) {', // apply shape-specific transforms
54
- ' float dist = hypot( coord.x - p.x, coord.y - p.y );', ' float rad = channel;', ' if ( shape == SHAPE_DOT ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' } else if ( shape == SHAPE_ELLIPSE ) {', ' rad = pow( abs( rad ), 1.125 ) * rad_max;', ' if ( dist != 0.0 ) {', ' float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );', ' dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;', ' }', ' } else if ( shape == SHAPE_LINE ) {', ' rad = pow( abs( rad ), 1.5) * rad_max;', ' float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;', ' dist = hypot( normal.x * dot_p, normal.y * dot_p );', ' } else if ( shape == SHAPE_SQUARE ) {', ' float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;', ' float sin_t = abs( sin( theta ) );', ' float cos_t = abs( cos( theta ) );', ' rad = pow( abs( rad ), 1.4 );', ' rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );', ' }', ' return rad - dist;', '}', 'struct Cell {', // grid sample positions
55
- ' vec2 normal;', ' vec2 p1;', ' vec2 p2;', ' vec2 p3;', ' vec2 p4;', ' float samp2;', ' float samp1;', ' float samp3;', ' float samp4;', '};', 'vec4 getSample( vec2 point ) {', // multi-sampled point
56
- ' vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );', ' float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;', ' float step = PI2 / float( samples );', ' float dist = radius * 0.66;', ' for ( int i = 0; i < samples; ++i ) {', ' float r = base + step * float( i );', ' vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );', ' tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );', ' }', ' tex /= float( samples ) + 1.0;', ' return tex;', '}', 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {', // get colour for given point
57
- ' float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;', ' if ( channel == 0 ) {', ' c.samp1 = getSample( c.p1 ).r;', ' c.samp2 = getSample( c.p2 ).r;', ' c.samp3 = getSample( c.p3 ).r;', ' c.samp4 = getSample( c.p4 ).r;', ' } else if (channel == 1) {', ' c.samp1 = getSample( c.p1 ).g;', ' c.samp2 = getSample( c.p2 ).g;', ' c.samp3 = getSample( c.p3 ).g;', ' c.samp4 = getSample( c.p4 ).g;', ' } else {', ' c.samp1 = getSample( c.p1 ).b;', ' c.samp3 = getSample( c.p3 ).b;', ' c.samp2 = getSample( c.p2 ).b;', ' c.samp4 = getSample( c.p4 ).b;', ' }', ' dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );', ' dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );', ' dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );', ' dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );', ' res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;', ' res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;', ' res = clamp( res, 0.0, 1.0 );', ' return res;', '}', 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {', // get containing cell
58
- ' Cell c;', // calc grid
59
- ' vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );', ' float threshold = step * 0.5;', ' float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );', ' float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );', ' vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );', ' float offset_normal = mod( hypot( offset.x, offset.y ), step );', ' float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;', ' float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;', ' float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );', ' float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;', ' float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;', // get closest corner
60
- ' c.normal = n;', ' c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;', ' c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;', // scatter
61
- ' if ( scatter != 0.0 ) {', ' float off_mag = scatter * threshold * 0.5;', ' float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;', ' c.p1.x += cos( off_angle ) * off_mag;', ' c.p1.y += sin( off_angle ) * off_mag;', ' }', // find corners
62
- ' float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );', ' float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );', ' c.p2.x = c.p1.x - n.x * normal_step;', ' c.p2.y = c.p1.y - n.y * normal_step;', ' c.p3.x = c.p1.x + n.y * line_step;', ' c.p3.y = c.p1.y - n.x * line_step;', ' c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;', ' c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;', ' return c;', '}', 'float blendColour( float a, float b, float t ) {', // blend colours
63
- ' if ( blendingMode == BLENDING_LINEAR ) {', ' return blend( a, b, 1.0 - t );', ' } else if ( blendingMode == BLENDING_ADD ) {', ' return blend( a, min( 1.0, a + b ), t );', ' } else if ( blendingMode == BLENDING_MULTIPLY ) {', ' return blend( a, max( 0.0, a * b ), t );', ' } else if ( blendingMode == BLENDING_LIGHTER ) {', ' return blend( a, max( a, b ), t );', ' } else if ( blendingMode == BLENDING_DARKER ) {', ' return blend( a, min( a, b ), t );', ' } else {', ' return blend( a, b, 1.0 - t );', ' }', '}', 'void main() {', ' if ( ! disable ) {', // setup
64
- ' vec2 p = vec2( vUV.x * width, vUV.y * height );', ' vec2 origin = vec2( 0, 0 );', ' float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;', // get channel samples
65
- ' Cell cell_r = getReferenceCell( p, origin, rotateR, radius );', ' Cell cell_g = getReferenceCell( p, origin, rotateG, radius );', ' Cell cell_b = getReferenceCell( p, origin, rotateB, radius );', ' float r = getDotColour( cell_r, p, 0, rotateR, aa );', ' float g = getDotColour( cell_g, p, 1, rotateG, aa );', ' float b = getDotColour( cell_b, p, 2, rotateB, aa );', // blend with original
