three-stdlib 2.22.7 → 2.22.8

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Files changed (1065) hide show
  1. package/dist/_polyfill/CompressedArrayTexture.js +12 -0
  2. package/dist/_polyfill/CompressedArrayTexture.mjs +12 -0
  3. package/dist/_polyfill/Data3DTexture.js +17 -0
  4. package/dist/_polyfill/Data3DTexture.mjs +17 -0
  5. package/dist/animation/AnimationClipCreator.d.ts +12 -0
  6. package/dist/animation/AnimationClipCreator.js +57 -0
  7. package/dist/animation/AnimationClipCreator.mjs +57 -0
  8. package/dist/animation/CCDIKSolver.d.ts +25 -0
  9. package/dist/animation/CCDIKSolver.js +224 -0
  10. package/dist/animation/CCDIKSolver.mjs +224 -0
  11. package/dist/animation/MMDAnimationHelper.d.ts +93 -0
  12. package/dist/animation/MMDAnimationHelper.js +590 -0
  13. package/dist/animation/MMDAnimationHelper.mjs +590 -0
  14. package/dist/animation/MMDPhysics.d.ts +114 -0
  15. package/dist/animation/MMDPhysics.js +819 -0
  16. package/dist/animation/MMDPhysics.mjs +819 -0
  17. package/dist/cameras/CinematicCamera.d.ts +34 -0
  18. package/dist/cameras/CinematicCamera.js +131 -0
  19. package/dist/cameras/CinematicCamera.mjs +131 -0
  20. package/dist/controls/ArcballControls.d.ts +374 -0
  21. package/dist/controls/ArcballControls.js +2039 -0
  22. package/dist/controls/ArcballControls.mjs +2039 -0
  23. package/dist/controls/DeviceOrientationControls.d.ts +27 -0
  24. package/dist/controls/DeviceOrientationControls.js +84 -0
  25. package/dist/controls/DeviceOrientationControls.mjs +84 -0
  26. package/dist/controls/DragControls.d.ts +34 -0
  27. package/dist/controls/DragControls.js +182 -0
  28. package/dist/controls/DragControls.mjs +182 -0
  29. package/dist/controls/FirstPersonControls.d.ts +48 -0
  30. package/dist/controls/FirstPersonControls.js +229 -0
  31. package/dist/controls/FirstPersonControls.mjs +229 -0
  32. package/dist/controls/FlyControls.d.ts +32 -0
  33. package/dist/controls/FlyControls.js +248 -0
  34. package/dist/controls/FlyControls.mjs +248 -0
  35. package/dist/controls/OrbitControls.d.ts +63 -0
  36. package/dist/controls/OrbitControls.js +781 -0
  37. package/dist/controls/OrbitControls.mjs +781 -0
  38. package/dist/controls/PointerLockControls.d.ts +24 -0
  39. package/dist/controls/PointerLockControls.js +103 -0
  40. package/dist/controls/PointerLockControls.mjs +103 -0
  41. package/dist/controls/TrackballControls.d.ts +95 -0
  42. package/dist/controls/TrackballControls.js +502 -0
  43. package/dist/controls/TrackballControls.mjs +502 -0
  44. package/dist/controls/TransformControls.d.ts +151 -0
  45. package/dist/controls/TransformControls.js +1089 -0
  46. package/dist/controls/TransformControls.mjs +1089 -0
  47. package/dist/controls/experimental/CameraControls.d.ts +212 -0
  48. package/dist/controls/experimental/CameraControls.js +736 -0
  49. package/dist/controls/experimental/CameraControls.mjs +736 -0
  50. package/dist/csm/CSM.d.ts +61 -0
  51. package/dist/csm/CSM.js +244 -0
  52. package/dist/csm/CSM.mjs +244 -0
  53. package/dist/csm/CSMFrustum.d.ts +19 -0
  54. package/dist/csm/CSMFrustum.js +75 -0
  55. package/dist/csm/CSMFrustum.mjs +75 -0
  56. package/dist/csm/CSMHelper.d.ts +26 -0
  57. package/dist/csm/CSMHelper.js +114 -0
  58. package/dist/csm/CSMHelper.mjs +114 -0
  59. package/dist/csm/CSMShader.d.ts +4 -0
  60. package/dist/csm/CSMShader.js +257 -0
  61. package/dist/csm/CSMShader.mjs +257 -0
  62. package/dist/curves/CurveExtras.d.ts +68 -0
  63. package/dist/curves/CurveExtras.js +224 -0
  64. package/dist/curves/CurveExtras.mjs +224 -0
  65. package/dist/curves/NURBSCurve.d.ts +11 -0
  66. package/dist/curves/NURBSCurve.js +35 -0
  67. package/dist/curves/NURBSCurve.mjs +35 -0
  68. package/dist/curves/NURBSSurface.d.ts +13 -0
  69. package/dist/curves/NURBSSurface.js +28 -0
  70. package/dist/curves/NURBSSurface.mjs +28 -0
  71. package/dist/curves/NURBSUtils.d.ts +22 -0
  72. package/dist/curves/NURBSUtils.js +226 -0
  73. package/dist/curves/NURBSUtils.mjs +226 -0
  74. package/dist/custom.d.ts +5 -0
  75. package/dist/deprecated/Geometry.d.ts +342 -0
  76. package/dist/deprecated/Geometry.js +971 -0
  77. package/dist/deprecated/Geometry.mjs +971 -0
  78. package/dist/effects/AnaglyphEffect.d.ts +11 -0
  79. package/dist/effects/AnaglyphEffect.js +121 -0
