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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@@ -1,90 +0,0 @@
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- import { Matrix4, Vector2 } from 'three';
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- export declare const SSRShader: {
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- defines: {
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- MAX_STEP: number;
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- isPerspectiveCamera: boolean;
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- isDistanceAttenuation: boolean;
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- isFresnel: boolean;
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- isInfiniteThick: boolean;
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- isSelective: boolean;
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- };
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- uniforms: {
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- tDiffuse: {
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- value: null;
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- };
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- tNormal: {
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- value: null;
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- };
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- tMetalness: {
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- value: null;
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- };
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- tDepth: {
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- value: null;
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- };
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- cameraNear: {
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- value: null;
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- };
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- cameraFar: {
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- value: null;
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- };
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- resolution: {
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- value: Vector2;
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- };
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- cameraProjectionMatrix: {
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- value: Matrix4;
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- };
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- cameraInverseProjectionMatrix: {
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- value: Matrix4;
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- };
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- opacity: {
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- value: number;
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- };
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- maxDistance: {
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- value: number;
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- };
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- cameraRange: {
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- value: number;
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- };
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- surfDist: {
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- value: number;
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- };
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- thickTolerance: {
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- value: number;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
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- export declare const SSRDepthShader: {
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- defines: {
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- PERSPECTIVE_CAMERA: number;
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- };
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- uniforms: {
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- tDepth: {
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- value: null;
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- };
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- cameraNear: {
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- value: null;
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- };
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- cameraFar: {
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- value: null;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
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- export declare const SSRBlurShader: {
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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: Vector2;
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- };
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- opacity: {
85
- value: number;
86
- };
87
- };
88
- vertexShader: string;
89
- fragmentShader: string;
90
- };
@@ -1,379 +0,0 @@
1
- import { Vector2, Matrix4 } from 'three';
2
-
3
- /**
4
- * References:
5
- * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
6
- */
7
-
8
- const SSRShader = {
9
- defines: {
10
- MAX_STEP: 0,
11
- isPerspectiveCamera: true,
12
- isDistanceAttenuation: true,
13
- isFresnel: true,
14
- isInfiniteThick: false,
15
- isSelective: false
16
- },
17
- uniforms: {
18
- tDiffuse: {
19
- value: null
20
- },
21
- tNormal: {
22
- value: null
23
- },
24
- tMetalness: {
25
- value: null
26
- },
27
- tDepth: {
28
- value: null
29
- },
30
- cameraNear: {
31
- value: null
32
- },
33
- cameraFar: {
34
- value: null
35
- },
36
- resolution: {
37
- value: new Vector2()
38
- },
39
- cameraProjectionMatrix: {
40
- value: new Matrix4()
41
- },
42
- cameraInverseProjectionMatrix: {
43
- value: new Matrix4()
44
- },
45
- opacity: {
46
- value: 0.5
47
- },
48
- maxDistance: {
49
- value: 180
50
- },
51
- cameraRange: {
52
- value: 0
53
- },
54
- surfDist: {
55
- value: 0.007
56
- },
57