66
- ' vec4 colour = texture2D( tDiffuse, vUV );', ' r = blendColour( r, colour.r, blending );', ' g = blendColour( g, colour.g, blending );', ' b = blendColour( b, colour.b, blending );', ' if ( greyscale ) {', ' r = g = b = (r + b + g) / 3.0;', ' }', ' gl_FragColor = vec4( r, g, b, 1.0 );', ' } else {', ' gl_FragColor = texture2D( tDiffuse, vUV );', ' }', '}'].join('\n')
67
- };
68
-
69
- export { HalftoneShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},h:{value:1/512}},vertexShader:"\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n ",fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform float h;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n "};exports.HorizontalBlurShader=e;
@@ -1,9 +0,0 @@
1
- import type { IUniform, Texture } from 'three';
2
- import type { IShader } from './types';
3
- export declare type HorizontalBlurShaderUniforms = {
4
- tDiffuse: IUniform<Texture | null>;
5
- h: IUniform<number>;
6
- };
7
- export interface IHorizontalBlurShader extends IShader<HorizontalBlurShaderUniforms> {
8
- }
9
- export declare const HorizontalBlurShader: IHorizontalBlurShader;
@@ -1,59 +0,0 @@
1
- /**
2
- * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
- * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
4
- * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
5
- *
6
- * - 9 samples per pass
7
- * - standard deviation 2.7
8
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
- */
10
- const HorizontalBlurShader = {
11
- uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- h: {
16
- value: 1.0 / 512.0
17
- }
18
- },
19
- vertexShader:
20
- /* glsl */
21
- `
22
- varying vec2 vUv;
23
-
24
- void main() {
25
-
26
- vUv = uv;
27
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
28
-
29
- }
30
- `,
31
- fragmentShader:
32
- /* glsl */
33
- `
34
- uniform sampler2D tDiffuse;
35
- uniform float h;
36
-
37
- varying vec2 vUv;
38
-
39
- void main() {
40
-
41
- vec4 sum = vec4( 0.0 );
42
-
43
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
44
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
45
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
46
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
47
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
48
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
49
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
50
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
51
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
52
-
53
- gl_FragColor = sum;
54
-
55
- }
56
- `
57
- };
58
-
59
- export { HorizontalBlurShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},h:{value:1/512},r:{value:.35}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float h;","uniform float r;","varying vec2 vUv;","void main() {","\tvec4 sum = vec4( 0.0 );","\tfloat hh = h * abs( r - vUv.y );","\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;","\tgl_FragColor = sum;","}"].join("\n")};exports.HorizontalTiltShiftShader=v;
@@ -1,15 +0,0 @@
1
- export declare const HorizontalTiltShiftShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- h: {
7
- value: number;
8
- };
9
- r: {
10
- value: number;
11
- };
12
- };
13
- vertexShader: string;
14
- fragmentShader: string;
15
- };
@@ -1,25 +0,0 @@
1
- /**
2
- * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
- *
4
- * - 9 samples per pass
5
- * - standard deviation 2.7
6
- * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
- * - "r" parameter control where "focused" horizontal line lies
8
- */
9
- const HorizontalTiltShiftShader = {
10
- uniforms: {
11
- tDiffuse: {
12
- value: null
13
- },
14
- h: {
15
- value: 1.0 / 512.0
16
- },
17
- r: {
18
- value: 0.35
19
- }
20
- },
21
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
22
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float h;', 'uniform float r;', 'varying vec2 vUv;', 'void main() {', ' vec4 sum = vec4( 0.0 );', ' float hh = h * abs( r - vUv.y );', ' sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;', ' sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;', ' gl_FragColor = sum;', '}'].join('\n')
23
- };
24
-
25
- export { HorizontalTiltShiftShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},hue:{value:0},saturation:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float hue;","uniform float saturation;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tfloat angle = hue * 3.14159265;","\tfloat s = sin(angle), c = cos(angle);","\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;","\tfloat len = length(gl_FragColor.rgb);","\tgl_FragColor.rgb = vec3(","\t\tdot(gl_FragColor.rgb, weights.xyz),","\t\tdot(gl_FragColor.rgb, weights.zxy),","\t\tdot(gl_FragColor.rgb, weights.yzx)","\t);","\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;","\tif (saturation > 0.0) {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));","\t} else {","\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);","\t}","}"].join("\n")};exports.HueSaturationShader=t;
@@ -1,15 +0,0 @@
1
- export declare const HueSaturationShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- hue: {
7
- value: number;
8
- };
9
- saturation: {
10
- value: number;
11
- };
12
- };
13
- vertexShader: string;
14
- fragmentShader: string;
15
- };
@@ -1,25 +0,0 @@
1
- /**
2
- * Hue and saturation adjustment
3
- * https://github.com/evanw/glfx.js
4
- * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.