  80. package/dist/effects/AnaglyphEffect.mjs +121 -0
  81. package/dist/effects/AsciiEffect.d.ts +18 -0
  82. package/dist/effects/AsciiEffect.js +173 -0
  83. package/dist/effects/AsciiEffect.mjs +173 -0
  84. package/dist/effects/OutlineEffect.d.ts +28 -0
  85. package/dist/effects/OutlineEffect.js +298 -0
  86. package/dist/effects/OutlineEffect.mjs +298 -0
  87. package/dist/effects/ParallaxBarrierEffect.d.ts +8 -0
  88. package/dist/effects/ParallaxBarrierEffect.js +64 -0
  89. package/dist/effects/ParallaxBarrierEffect.mjs +64 -0
  90. package/dist/effects/PeppersGhostEffect.d.ts +10 -0
  91. package/dist/effects/PeppersGhostEffect.js +85 -0
  92. package/dist/effects/PeppersGhostEffect.mjs +85 -0
  93. package/dist/effects/StereoEffect.d.ts +9 -0
  94. package/dist/effects/StereoEffect.js +32 -0
  95. package/dist/effects/StereoEffect.mjs +32 -0
  96. package/dist/environments/RoomEnvironment.d.ts +5 -0
  97. package/dist/environments/RoomEnvironment.js +95 -0
  98. package/dist/environments/RoomEnvironment.mjs +78 -0
  99. package/dist/exporters/ColladaExporter.d.ts +50 -0
  100. package/dist/exporters/ColladaExporter.js +331 -0
  101. package/dist/exporters/ColladaExporter.mjs +331 -0
  102. package/dist/exporters/DRACOExporter.d.ts +23 -0
  103. package/dist/exporters/DRACOExporter.js +141 -0
  104. package/dist/exporters/DRACOExporter.mjs +141 -0
  105. package/dist/exporters/GLTFExporter.d.ts +446 -0
  106. package/dist/exporters/GLTFExporter.js +1575 -0
  107. package/dist/exporters/GLTFExporter.mjs +1575 -0
  108. package/dist/exporters/MMDExporter.d.ts +12 -0
  109. package/dist/exporters/MMDExporter.js +131 -0
  110. package/dist/exporters/MMDExporter.mjs +131 -0
  111. package/dist/exporters/OBJExporter.d.ts +18 -0
  112. package/dist/exporters/OBJExporter.js +181 -0
  113. package/dist/exporters/OBJExporter.mjs +181 -0
  114. package/dist/exporters/PLYExporter.d.ts +23 -0
  115. package/dist/exporters/PLYExporter.js +280 -0
  116. package/dist/exporters/PLYExporter.mjs +280 -0
  117. package/dist/exporters/STLExporter.d.ts +31 -0
  118. package/dist/exporters/STLExporter.js +146 -0
  119. package/dist/exporters/STLExporter.mjs +146 -0
  120. package/dist/exporters/USDZExporter.d.ts +27 -0
  121. package/dist/exporters/USDZExporter.js +340 -0
  122. package/dist/exporters/USDZExporter.mjs +340 -0
  123. package/dist/geometries/BoxLineGeometry.d.ts +12 -0
  124. package/dist/geometries/BoxLineGeometry.js +45 -0
  125. package/dist/geometries/BoxLineGeometry.mjs +45 -0
  126. package/dist/geometries/ConvexGeometry.d.ts +5 -0
  127. package/dist/geometries/ConvexGeometry.js +29 -0
  128. package/dist/geometries/ConvexGeometry.mjs +29 -0
  129. package/dist/geometries/DecalGeometry.d.ts +10 -0
  130. package/dist/geometries/DecalGeometry.js +184 -0
  131. package/dist/geometries/DecalGeometry.mjs +184 -0
  132. package/dist/geometries/LightningStrike.d.ts +108 -0
  133. package/dist/geometries/LightningStrike.js +548 -0
  134. package/dist/geometries/LightningStrike.mjs +548 -0
  135. package/dist/geometries/ParametricGeometries.d.ts +26 -0
  136. package/dist/geometries/ParametricGeometries.js +129 -0
  137. package/dist/geometries/ParametricGeometries.mjs +129 -0
  138. package/dist/geometries/ParametricGeometry.d.ts +18 -0
  139. package/dist/geometries/ParametricGeometry.js +63 -0
  140. package/dist/geometries/ParametricGeometry.mjs +63 -0
  141. package/dist/geometries/RoundedBoxGeometry.d.ts +5 -0
  142. package/dist/geometries/RoundedBoxGeometry.js +91 -0
  143. package/dist/geometries/RoundedBoxGeometry.mjs +91 -0
  144. package/dist/geometries/TeapotGeometry.d.ts +13 -0
  145. package/dist/geometries/TeapotGeometry.js +1563 -0
  146. package/dist/geometries/TeapotGeometry.mjs +1563 -0
  147. package/dist/geometries/TextGeometry.d.ts +18 -0
  148. package/dist/geometries/TextGeometry.js +27 -0
  149. package/dist/geometries/TextGeometry.mjs +27 -0
  150. package/dist/helpers/LightProbeHelper.d.ts +10 -0
  151. package/dist/helpers/LightProbeHelper.js +73 -0
  152. package/dist/helpers/LightProbeHelper.mjs +73 -0
  153. package/dist/helpers/PositionalAudioHelper.d.ts +13 -0
  154. package/dist/helpers/PositionalAudioHelper.js +68 -0
  155. package/dist/helpers/PositionalAudioHelper.mjs +68 -0
  156. package/dist/helpers/RectAreaLightHelper.d.ts +10 -0