- thickTolerance: {
58
- value: 0.03
59
- }
60
- },
61
- vertexShader:
62
- /* glsl */
63
- `
64
-
65
- varying vec2 vUv;
66
-
67
- void main() {
68
-
69
- vUv = uv;
70
-
71
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
72
-
73
- }
74
-
75
- `,
76
- fragmentShader:
77
- /* glsl */
78
- `
79
- // precision highp float;
80
- precision highp sampler2D;
81
- varying vec2 vUv;
82
- uniform sampler2D tDepth;
83
- uniform sampler2D tNormal;
84
- uniform sampler2D tMetalness;
85
- uniform sampler2D tDiffuse;
86
- uniform float cameraRange;
87
- uniform vec2 resolution;
88
- uniform float opacity;
89
- uniform float cameraNear;
90
- uniform float cameraFar;
91
- uniform float maxDistance;
92
- uniform float surfDist;
93
- uniform mat4 cameraProjectionMatrix;
94
- uniform mat4 cameraInverseProjectionMatrix;
95
- uniform float thickTolerance;
96
- #include <packing>
97
- float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
98
- //x0: point, x1: linePointA, x2: linePointB
99
- //https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
100
- return length(cross(x0-x1,x0-x2))/length(x2-x1);
101
- }
102
- float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
103
- // https://mathworld.wolfram.com/Point-PlaneDistance.html
104
- //// https://en.wikipedia.org/wiki/Plane_(geometry)
105
- //// http://paulbourke.net/geometry/pointlineplane/
106
- float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
107
- float x0=point.x,y0=point.y,z0=point.z;
108
- float x=planePoint.x,y=planePoint.y,z=planePoint.z;
109
- float d=-(a*x+b*y+c*z);
110
- float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
111
- return distance;
112
- }
113
- float getDepth( const in vec2 uv ) {
114
- return texture2D( tDepth, uv ).x;
115
- }
116
- float getViewZ( const in float depth ) {
117
- #ifdef isPerspectiveCamera
118
- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
119
- #else
120
- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
121
- #endif
122
- }
123
- vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
124
- vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
125
- clipPosition *= clipW; //clip
126
- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
127
- }
128
- vec3 getViewNormal( const in vec2 uv ) {
129
- return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
130
- }
131
- vec2 viewPositionToXY(vec3 viewPosition){
132
- vec2 xy;
133
- vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
134
- xy=clip.xy;//clip
135
- float clipW=clip.w;
136
- xy/=clipW;//NDC
137
- xy=(xy+1.)/2.;//uv
138
- xy*=resolution;//screen
139
- return xy;
140
- }
141
- void main(){
142
- #ifdef isSelective
143
- float metalness=texture2D(tMetalness,vUv).r;
144
- if(metalness==0.) return;
145
- #endif
146
-
147
- float depth = getDepth( vUv );
148
- float viewZ = getViewZ( depth );
149
- if(-viewZ>=cameraFar) return;
150
-
151
- float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
152
- vec3 viewPosition=getViewPosition( vUv, depth, clipW );
153
-
154
- vec2 d0=gl_FragCoord.xy;
155
- vec2 d1;
156
-
157
- vec3 viewNormal=getViewNormal( vUv );
158
-
159
- #ifdef isPerspectiveCamera
160
- vec3 viewIncidenceDir=normalize(viewPosition);
161
- vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
162
- #else
163
- vec3 viewIncidenceDir=vec3(0,0,-1);
164
- vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
165
- #endif
166
-
167
- float maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);
168
- // dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
169
- // if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
170
- // maxDistance/maxReflectRayLen=cos(theta)
171
- // maxDistance/maxReflectRayLen==dot(a,b)
172
- // maxReflectRayLen==maxDistance/dot(a,b)
173
-
174
- vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
175
- #ifdef isPerspectiveCamera
176
- if(d1viewPosition.z>-cameraNear){
177
- //https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
178
- float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
179
- d1viewPosition=viewPosition+viewReflectDir*t;
180
- }
181
- #endif
182
- d1=viewPositionToXY(d1viewPosition);
183
-
184
- float totalLen=length(d1-d0);
185
- float xLen=d1.x-d0.x;
186
- float yLen=d1.y-d0.y;
187
- float totalStep=max(abs(xLen),abs(yLen));
188
- float xSpan=xLen/totalStep;
189
- float ySpan=yLen/totalStep;
190
- for(float i=0.;i<MAX_STEP;i++){
191
- if(i>=totalStep) break;
192
- vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
193
- if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
194
- float s=length(xy-d0)/totalLen;
195
- vec2 uv=xy/resolution;
196
-
197
- float d = getDepth(uv);
198
- float vZ = getViewZ( d );
199
- if(-vZ>=cameraFar) continue;
200
- float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
201
- vec3 vP=getViewPosition( uv, d, cW );
202
-
203
- #ifdef isPerspectiveCamera
204
- // https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
205
- float recipVPZ=1./viewPosition.z;
206
- float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
207
- float sD=surfDist*cW;
208
- #else
209
- float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
210
- float sD=surfDist;
211
- #endif
212
- if(viewReflectRayZ-sD>vZ) continue;
213
-
214
- #ifdef isInfiniteThick
215
- if(viewReflectRayZ+thickTolerance*clipW<vP.z) break;
216
- #endif
217
- float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
218
-
219
- float op=opacity;
220
-
221
- if(away<sD){
222
- vec3 vN=getViewNormal( uv );
223
- if(dot(viewReflectDir,vN)>=0.) continue;
224
- float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
225
- if(distance>maxDistance) break;
226
- #ifdef isDistanceAttenuation
227
- float ratio=1.-(distance/maxDistance);
228
- float attenuation=ratio*ratio;
229
- op=opacity*attenuation;
230
- #endif
231
- #ifdef isFresnel
232
- float fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;
233
- op*=fresnel;
234
- #endif
235
- vec4 reflectColor=texture2D(tDiffuse,uv);
236
- gl_FragColor.xyz=reflectColor.xyz;
237
- gl_FragColor.a=op;
238
- break;
239
- }
240
- }
241
- }
242
- `
243
- };
244
- const SSRDepthShader = {
245
- defines: {
246
- PERSPECTIVE_CAMERA: 1