5
- * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
6
- */
7
- const HueSaturationShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- },
12
- hue: {
13
- value: 0
14
- },
15
- saturation: {
16
- value: 0
17
- }
18
- },
19
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
20
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float hue;', 'uniform float saturation;', 'varying vec2 vUv;', 'void main() {', ' gl_FragColor = texture2D( tDiffuse, vUv );', // hue
21
- ' float angle = hue * 3.14159265;', ' float s = sin(angle), c = cos(angle);', ' vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;', ' float len = length(gl_FragColor.rgb);', ' gl_FragColor.rgb = vec3(', ' dot(gl_FragColor.rgb, weights.xyz),', ' dot(gl_FragColor.rgb, weights.zxy),', ' dot(gl_FragColor.rgb, weights.yzx)', ' );', // saturation
22
- ' float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;', ' if (saturation > 0.0) {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));', ' } else {', ' gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);', ' }', '}'].join('\n')
23
- };
24
-
25
- export { HueSaturationShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},sides:{value:6},angle:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float sides;","uniform float angle;","varying vec2 vUv;","void main() {","\tvec2 p = vUv - 0.5;","\tfloat r = length(p);","\tfloat a = atan(p.y, p.x) + angle;","\tfloat tau = 2. * 3.1416 ;","\ta = mod(a, tau/sides);","\ta = abs(a - tau/sides/2.) ;","\tp = r * vec2(cos(a), sin(a));","\tvec4 color = texture2D(tDiffuse, p + 0.5);","\tgl_FragColor = color;","}"].join("\n")};exports.KaleidoShader=e;
@@ -1,15 +0,0 @@
1
- export declare const KaleidoShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- sides: {
7
- value: number;
8
- };
9
- angle: {
10
- value: number;
11
- };
12
- };
13
- vertexShader: string;
14
- fragmentShader: string;
15
- };
@@ -1,26 +0,0 @@
1
- /**
2
- * Kaleidoscope Shader
3
- * Radial reflection around center point
4
- * Ported from: http://pixelshaders.com/editor/
5
- * by Toby Schachman / http://tobyschachman.com/
6
- *
7
- * sides: number of reflections
8
- * angle: initial angle in radians
9
- */
10
- const KaleidoShader = {
11
- uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- sides: {
16
- value: 6.0
17
- },
18
- angle: {
19
- value: 0.0
20
- }
21
- },
22
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
23
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float sides;', 'uniform float angle;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv - 0.5;', ' float r = length(p);', ' float a = atan(p.y, p.x) + angle;', ' float tau = 2. * 3.1416 ;', ' a = mod(a, tau/sides);', ' a = abs(a - tau/sides/2.) ;', ' p = r * vec2(cos(a), sin(a));', ' vec4 color = texture2D(tDiffuse, p + 0.5);', ' gl_FragColor = color;', '}'].join('\n')
24
- };
25
-
26
- export { KaleidoShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={shaderID:"luminosityHighPass",uniforms:{tDiffuse:{value:null},luminosityThreshold:{value:1},smoothWidth:{value:1},defaultColor:{value:new(require("three").Color)(0)},defaultOpacity:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 defaultColor;","uniform float defaultOpacity;","uniform float luminosityThreshold;","uniform float smoothWidth;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );","\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );","\tgl_FragColor = mix( outputColor, texel, alpha );","}"].join("\n")};exports.LuminosityHighPassShader=t;
@@ -1,23 +0,0 @@
1
- import { Color } from 'three';
2
- export declare const LuminosityHighPassShader: {
3
- shaderID: string;
4
- uniforms: {
5
- tDiffuse: {
6
- value: null;
7
- };
8
- luminosityThreshold: {
9
- value: number;
10
- };
11
- smoothWidth: {
12
- value: number;
13
- };
14
- defaultColor: {
15
- value: Color;
16
- };
17
- defaultOpacity: {
18
- value: number;
19
- };
20
- };
21
- vertexShader: string;