  157. package/dist/helpers/RectAreaLightHelper.js +44 -0
  158. package/dist/helpers/RectAreaLightHelper.mjs +44 -0
  159. package/dist/helpers/VertexNormalsHelper.d.ts +10 -0
  160. package/dist/helpers/VertexNormalsHelper.js +54 -0
  161. package/dist/helpers/VertexNormalsHelper.mjs +54 -0
  162. package/dist/helpers/VertexTangentsHelper.d.ts +10 -0
  163. package/dist/helpers/VertexTangentsHelper.js +45 -0
  164. package/dist/helpers/VertexTangentsHelper.mjs +45 -0
  165. package/dist/index.d.ts +325 -0
  166. package/dist/index.js +978 -0
  167. package/dist/index.mjs +978 -0
  168. package/dist/interactive/HTMLMesh.d.ts +6 -0
  169. package/dist/interactive/HTMLMesh.js +325 -0
  170. package/dist/interactive/HTMLMesh.mjs +325 -0
  171. package/dist/interactive/InteractiveGroup.d.ts +5 -0
  172. package/dist/interactive/InteractiveGroup.js +68 -0
  173. package/dist/interactive/InteractiveGroup.mjs +68 -0
  174. package/dist/interactive/SelectionBox.d.ts +15 -0
  175. package/dist/interactive/SelectionBox.js +137 -0
  176. package/dist/interactive/SelectionBox.mjs +137 -0
  177. package/dist/interactive/SelectionHelper.d.ts +17 -0
  178. package/dist/interactive/SelectionHelper.js +54 -0
  179. package/dist/interactive/SelectionHelper.mjs +54 -0
  180. package/dist/libs/MeshoptDecoder.d.ts +12 -0
  181. package/dist/libs/MeshoptDecoder.js +221 -0
  182. package/dist/libs/MeshoptDecoder.mjs +221 -0
  183. package/dist/libs/MotionControllers.d.ts +175 -0
  184. package/dist/libs/MotionControllers.js +325 -0
  185. package/dist/libs/MotionControllers.mjs +325 -0
  186. package/dist/lights/LightProbeGenerator.d.ts +6 -0
  187. package/dist/lights/LightProbeGenerator.js +145 -0
  188. package/dist/lights/LightProbeGenerator.mjs +145 -0
  189. package/dist/lights/RectAreaLightUniformsLib.d.ts +3 -0
  190. package/dist/lights/RectAreaLightUniformsLib.js +32842 -0
  191. package/dist/lights/RectAreaLightUniformsLib.mjs +32842 -0
  192. package/dist/lines/Line2.d.ts +11 -0
  193. package/dist/lines/Line2.js +13 -0
  194. package/dist/lines/Line2.mjs +13 -0
  195. package/dist/lines/LineGeometry.d.ts +10 -0
  196. package/dist/lines/LineGeometry.js +44 -0
  197. package/dist/lines/LineGeometry.mjs +44 -0
  198. package/dist/lines/LineMaterial.d.ts +31 -0
  199. package/dist/lines/LineMaterial.js +547 -0
  200. package/dist/lines/LineMaterial.mjs +547 -0
  201. package/dist/lines/LineSegments2.d.ts +14 -0
  202. package/dist/lines/LineSegments2.js +203 -0
  203. package/dist/lines/LineSegments2.mjs +203 -0
  204. package/dist/lines/LineSegmentsGeometry.d.ts +16 -0
  205. package/dist/lines/LineSegmentsGeometry.js +124 -0
  206. package/dist/lines/LineSegmentsGeometry.mjs +124 -0
  207. package/dist/lines/Wireframe.d.ts +11 -0
  208. package/dist/lines/Wireframe.js +32 -0
  209. package/dist/lines/Wireframe.mjs +32 -0
  210. package/dist/lines/WireframeGeometry2.d.ts +8 -0
  211. package/dist/lines/WireframeGeometry2.js +13 -0
  212. package/dist/lines/WireframeGeometry2.mjs +13 -0
  213. package/dist/loaders/3DMLoader.d.ts +17 -0
  214. package/dist/loaders/3DMLoader.js +803 -0
  215. package/dist/loaders/3DMLoader.mjs +803 -0
  216. package/dist/loaders/3MFLoader.d.ts +16 -0
  217. package/dist/loaders/3MFLoader.js +854 -0
  218. package/dist/loaders/3MFLoader.mjs +854 -0
  219. package/dist/loaders/AMFLoader.d.ts +14 -0
  220. package/dist/loaders/AMFLoader.js +284 -0
  221. package/dist/loaders/AMFLoader.mjs +284 -0
  222. package/dist/loaders/AssimpLoader.js +1396 -0
  223. package/dist/loaders/AssimpLoader.mjs +1396 -0
  224. package/dist/loaders/BVHLoader.d.ts +21 -0
  225. package/dist/loaders/BVHLoader.js +207 -0
  226. package/dist/loaders/BVHLoader.mjs +207 -0
  227. package/dist/loaders/BasisTextureLoader.d.ts +32 -0
  228. package/dist/loaders/BasisTextureLoader.js +480 -0
  229. package/dist/loaders/BasisTextureLoader.mjs +480 -0
  230. package/dist/loaders/ColladaLoader.d.ts +20 -0
  231. package/dist/loaders/ColladaLoader.js +2405 -0
  232. package/dist/loaders/ColladaLoader.mjs +2405 -0
  233. package/dist/loaders/DDSLoader.d.ts +16 -0
  234. package/dist/loaders/DDSLoader.js +148 -0
  235. package/dist/loaders/DDSLoader.mjs +148 -0
  236. package/dist/loaders/DRACOLoader.d.ts +18 -0
  237. package/dist/loaders/DRACOLoader.js +341 -0
  238. package/dist/loaders/DRACOLoader.mjs +341 -0