247
- },
248
- uniforms: {
249
- tDepth: {
250
- value: null
251
- },
252
- cameraNear: {
253
- value: null
254
- },
255
- cameraFar: {
256
- value: null
257
- }
258
- },
259
- vertexShader:
260
- /* glsl */
261
- `
262
-
263
- varying vec2 vUv;
264
-
265
- void main() {
266
-
267
- vUv = uv;
268
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
269
-
270
- }
271
-
272
- `,
273
- fragmentShader:
274
- /* glsl */
275
- `
276
-
277
- uniform sampler2D tDepth;
278
-
279
- uniform float cameraNear;
280
- uniform float cameraFar;
281
-
282
- varying vec2 vUv;
283
-
284
- #include <packing>
285
-
286
- float getLinearDepth( const in vec2 uv ) {
287
-
288
- #if PERSPECTIVE_CAMERA == 1
289
-
290
- float fragCoordZ = texture2D( tDepth, uv ).x;
291
- float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
292
- return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
293
-
294
- #else
295
-
296
- return texture2D( tDepth, uv ).x;
297
-
298
- #endif
299
-
300
- }
301
-
302
- void main() {
303
-
304
- float depth = getLinearDepth( vUv );
305
- float d = 1.0 - depth;
306
- // d=(d-.999)*1000.;
307
- gl_FragColor = vec4( vec3( d ), 1.0 );
308
-
309
- }
310
-
311
- `
312
- };
313
- const SSRBlurShader = {
314
- uniforms: {
315
- tDiffuse: {
316
- value: null
317
- },
318
- resolution: {
319
- value: new Vector2()
320
- },
321
- opacity: {
322
- value: 0.5
323
- }
324
- },
325
- vertexShader:
326
- /* glsl */
327
- `
328
-
329
- varying vec2 vUv;
330
-
331
- void main() {
332
-
333
- vUv = uv;
334
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
335
-
336
- }
337
-
338
- `,
339
- fragmentShader:
340
- /* glsl */
341
- `
342
-
343
- uniform sampler2D tDiffuse;
344
- uniform vec2 resolution;
345
- varying vec2 vUv;
346
- void main() {
347
- //reverse engineering from PhotoShop blur filter, then change coefficient
348
-
349
- vec2 texelSize = ( 1.0 / resolution );
350
-
351
- vec4 c=texture2D(tDiffuse,vUv);
352
-
353
- vec2 offset;
354
-
355
- offset=(vec2(-1,0))*texelSize;
356
- vec4 cl=texture2D(tDiffuse,vUv+offset);
357
-
358
- offset=(vec2(1,0))*texelSize;
359
- vec4 cr=texture2D(tDiffuse,vUv+offset);
360
-
361
- offset=(vec2(0,-1))*texelSize;
362
- vec4 cb=texture2D(tDiffuse,vUv+offset);
363
-
364
- offset=(vec2(0,1))*texelSize;
365
- vec4 ct=texture2D(tDiffuse,vUv+offset);
366
-
367
- // float coeCenter=.5;
368
- // float coeSide=.125;
369
- float coeCenter=.2;
370
- float coeSide=.2;
371
- float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
372
- vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
373
- gl_FragColor=vec4(rgb,a);
374
-
375
- }
376
- `
377
- };
378
-
379
- export { SSRBlurShader, SSRDepthShader, SSRShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const o={uniforms:{tDiffuse:{value:null},amount:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float amount;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 color = texture2D( tDiffuse, vUv );","\tvec3 c = color.rgb;","\tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );","\tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );","\tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );","\tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );","}"].join("\n")};exports.SepiaShader=o;
@@ -1,12 +0,0 @@
1
- export declare const SepiaShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- amount: {
7
- value: number;
8
- };
9
- };
10
- vertexShader: string;
11
- fragmentShader: string;
12
- };
@@ -1,19 +0,0 @@
1
- /**
2
- * Sepia tone shader
3
- * based on glfx.js sepia shader
4
- * https://github.com/evanw/glfx.js
5
- */
6
- const SepiaShader = {
7
- uniforms: {
8
- tDiffuse: {
9
- value: null
10
- },
11
- amount: {
12
- value: 1.0
13
- }
14
- },
15
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
16
- fragmentShader: ['uniform float amount;', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 color = texture2D( tDiffuse, vUv );', ' vec3 c = color.rgb;', ' color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );', ' color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );', ' color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );', ' gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );', '}'].join('\n')
17
- };
18
-
19
- export { SepiaShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},resolution:{value:new(require("three").Vector2)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec2 resolution;","varying vec2 vUv;","void main() {","\tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );","\tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );","\tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );","\tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;","\tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;","\tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;","\tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;","\tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;","\tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;","\tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;","\tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;","\tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;","\tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ","\t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ","\t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ","\tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ","\t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ","\t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ","\tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );","\tgl_FragColor = vec4( vec3( G ), 1 );","}"].join("\n")};exports.SobelOperatorShader=t;
@@ -1,13 +0,0 @@
1
- import { Vector2 } from 'three';
2
- export declare const SobelOperatorShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- resolution: {
8
- value: Vector2;
9
- };
10
- };
11
- vertexShader: string;
12
- fragmentShader: string;
13
- };
@@ -1,33 +0,0 @@
1
- import { Vector2 } from 'three';
2
-
3
- /**
4
- * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
5
- *
6
- * As mentioned in the video the Sobel operator expects a grayscale image as input.