22
- fragmentShader: string;
23
- };
@@ -1,31 +0,0 @@
1
- import { Color } from 'three';
2
-
3
- /**
4
- * Luminosity
5
- * http://en.wikipedia.org/wiki/Luminosity
6
- */
7
-
8
- const LuminosityHighPassShader = {
9
- shaderID: 'luminosityHighPass',
10
- uniforms: {
11
- tDiffuse: {
12
- value: null
13
- },
14
- luminosityThreshold: {
15
- value: 1.0
16
- },
17
- smoothWidth: {
18
- value: 1.0
19
- },
20
- defaultColor: {
21
- value: new Color(0x000000)
22
- },
23
- defaultOpacity: {
24
- value: 0.0
25
- }
26
- },
27
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
28
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform vec3 defaultColor;', 'uniform float defaultOpacity;', 'uniform float luminosityThreshold;', 'uniform float smoothWidth;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' vec3 luma = vec3( 0.299, 0.587, 0.114 );', ' float v = dot( texel.xyz, luma );', ' vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );', ' float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );', ' gl_FragColor = mix( outputColor, texel, alpha );', '}'].join('\n')
29
- };
30
-
31
- export { LuminosityHighPassShader };
@@ -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:["#include <common>","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tfloat l = linearToRelativeLuminance( texel.rgb );","\tgl_FragColor = vec4( l, l, l, texel.w );","}"].join("\n")};exports.LuminosityShader=e;
@@ -1,9 +0,0 @@
1
- export declare const LuminosityShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- };
7
- vertexShader: string;
8
- fragmentShader: string;
9
- };
@@ -1,15 +0,0 @@
1
- /**
2
- * Luminosity
3
- * http://en.wikipedia.org/wiki/Luminosity
4
- */
5
- const LuminosityShader = {
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: ['#include <common>', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' float l = linearToRelativeLuminance( texel.rgb );', ' gl_FragColor = vec4( l, l, l, texel.w );', '}'].join('\n')
13
- };
14
-
15
- export { LuminosityShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},side:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform int side;","varying vec2 vUv;","void main() {","\tvec2 p = vUv;","\tif (side == 0){","\t\tif (p.x > 0.5) p.x = 1.0 - p.x;","\t}else if (side == 1){","\t\tif (p.x < 0.5) p.x = 1.0 - p.x;","\t}else if (side == 2){","\t\tif (p.y < 0.5) p.y = 1.0 - p.y;","\t}else if (side == 3){","\t\tif (p.y > 0.5) p.y = 1.0 - p.y;","\t} ","\tvec4 color = texture2D(tDiffuse, p);","\tgl_FragColor = color;","}"].join("\n")};exports.MirrorShader=e;
@@ -1,12 +0,0 @@
1
- export declare const MirrorShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- side: {
7
- value: number;
8
- };
9
- };
10
- vertexShader: string;
11
- fragmentShader: string;
12
- };
@@ -1,20 +0,0 @@
1
- /**
2
- * Mirror Shader
3
- * Copies half the input to the other half
4
- *
5
- * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
6
- */
7
- const MirrorShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- },
12
- side: {
13
- value: 1
14
- }
15
- },
16
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
17
- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform int side;', 'varying vec2 vUv;', 'void main() {', ' vec2 p = vUv;', ' if (side == 0){', ' if (p.x > 0.5) p.x = 1.0 - p.x;', ' }else if (side == 1){', ' if (p.x < 0.5) p.x = 1.0 - p.x;', ' }else if (side == 2){', ' if (p.y < 0.5) p.y = 1.0 - p.y;', ' }else if (side == 3){', ' if (p.y > 0.5) p.y = 1.0 - p.y;', ' } ', ' vec4 color = texture2D(tDiffuse, p);', ' gl_FragColor = color;', '}'].join('\n')
18
- };
19
-
20
- export { MirrorShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={uniforms:{heightMap:{value:null},resolution:{value:new e.Vector2(512,512)},scale:{value:new e.Vector2(1,1)},height:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float height;","uniform vec2 resolution;","uniform sampler2D heightMap;","varying vec2 vUv;","void main() {","\tfloat val = texture2D( heightMap, vUv ).x;","\tfloat valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;","\tfloat valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;","\tgl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );","}"].join("\n")};exports.NormalMapShader=t;