  239. package/dist/loaders/EXRLoader.d.ts +18 -0
  240. package/dist/loaders/EXRLoader.js +1354 -0
  241. package/dist/loaders/EXRLoader.mjs +1354 -0
  242. package/dist/loaders/FBXLoader.d.ts +14 -0
  243. package/dist/loaders/FBXLoader.js +2457 -0
  244. package/dist/loaders/FBXLoader.mjs +2457 -0
  245. package/dist/loaders/FontLoader.d.ts +36 -0
  246. package/dist/loaders/FontLoader.js +120 -0
  247. package/dist/loaders/FontLoader.mjs +120 -0
  248. package/dist/loaders/GCodeLoader.d.ts +15 -0
  249. package/dist/loaders/GCodeLoader.js +141 -0
  250. package/dist/loaders/GCodeLoader.mjs +141 -0
  251. package/dist/loaders/GLTFLoader.d.ts +153 -0
  252. package/dist/loaders/GLTFLoader.js +2459 -0
  253. package/dist/loaders/GLTFLoader.mjs +2459 -0
  254. package/dist/loaders/HDRCubeTextureLoader.d.ts +18 -0
  255. package/dist/loaders/HDRCubeTextureLoader.js +75 -0
  256. package/dist/loaders/HDRCubeTextureLoader.mjs +75 -0
  257. package/dist/loaders/KMZLoader.d.ts +16 -0
  258. package/dist/loaders/KMZLoader.js +75 -0
  259. package/dist/loaders/KMZLoader.mjs +75 -0
  260. package/dist/loaders/KTX2Loader.d.ts +16 -0
  261. package/dist/loaders/KTX2Loader.js +461 -0
  262. package/dist/loaders/KTX2Loader.mjs +461 -0
  263. package/dist/loaders/KTXLoader.d.ts +16 -0
  264. package/dist/loaders/KTXLoader.js +93 -0
  265. package/dist/loaders/KTXLoader.mjs +93 -0
  266. package/dist/loaders/LDrawLoader.d.ts +26 -0
  267. package/dist/loaders/LDrawLoader.js +1424 -0
  268. package/dist/loaders/LDrawLoader.mjs +1424 -0
  269. package/dist/loaders/LUT3dlLoader.d.ts +20 -0
  270. package/dist/loaders/LUT3dlLoader.js +103 -0
  271. package/dist/loaders/LUT3dlLoader.mjs +103 -0
  272. package/dist/loaders/LUTCubeLoader.d.ts +23 -0
  273. package/dist/loaders/LUTCubeLoader.js +107 -0
  274. package/dist/loaders/LUTCubeLoader.mjs +107 -0
  275. package/dist/loaders/LWOLoader.d.ts +26 -0
  276. package/dist/loaders/LWOLoader.js +645 -0
  277. package/dist/loaders/LWOLoader.mjs +645 -0
  278. package/dist/loaders/LottieLoader.d.ts +15 -0
  279. package/dist/loaders/LottieLoader.js +47 -0
  280. package/dist/loaders/LottieLoader.mjs +47 -0
  281. package/dist/loaders/MD2Loader.d.ts +14 -0
  282. package/dist/loaders/MD2Loader.js +359 -0
  283. package/dist/loaders/MD2Loader.mjs +359 -0
  284. package/dist/loaders/MDDLoader.d.ts +19 -0
  285. package/dist/loaders/MDDLoader.js +58 -0
  286. package/dist/loaders/MDDLoader.mjs +58 -0
  287. package/dist/loaders/MMDLoader.d.ts +63 -0
  288. package/dist/loaders/MMDLoader.js +1121 -0
  289. package/dist/loaders/MMDLoader.mjs +1121 -0
  290. package/dist/loaders/MTLLoader.d.ts +100 -0
  291. package/dist/loaders/MTLLoader.js +304 -0
  292. package/dist/loaders/MTLLoader.mjs +304 -0
  293. package/dist/loaders/NRRDLoader.d.ts +21 -0
  294. package/dist/loaders/NRRDLoader.js +401 -0
  295. package/dist/loaders/NRRDLoader.mjs +401 -0
  296. package/dist/loaders/NodeMaterialLoader.js +146 -0
  297. package/dist/loaders/NodeMaterialLoader.mjs +146 -0
  298. package/dist/loaders/OBJLoader.d.ts +17 -0
  299. package/dist/loaders/OBJLoader.js +487 -0
  300. package/dist/loaders/OBJLoader.mjs +487 -0
  301. package/dist/loaders/PCDLoader.d.ts +15 -0
  302. package/dist/loaders/PCDLoader.js +248 -0
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  304. package/dist/loaders/PDBLoader.d.ts +22 -0
  305. package/dist/loaders/PDBLoader.js +247 -0
  306. package/dist/loaders/PDBLoader.mjs +247 -0
  307. package/dist/loaders/PLYLoader.d.ts +16 -0
  308. package/dist/loaders/PLYLoader.js +317 -0
  309. package/dist/loaders/PLYLoader.mjs +317 -0
  310. package/dist/loaders/PRWMLoader.d.ts +16 -0
  311. package/dist/loaders/PRWMLoader.js +160 -0
  312. package/dist/loaders/PRWMLoader.mjs +160 -0
  313. package/dist/loaders/PVRLoader.d.ts +16 -0
  314. package/dist/loaders/PVRLoader.js +131 -0
  315. package/dist/loaders/PVRLoader.mjs +131 -0
  316. package/dist/loaders/RGBELoader.d.ts +20 -0
  317. package/dist/loaders/RGBELoader.js +252 -0
  318. package/dist/loaders/RGBELoader.mjs +252 -0
  319. package/dist/loaders/RGBMLoader.d.ts +32 -0
  320. package/dist/loaders/RGBMLoader.js +998 -0
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  322. package/dist/loaders/STLLoader.d.ts +14 -0
  323. package/dist/loaders/STLLoader.js +190 -0