7
- *
8
- */
9
-
10
- const SobelOperatorShader = {
11
- uniforms: {
12
- tDiffuse: {
13
- value: null
14
- },
15
- resolution: {
16
- value: new Vector2()
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 vec2 resolution;', 'varying vec2 vUv;', 'void main() {', ' vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );', // kernel definition (in glsl matrices are filled in column-major order)
21
- ' const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel
22
- ' const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel
23
- // fetch the 3x3 neighbourhood of a fragment
24
- // first column
25
- ' float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;', ' float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;', ' float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;', // second column
26
- ' float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;', ' float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;', ' float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;', // third column
27
- ' float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;', ' float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;', ' float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;', // gradient value in x direction
28
- ' float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ', ' Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ', ' Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ', // gradient value in y direction
29
- ' float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ', ' Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ', ' Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ', // magnitute of the total gradient
30
- ' float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );', ' gl_FragColor = vec4( vec3( G ), 1 );', '}'].join('\n')
31
- };
32
-
33
- export { SobelOperatorShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t=e.ShaderChunk.meshphong_frag.slice(0,e.ShaderChunk.meshphong_frag.indexOf("void main() {")),i=e.ShaderChunk.meshphong_frag.slice(e.ShaderChunk.meshphong_frag.indexOf("void main() {")),n={uniforms:e.UniformsUtils.merge([e.ShaderLib.phong.uniforms,{thicknessMap:{value:null},thicknessColor:{value:new e.Color(16777215)},thicknessDistortion:{value:.1},thicknessAmbient:{value:0},thicknessAttenuation:{value:.1},thicknessPower:{value:2},thicknessScale:{value:10}}]),vertexShader:["#define USE_UV",e.ShaderChunk.meshphong_vert].join("\n"),fragmentShader:["#define USE_UV","#define SUBSURFACE",t,"uniform sampler2D thicknessMap;","uniform float thicknessPower;","uniform float thicknessScale;","uniform float thicknessDistortion;","uniform float thicknessAmbient;","uniform float thicknessAttenuation;","uniform vec3 thicknessColor;","void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {","\tvec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;","\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));","\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;","\tvec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;","\treflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;","}",i.replace("#include <lights_fragment_begin>",(r=e.ShaderChunk.lights_fragment_begin,s="RE_Direct( directLight, geometry, material, reflectedLight );",o=["RE_Direct( directLight, geometry, material, reflectedLight );","#if defined( SUBSURFACE ) && defined( USE_UV )"," RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);","#endif"].join("\n"),r.split(s).join(o)))].join("\n")};var r,s,o;exports.SubsurfaceScatteringShader=n;
@@ -1,5 +0,0 @@
1
- export declare const SubsurfaceScatteringShader: {
2
- uniforms: any;
3
- vertexShader: string;
4
- fragmentShader: string;
5
- };
@@ -1,45 +0,0 @@
1
- import { ShaderChunk, UniformsUtils, ShaderLib, Color } from 'three';
2
-
3
- /**
4
- * ------------------------------------------------------------------------------------------
5
- * Subsurface Scattering shader
6
- * Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
7
- * https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
8
- *------------------------------------------------------------------------------------------
9
- */
10
-
11
- function replaceAll(string, find, replace) {
12
- return string.split(find).join(replace);
13
- }
14
-
15
- const meshphong_frag_head = ShaderChunk['meshphong_frag'].slice(0, ShaderChunk['meshphong_frag'].indexOf('void main() {'));