@@ -1,19 +0,0 @@
1
- import { Vector2 } from 'three';
2
- export declare const NormalMapShader: {
3
- uniforms: {
4
- heightMap: {
5
- value: null;
6
- };
7
- resolution: {
8
- value: Vector2;
9
- };
10
- scale: {
11
- value: Vector2;
12
- };
13
- height: {
14
- value: number;
15
- };
16
- };
17
- vertexShader: string;
18
- fragmentShader: string;
19
- };
@@ -1,27 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Normal map shader
5
- * - compute normals from heightmap
6
- */
7
-
8
- const NormalMapShader = {
9
- uniforms: {
10
- heightMap: {
11
- value: null
12
- },
13
- resolution: {
14
- value: new Vector2(512, 512)
15
- },
16
- scale: {
17
- value: new Vector2(1, 1)
18
- },
19
- height: {
20
- value: 0.05
21
- }
22
- },
23
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
24
- fragmentShader: ['uniform float height;', 'uniform vec2 resolution;', 'uniform sampler2D heightMap;', 'varying vec2 vUv;', 'void main() {', ' float val = texture2D( heightMap, vUv ).x;', ' float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;', ' float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;', ' gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );', '}'].join('\n')
25
- };
26
-
27
- export { NormalMapShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={modes:{none:"NO_PARALLAX",basic:"USE_BASIC_PARALLAX",steep:"USE_STEEP_PARALLAX",occlusion:"USE_OCLUSION_PARALLAX",relief:"USE_RELIEF_PARALLAX"},uniforms:{bumpMap:{value:null},map:{value:null},parallaxScale:{value:null},parallaxMinLayers:{value:null},parallaxMaxLayers:{value:null}},vertexShader:["varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","void main() {","\tvUv = uv;","\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );","\tvViewPosition = -mvPosition.xyz;","\tvNormal = normalize( normalMatrix * normal );","\tgl_Position = projectionMatrix * mvPosition;","}"].join("\n"),fragmentShader:["uniform sampler2D bumpMap;","uniform sampler2D map;","uniform float parallaxScale;","uniform float parallaxMinLayers;","uniform float parallaxMaxLayers;","varying vec2 vUv;","varying vec3 vViewPosition;","varying vec3 vNormal;","#ifdef USE_BASIC_PARALLAX","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;","\t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;","\t\treturn vUv - texCoordOffset;","\t}","#else","\tvec2 parallaxMap( in vec3 V ) {","\t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );","\t\tfloat layerHeight = 1.0 / numLayers;","\t\tfloat currentLayerHeight = 0.0;","\t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;","\t\tvec2 currentTextureCoords = vUv;","\t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\tfor ( int i = 0; i < 30; i += 1 ) {","\t\t\tif ( heightFromTexture <= currentLayerHeight ) {","\t\t\t\tbreak;","\t\t\t}","\t\t\tcurrentLayerHeight += layerHeight;","\t\t\tcurrentTextureCoords -= dtex;","\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t}","\t\t#ifdef USE_STEEP_PARALLAX","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_RELIEF_PARALLAX )","\t\t\tvec2 deltaTexCoord = dtex / 2.0;","\t\t\tfloat deltaHeight = layerHeight / 2.0;","\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\tconst int numSearches = 5;","\t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {","\t\t\t\tdeltaTexCoord /= 2.0;","\t\t\t\tdeltaHeight /= 2.0;","\t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;","\t\t\t\tif( heightFromTexture > currentLayerHeight ) {","\t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight += deltaHeight;","\t\t\t\t} else {","\t\t\t\t\tcurrentTextureCoords += deltaTexCoord;","\t\t\t\t\tcurrentLayerHeight -= deltaHeight;","\t\t\t\t}","\t\t\t}","\t\t\treturn currentTextureCoords;","\t\t#elif defined( USE_OCLUSION_PARALLAX )","\t\t\tvec2 prevTCoords = currentTextureCoords + dtex;","\t\t\tfloat nextH = heightFromTexture - currentLayerHeight;","\t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;","\t\t\tfloat weight = nextH / ( nextH - prevH );","\t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );","\t\t#else","\t\t\treturn vUv;","\t\t#endif","\t}","#endif","vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {","\tvec2 texDx = dFdx( vUv );","\tvec2 texDy = dFdy( vUv );","\tvec3 vSigmaX = dFdx( surfPosition );","\tvec3 vSigmaY = dFdy( surfPosition );","\tvec3 vR1 = cross( vSigmaY, surfNormal );","\tvec3 vR2 = cross( surfNormal, vSigmaX );","\tfloat fDet = dot( vSigmaX, vR1 );","\tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );","\tvec3 vProjVtex;","\tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;","\tvProjVtex.z = dot( surfNormal, viewPosition );","\treturn parallaxMap( vProjVtex );","}","void main() {","\tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );","\tgl_FragColor = texture2D( map, mapUv );","}"].join("\n")};exports.ParallaxShader=t;
@@ -1,28 +0,0 @@
1
- export declare const ParallaxShader: {
2
- modes: {
3
- none: string;
4
- basic: string;
5
- steep: string;
6
- occlusion: string;
7
- relief: string;
8
- };
9
- uniforms: {
10
- bumpMap: {
11
- value: null;
12
- };
13
- map: {
14
- value: null;
15
- };
16
- parallaxScale: {
17
- value: null;
18
- };
19
- parallaxMinLayers: {
20
- value: null;
21
- };
22
- parallaxMaxLayers: {
23
- value: null;
24
- };
25
- };
26
- vertexShader: string;
27
- fragmentShader: string;
28
- };
@@ -1,54 +0,0 @@
1
- // Parallax Occlusion shaders from
2
- // http://sunandblackcat.com/tipFullView.php?topicid=28
3
- // No tangent-space transforms logic based on
4
- // http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html
5
- const ParallaxShader = {
6
- // Ordered from fastest to best quality.
7
- modes: {
8
- none: 'NO_PARALLAX',
9
- basic: 'USE_BASIC_PARALLAX',
10
- steep: 'USE_STEEP_PARALLAX',
11
- occlusion: 'USE_OCLUSION_PARALLAX',
12
- // a.k.a. POM
13
- relief: 'USE_RELIEF_PARALLAX'
14
- },
15
- uniforms: {
16
- bumpMap: {
17
- value: null
18
- },
19
- map: {
20
- value: null
21
- },
22
- parallaxScale: {
23
- value: null
24
- },
25
- parallaxMinLayers: {
26
- value: null
27
- },
28
- parallaxMaxLayers: {
29
- value: null
30
- }
31
- },
32
- vertexShader: ['varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vViewPosition = -mvPosition.xyz;', ' vNormal = normalize( normalMatrix * normal );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
33
- fragmentShader: ['uniform sampler2D bumpMap;', 'uniform sampler2D map;', 'uniform float parallaxScale;', 'uniform float parallaxMinLayers;', 'uniform float parallaxMaxLayers;', 'varying vec2 vUv;', 'varying vec3 vViewPosition;', 'varying vec3 vNormal;', '#ifdef USE_BASIC_PARALLAX', ' vec2 parallaxMap( in vec3 V ) {', ' float initialHeight = texture2D( bumpMap, vUv ).r;', // No Offset Limitting: messy, floating output at grazing angles.
34
- //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
35
- // Offset Limiting
36
- ' vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;', ' return vUv - texCoordOffset;', ' }', '#else', ' vec2 parallaxMap( in vec3 V ) {', // Determine number of layers from angle between V and N
37
- ' float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );', ' float layerHeight = 1.0 / numLayers;', ' float currentLayerHeight = 0.0;', // Shift of texture coordinates for each iteration
38
- ' vec2 dtex = parallaxScale * V.xy / V.z / numLayers;', ' vec2 currentTextureCoords = vUv;', ' float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // while ( heightFromTexture > currentLayerHeight )
39
- // Infinite loops are not well supported. Do a "large" finite
40
- // loop, but not too large, as it slows down some compilers.