  324. package/dist/loaders/STLLoader.mjs +190 -0
  325. package/dist/loaders/SVGLoader.d.ts +63 -0
  326. package/dist/loaders/SVGLoader.js +1712 -0
  327. package/dist/loaders/SVGLoader.mjs +1712 -0
  328. package/dist/loaders/TDSLoader.d.ts +42 -0
  329. package/dist/loaders/TDSLoader.js +650 -0
  330. package/dist/loaders/TDSLoader.mjs +650 -0
  331. package/dist/loaders/TGALoader.d.ts +14 -0
  332. package/dist/loaders/TGALoader.js +285 -0
  333. package/dist/loaders/TGALoader.mjs +285 -0
  334. package/dist/loaders/TTFLoader.d.ts +15 -0
  335. package/dist/loaders/TTFLoader.js +131 -0
  336. package/dist/loaders/TTFLoader.mjs +131 -0
  337. package/dist/loaders/TiltLoader.d.ts +14 -0
  338. package/dist/loaders/TiltLoader.js +373 -0
  339. package/dist/loaders/TiltLoader.mjs +373 -0
  340. package/dist/loaders/VOXLoader.d.ts +28 -0
  341. package/dist/loaders/VOXLoader.js +432 -0
  342. package/dist/loaders/VOXLoader.mjs +432 -0
  343. package/dist/loaders/VRMLLoader.d.ts +14 -0
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  346. package/dist/loaders/VRMLoader.js +38 -0
  347. package/dist/loaders/VRMLoader.mjs +38 -0
  348. package/dist/loaders/VTKLoader.d.ts +14 -0
  349. package/dist/loaders/VTKLoader.js +648 -0
  350. package/dist/loaders/VTKLoader.mjs +648 -0
  351. package/dist/loaders/XLoader.js +1258 -0
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  353. package/dist/loaders/XYZLoader.d.ts +14 -0
  354. package/dist/loaders/XYZLoader.js +60 -0
  355. package/dist/loaders/XYZLoader.mjs +60 -0
  356. package/dist/loaders/lwo/IFFParser.js +749 -0
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  358. package/dist/loaders/lwo/LWO2Parser.js +327 -0
  359. package/dist/loaders/lwo/LWO2Parser.mjs +327 -0
  360. package/dist/loaders/lwo/LWO3Parser.js +298 -0
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+ "use strict";
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+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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+ const THREE = require("three");
4
+ const FXAAShader = {
5
+ uniforms: {
6
+ tDiffuse: { value: null },
7
+ resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
8
+ },
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "precision highp float;",
18
+ "",
19
+ "uniform sampler2D tDiffuse;",
20
+ "",
21
+ "uniform vec2 resolution;",
22
+ "",
23
+ "varying vec2 vUv;",
24
+ "",
25
+ "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
26
+ "",
27
+ "//----------------------------------------------------------------------------------",
28
+ "// File: es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag",
29
+ "// SDK Version: v3.00",
30
+ "// Email: gameworks@nvidia.com",
31
+ "// Site: http://developer.nvidia.com/",
32
+ "//",
33
+ "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
34
+ "//",
35
+ "// Redistribution and use in source and binary forms, with or without",
36
+ "// modification, are permitted provided that the following conditions",
37
+ "// are met:",
38
+ "// * Redistributions of source code must retain the above copyright",
39
+ "// notice, this list of conditions and the following disclaimer.",
40
+ "// * Redistributions in binary form must reproduce the above copyright",
41
+ "// notice, this list of conditions and the following disclaimer in the",
42
+ "// documentation and/or other materials provided with the distribution.",
43
+ "// * Neither the name of NVIDIA CORPORATION nor the names of its",
44
+ "// contributors may be used to endorse or promote products derived",
45
+ "// from this software without specific prior written permission.",
46
+ "//",
47
+ "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
48
+ "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
49
+ "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
50
+ "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
51
+ "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
52
+ "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
53
+ "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
54
+ "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
55
+ "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
56
+ "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
57
+ "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
58
+ "//",
59