16
- const meshphong_frag_body = ShaderChunk['meshphong_frag'].slice(ShaderChunk['meshphong_frag'].indexOf('void main() {'));
17
- const SubsurfaceScatteringShader = {
18
- uniforms: UniformsUtils.merge([ShaderLib['phong'].uniforms, {
19
- thicknessMap: {
20
- value: null
21
- },
22
- thicknessColor: {
23
- value: new Color(0xffffff)
24
- },
25
- thicknessDistortion: {
26
- value: 0.1
27
- },
28
- thicknessAmbient: {
29
- value: 0.0
30
- },
31
- thicknessAttenuation: {
32
- value: 0.1
33
- },
34
- thicknessPower: {
35
- value: 2.0
36
- },
37
- thicknessScale: {
38
- value: 10.0
39
- }
40
- }]),
41
- vertexShader: ['#define USE_UV', ShaderChunk['meshphong_vert']].join('\n'),
42
- fragmentShader: ['#define USE_UV', '#define SUBSURFACE', meshphong_frag_head, 'uniform sampler2D thicknessMap;', 'uniform float thicknessPower;', 'uniform float thicknessScale;', 'uniform float thicknessDistortion;', 'uniform float thicknessAmbient;', 'uniform float thicknessAttenuation;', 'uniform vec3 thicknessColor;', 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {', ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;', ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));', ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;', ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;', '}', meshphong_frag_body.replace('#include <lights_fragment_begin>', replaceAll(ShaderChunk['lights_fragment_begin'], 'RE_Direct( directLight, geometry, material, reflectedLight );', ['RE_Direct( directLight, geometry, material, reflectedLight );', '#if defined( SUBSURFACE ) && defined( USE_UV )', ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);', '#endif'].join('\n')))].join('\n')
43
- };
44
-
45
- export { SubsurfaceScatteringShader };
@@ -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, vec2( vUv.x, vUv.y ) );","\tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);","\tgl_FragColor = newTex;","}"].join("\n")};exports.TechnicolorShader=e;
@@ -1,9 +0,0 @@
1
- export declare const TechnicolorShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- };
7
- vertexShader: string;
8
- fragmentShader: string;
9
- };
@@ -1,17 +0,0 @@
1
- /**
2
- * Technicolor Shader
3
- * Simulates the look of the two-strip technicolor process popular in early 20th century films.
4
- * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
5
- * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
6
- */
7
- const TechnicolorShader = {
8
- uniforms: {
9
- tDiffuse: {
10
- value: null
11
- }
12
- },
13
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
14
- fragmentShader: ['uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );', ' vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);', ' gl_FragColor = newTex;', '}'].join('\n')
15
- };
16
-
17
- export { TechnicolorShader };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},averageLuminance:{value:1},luminanceMap:{value:null},maxLuminance:{value:16},minLuminance:{value:.01},middleGrey:{value:.6}},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;","uniform float middleGrey;","uniform float minLuminance;","uniform float maxLuminance;","#ifdef ADAPTED_LUMINANCE","\tuniform sampler2D luminanceMap;","#else","\tuniform float averageLuminance;","#endif","vec3 ToneMap( vec3 vColor ) {","\t#ifdef ADAPTED_LUMINANCE","\t\tfloat fLumAvg = texture2D(luminanceMap, vec2(0.5, 0.5)).r;","\t#else","\t\tfloat fLumAvg = averageLuminance;","\t#endif","\tfloat fLumPixel = linearToRelativeLuminance( vColor );","\tfloat fLumScaled = (fLumPixel * middleGrey) / max( minLuminance, fLumAvg );","\tfloat fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (maxLuminance * maxLuminance)))) / (1.0 + fLumScaled);","\treturn fLumCompressed * vColor;","}","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tgl_FragColor = vec4( ToneMap( texel.xyz ), texel.w );","}"].join("\n")};exports.ToneMapShader=e;
@@ -1,24 +0,0 @@
1
- export declare const ToneMapShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- averageLuminance: {
7
- value: number;
8
- };
9
- luminanceMap: {
10
- value: null;
11
- };
12
- maxLuminance: {
13
- value: number;
14
- };
15
- minLuminance: {
16
- value: number;
17
- };
18
- middleGrey: {
19
- value: number;
20
- };
21
- };
22
- vertexShader: string;
23
- fragmentShader: string;
24
- };