41
- ' for ( int i = 0; i < 30; i += 1 ) {', ' if ( heightFromTexture <= currentLayerHeight ) {', ' break;', ' }', ' currentLayerHeight += layerHeight;', // Shift texture coordinates along vector V
42
- ' currentTextureCoords -= dtex;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', ' }', ' #ifdef USE_STEEP_PARALLAX', ' return currentTextureCoords;', ' #elif defined( USE_RELIEF_PARALLAX )', ' vec2 deltaTexCoord = dtex / 2.0;', ' float deltaHeight = layerHeight / 2.0;', // Return to the mid point of previous layer
43
- ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', // Binary search to increase precision of Steep Parallax Mapping
44
- ' const int numSearches = 5;', ' for ( int i = 0; i < numSearches; i += 1 ) {', ' deltaTexCoord /= 2.0;', ' deltaHeight /= 2.0;', ' heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;', // Shift along or against vector V
45
- ' if( heightFromTexture > currentLayerHeight ) {', // Below the surface
46
- ' currentTextureCoords -= deltaTexCoord;', ' currentLayerHeight += deltaHeight;', ' } else {', // above the surface
47
- ' currentTextureCoords += deltaTexCoord;', ' currentLayerHeight -= deltaHeight;', ' }', ' }', ' return currentTextureCoords;', ' #elif defined( USE_OCLUSION_PARALLAX )', ' vec2 prevTCoords = currentTextureCoords + dtex;', // Heights for linear interpolation
48
- ' float nextH = heightFromTexture - currentLayerHeight;', ' float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;', // Proportions for linear interpolation
49
- ' float weight = nextH / ( nextH - prevH );', // Interpolation of texture coordinates
50
- ' return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );', ' #else', // NO_PARALLAX
51
- ' return vUv;', ' #endif', ' }', '#endif', 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {', ' vec2 texDx = dFdx( vUv );', ' vec2 texDy = dFdy( vUv );', ' vec3 vSigmaX = dFdx( surfPosition );', ' vec3 vSigmaY = dFdy( surfPosition );', ' vec3 vR1 = cross( vSigmaY, surfNormal );', ' vec3 vR2 = cross( surfNormal, vSigmaX );', ' float fDet = dot( vSigmaX, vR1 );', ' vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );', ' vec3 vProjVtex;', ' vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;', ' vProjVtex.z = dot( surfNormal, viewPosition );', ' return parallaxMap( vProjVtex );', '}', 'void main() {', ' vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );', ' gl_FragColor = texture2D( map, mapUv );', '}'].join('\n')
52
- };
53
-
54
- export { ParallaxShader };
@@ -1 +0,0 @@
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- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},resolution:{value:null},pixelSize:{value:1}},vertexShader:["varying highp vec2 vUv;","void main() {","vUv = uv;","gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float pixelSize;","uniform vec2 resolution;","varying highp vec2 vUv;","void main(){","vec2 dxy = pixelSize / resolution;","vec2 coord = dxy * floor( vUv / dxy );","gl_FragColor = texture2D(tDiffuse, coord);","}"].join("\n")};exports.PixelShader=e;
@@ -1,15 +0,0 @@
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- export declare const PixelShader: {
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- uniforms: {
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- tDiffuse: {
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- value: null;
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- };
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- resolution: {
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- value: null;
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- };
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- pixelSize: {
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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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- };
@@ -1,20 +0,0 @@
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- /**
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- * Pixelation shader
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- */
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- const PixelShader = {
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- uniforms: {
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- tDiffuse: {
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- value: null
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- },
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- resolution: {
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- value: null
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- },
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- pixelSize: {
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- value: 1
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- }
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- },
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- vertexShader: ['varying highp vec2 vUv;', 'void main() {', 'vUv = uv;', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
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- fragmentShader: ['uniform sampler2D tDiffuse;', 'uniform float pixelSize;', 'uniform vec2 resolution;', 'varying highp vec2 vUv;', 'void main(){', 'vec2 dxy = pixelSize / resolution;', 'vec2 coord = dxy * floor( vUv / dxy );', 'gl_FragColor = texture2D(tDiffuse, coord);', '}'].join('\n')
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- };
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-
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- export { PixelShader };