+ "//----------------------------------------------------------------------------------",
60
+ "",
61
+ "#define FXAA_PC 1",
62
+ "#define FXAA_GLSL_100 1",
63
+ "#define FXAA_QUALITY_PRESET 12",
64
+ "",
65
+ "#define FXAA_GREEN_AS_LUMA 1",
66
+ "",
67
+ "/*--------------------------------------------------------------------------*/",
68
+ "#ifndef FXAA_PC_CONSOLE",
69
+ " //",
70
+ " // The console algorithm for PC is included",
71
+ " // for developers targeting really low spec machines.",
72
+ " // Likely better to just run FXAA_PC, and use a really low preset.",
73
+ " //",
74
+ " #define FXAA_PC_CONSOLE 0",
75
+ "#endif",
76
+ "/*--------------------------------------------------------------------------*/",
77
+ "#ifndef FXAA_GLSL_120",
78
+ " #define FXAA_GLSL_120 0",
79
+ "#endif",
80
+ "/*--------------------------------------------------------------------------*/",
81
+ "#ifndef FXAA_GLSL_130",
82
+ " #define FXAA_GLSL_130 0",
83
+ "#endif",
84
+ "/*--------------------------------------------------------------------------*/",
85
+ "#ifndef FXAA_HLSL_3",
86
+ " #define FXAA_HLSL_3 0",
87
+ "#endif",
88
+ "/*--------------------------------------------------------------------------*/",
89
+ "#ifndef FXAA_HLSL_4",
90
+ " #define FXAA_HLSL_4 0",
91
+ "#endif",
92
+ "/*--------------------------------------------------------------------------*/",
93
+ "#ifndef FXAA_HLSL_5",
94
+ " #define FXAA_HLSL_5 0",
95
+ "#endif",
96
+ "/*==========================================================================*/",
97
+ "#ifndef FXAA_GREEN_AS_LUMA",
98
+ " //",
99
+ " // For those using non-linear color,",
100
+ " // and either not able to get luma in alpha, or not wanting to,",
101
+ " // this enables FXAA to run using green as a proxy for luma.",
102
+ " // So with this enabled, no need to pack luma in alpha.",
103
+ " //",
104
+ " // This will turn off AA on anything which lacks some amount of green.",
105
+ " // Pure red and blue or combination of only R and B, will get no AA.",
106
+ " //",
107
+ " // Might want to lower the settings for both,",
108
+ " // fxaaConsoleEdgeThresholdMin",
109
+ " // fxaaQualityEdgeThresholdMin",
110
+ " // In order to insure AA does not get turned off on colors",
111
+ " // which contain a minor amount of green.",
112
+ " //",
113
+ " // 1 = On.",
114
+ " // 0 = Off.",
115
+ " //",
116
+ " #define FXAA_GREEN_AS_LUMA 0",
117
+ "#endif",
118
+ "/*--------------------------------------------------------------------------*/",
119
+ "#ifndef FXAA_EARLY_EXIT",
120
+ " //",
121
+ " // Controls algorithm's early exit path.",
122
+ " // On PS3 turning this ON adds 2 cycles to the shader.",
123
+ " // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
124
+ " // Turning this off on console will result in a more blurry image.",
125
+ " // So this defaults to on.",
126
+ " //",
127
+ " // 1 = On.",
128
+ " // 0 = Off.",
129
+ " //",
130
+ " #define FXAA_EARLY_EXIT 1",
131
+ "#endif",
132
+ "/*--------------------------------------------------------------------------*/",
133
+ "#ifndef FXAA_DISCARD",
134
+ " //",
135
+ " // Only valid for PC OpenGL currently.",
136
+ " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
137
+ " //",
138
+ " // 1 = Use discard on pixels which don't need AA.",
139
+ " // For APIs which enable concurrent TEX+ROP from same surface.",
140
+ " // 0 = Return unchanged color on pixels which don't need AA.",
141
+ " //",
142
+ " #define FXAA_DISCARD 0",
143
+ "#endif",
144
+ "/*--------------------------------------------------------------------------*/",
145
+ "#ifndef FXAA_FAST_PIXEL_OFFSET",
146
+ " //",
147
+ " // Used for GLSL 120 only.",
148
+ " //",
149
+ " // 1 = GL API supports fast pixel offsets",
150
+ " // 0 = do not use fast pixel offsets",
151
+ " //",
152
+ " #ifdef GL_EXT_gpu_shader4",
153
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
154
+ " #endif",
155
+ " #ifdef GL_NV_gpu_shader5",
156
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
157
+ " #endif",
158
+ " #ifdef GL_ARB_gpu_shader5",
159
+ " #define FXAA_FAST_PIXEL_OFFSET 1",
160
+ " #endif",
161
+ " #ifndef FXAA_FAST_PIXEL_OFFSET",
162
+ " #define FXAA_FAST_PIXEL_OFFSET 0",
163
+ " #endif",
164
+ "#endif",
165
+ "/*--------------------------------------------------------------------------*/",
166
+ "#ifndef FXAA_GATHER4_ALPHA",
167
+ " //",
168
+ " // 1 = API supports gather4 on alpha channel.",
169
+ " // 0 = API does not support gather4 on alpha channel.",
170
+ " //",
171
+ " #if (FXAA_HLSL_5 == 1)",
172
+ " #define FXAA_GATHER4_ALPHA 1",
173
+ " #endif",
174
+ " #ifdef GL_ARB_gpu_shader5",
175
+ " #define FXAA_GATHER4_ALPHA 1",
176
+ " #endif",
177
+ " #ifdef GL_NV_gpu_shader5",
178
+ " #define FXAA_GATHER4_ALPHA 1",
179
+ " #endif",
180
+ " #ifndef FXAA_GATHER4_ALPHA",
181
+ " #define FXAA_GATHER4_ALPHA 0",
182
+ " #endif",
183
+ "#endif",
184
+ "",
185
+ "",
186
+ "/*============================================================================",
187
+ " FXAA QUALITY - TUNING KNOBS",
188
+ "------------------------------------------------------------------------------",
189
+ "NOTE the other tuning knobs are now in the shader function inputs!",
190
+ "============================================================================*/",
191
+ "#ifndef FXAA_QUALITY_PRESET",
192
+ " //",
193
+ " // Choose the quality preset.",
194
+ " // This needs to be compiled into the shader as it effects code.",
195
+ " // Best option to include multiple presets is to",
196
+ " // in each shader define the preset, then include this file.",
197
+ " //",
198
+ " // OPTIONS",
199
+ " // -----------------------------------------------------------------------",
200
+ " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
201
+ " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
202
+ " // 39 - no dither, very expensive",
203
+ " //",
204
+ " // NOTES",
205
+ " // -----------------------------------------------------------------------",
206
+ " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
207
+ " // 13 = about same speed as FXAA 3.9 and better than 12",
208
+ " // 23 = closest to FXAA 3.9 visually and performance wise",
209
+ " // _ = the lowest digit is directly related to performance",
210
+ " // _ = the highest digit is directly related to style",
211
+ " //",
212
+ " #define FXAA_QUALITY_PRESET 12",
213
+ "#endif",
214
+ "",
215
+ "",
216
+ "/*============================================================================",
217
+ "",
218
+ " FXAA QUALITY - PRESETS",
219
+ "",
220
+ "============================================================================*/",
221
+ "",
222
+ "/*============================================================================",
223
+ " FXAA QUALITY - MEDIUM DITHER PRESETS",
224
+ "============================================================================*/",
225
+ "#if (FXAA_QUALITY_PRESET == 10)",
226
+ " #define FXAA_QUALITY_PS 3",
227
+ " #define FXAA_QUALITY_P0 1.5",
228
+ " #define FXAA_QUALITY_P1 3.0",
229
+ " #define FXAA_QUALITY_P2 12.0",
230
+ "#endif",
231
+ "/*--------------------------------------------------------------------------*/",
232
+ "#if (FXAA_QUALITY_PRESET == 11)",
233
+ " #define FXAA_QUALITY_PS 4",
234
+ " #define FXAA_QUALITY_P0 1.0",
235
+ " #define FXAA_QUALITY_P1 1.5",
236
+ " #define FXAA_QUALITY_P2 3.0",
237
+ " #define FXAA_QUALITY_P3 12.0",
238
+ "#endif",
239
+ "/*--------------------------------------------------------------------------*/",
240
+ "#if (FXAA_QUALITY_PRESET == 12)",
241
+ " #define FXAA_QUALITY_PS 5",
242
+ " #define FXAA_QUALITY_P0 1.0",
243
+ " #define FXAA_QUALITY_P1 1.5",
244
+ " #define FXAA_QUALITY_P2 2.0",
245
+ " #define FXAA_QUALITY_P3 4.0",
246
+ " #define FXAA_QUALITY_P4 12.0",
247
+ "#endif",
248
+ "/*--------------------------------------------------------------------------*/",
249
+ "#if (FXAA_QUALITY_PRESET == 13)",
250
+ " #define FXAA_QUALITY_PS 6",
251
+ " #define FXAA_QUALITY_P0 1.0",
252
+ " #define FXAA_QUALITY_P1 1.5",
253
+ " #define FXAA_QUALITY_P2 2.0",
254
+ " #define FXAA_QUALITY_P3 2.0",
255
+ " #define FXAA_QUALITY_P4 4.0",
256
+ " #define FXAA_QUALITY_P5 12.0",
257
+ "#endif",
258
+ "/*--------------------------------------------------------------------------*/",
259
+ "#if (FXAA_QUALITY_PRESET == 14)",
260
+ " #define FXAA_QUALITY_PS 7",
261
+ " #define FXAA_QUALITY_P0 1.0",
262
+ " #define FXAA_QUALITY_P1 1.5",
263
+ " #define FXAA_QUALITY_P2 2.0",
264
+ " #define FXAA_QUALITY_P3 2.0",
265
+ " #define FXAA_QUALITY_P4 2.0",
266
+ " #define FXAA_QUALITY_P5 4.0",
267
+ " #define FXAA_QUALITY_P6 12.0",
268
+ "#endif",
269
+ "/*--------------------------------------------------------------------------*/",
270
+ "#if (FXAA_QUALITY_PRESET == 15)",
271
+ " #define FXAA_QUALITY_PS 8",
272
+ " #define FXAA_QUALITY_P0 1.0",
273
+ " #define FXAA_QUALITY_P1 1.5",
274
+ " #define FXAA_QUALITY_P2 2.0",
275
+ " #define FXAA_QUALITY_P3 2.0",
276
+ " #define FXAA_QUALITY_P4 2.0",
277
+ " #define FXAA_QUALITY_P5 2.0",
278
+ " #define FXAA_QUALITY_P6 4.0",
279
+ " #define FXAA_QUALITY_P7 12.0",
280
+ "#endif",
281
+ "",
282
+ "/*============================================================================",
283
+ " FXAA QUALITY - LOW DITHER PRESETS",
284
+ "============================================================================*/",
285
+ "#if (FXAA_QUALITY_PRESET == 20)",
286
+ " #define FXAA_QUALITY_PS 3",
287
+ " #define FXAA_QUALITY_P0 1.5",
288
+ " #define FXAA_QUALITY_P1 2.0",
289
+ " #define FXAA_QUALITY_P2 8.0",
290
+ "#endif",
291
+ "/*--------------------------------------------------------------------------*/",
292
+ "#if (FXAA_QUALITY_PRESET == 21)",
293
+ " #define FXAA_QUALITY_PS 4",
294
+ " #define FXAA_QUALITY_P0 1.0",
295
+ " #define FXAA_QUALITY_P1 1.5",
296
+ " #define FXAA_QUALITY_P2 2.0",
297
+ " #define FXAA_QUALITY_P3 8.0",
298
+ "#endif",
299
+ "/*--------------------------------------------------------------------------*/",
300
+ "#if (FXAA_QUALITY_PRESET == 22)",
301
+ " #define FXAA_QUALITY_PS 5",
302
+ " #define FXAA_QUALITY_P0 1.0",
303
+ " #define FXAA_QUALITY_P1 1.5",
304
+ " #define FXAA_QUALITY_P2 2.0",
305
+ " #define FXAA_QUALITY_P3 2.0",
306
+ " #define FXAA_QUALITY_P4 8.0",
307
+ "#endif",
308
+ "/*--------------------------------------------------------------------------*/",
309
+ "#if (FXAA_QUALITY_PRESET == 23)",
310
+ " #define FXAA_QUALITY_PS 6",
311
+ " #define FXAA_QUALITY_P0 1.0",
312
+ " #define FXAA_QUALITY_P1 1.5",
313
+ " #define FXAA_QUALITY_P2 2.0",
314
+ " #define FXAA_QUALITY_P3 2.0",
315
+ " #define FXAA_QUALITY_P4 2.0",
316
+ " #define FXAA_QUALITY_P5 8.0",
317
+ "#endif",
318
+ "/*--------------------------------------------------------------------------*/",
319
+ "#if (FXAA_QUALITY_PRESET == 24)",
320
+ " #define FXAA_QUALITY_PS 7",
321
+ " #define FXAA_QUALITY_P0 1.0",
322
+ " #define FXAA_QUALITY_P1 1.5",
323
+ " #define FXAA_QUALITY_P2 2.0",
324
+ " #define FXAA_QUALITY_P3 2.0",
325
+ " #define FXAA_QUALITY_P4 2.0",
326
+ " #define FXAA_QUALITY_P5 3.0",
327
+ " #define FXAA_QUALITY_P6 8.0",
328
+ "#endif",
329
+ "/*--------------------------------------------------------------------------*/",
330
+ "#if (FXAA_QUALITY_PRESET == 25)",
331
+ " #define FXAA_QUALITY_PS 8",
332
+ " #define FXAA_QUALITY_P0 1.0",
333
+ " #define FXAA_QUALITY_P1 1.5",
334
+ " #define FXAA_QUALITY_P2 2.0",
335
+ " #define FXAA_QUALITY_P3 2.0",
336
+ " #define FXAA_QUALITY_P4 2.0",
337
+ " #define FXAA_QUALITY_P5 2.0",
338
+ " #define FXAA_QUALITY_P6 4.0",
339
+ " #define FXAA_QUALITY_P7 8.0",
340
+ "#endif",
341
+ "/*--------------------------------------------------------------------------*/",
342
+ "#if (FXAA_QUALITY_PRESET == 26)",
343
+ " #define FXAA_QUALITY_PS 9",
344
+ " #define FXAA_QUALITY_P0 1.0",
345
+ " #define FXAA_QUALITY_P1 1.5",
346
+ " #define FXAA_QUALITY_P2 2.0",
347
+ " #define FXAA_QUALITY_P3 2.0",
348
+ " #define FXAA_QUALITY_P4 2.0",
349
+ " #define FXAA_QUALITY_P5 2.0",
350
+ " #define FXAA_QUALITY_P6 2.0",
351
+ " #define FXAA_QUALITY_P7 4.0",
352
+ " #define FXAA_QUALITY_P8 8.0",
353
+ "#endif",
354
+ "/*--------------------------------------------------------------------------*/",
355
+ "#if (FXAA_QUALITY_PRESET == 27)",
356
+ " #define FXAA_QUALITY_PS 10",
357
+ " #define FXAA_QUALITY_P0 1.0",
358
+ " #define FXAA_QUALITY_P1 1.5",
359
+ " #define FXAA_QUALITY_P2 2.0",
360
+ " #define FXAA_QUALITY_P3 2.0",
361
+ " #define FXAA_QUALITY_P4 2.0",
362
+ " #define FXAA_QUALITY_P5 2.0",
363
+ " #define FXAA_QUALITY_P6 2.0",
364
+ " #define FXAA_QUALITY_P7 2.0",
365
+ " #define FXAA_QUALITY_P8 4.0",
366
+ " #define FXAA_QUALITY_P9 8.0",
367
+ "#endif",
368
+ "/*--------------------------------------------------------------------------*/",
369
+ "#if (FXAA_QUALITY_PRESET == 28)",
370
+ " #define FXAA_QUALITY_PS 11",
371
+ " #define FXAA_QUALITY_P0 1.0",
372
+ " #define FXAA_QUALITY_P1 1.5",
373
+ " #define FXAA_QUALITY_P2 2.0",
374
+ " #define FXAA_QUALITY_P3 2.0",
375
+ " #define FXAA_QUALITY_P4 2.0",
376
+ " #define FXAA_QUALITY_P5 2.0",
377
+ " #define FXAA_QUALITY_P6 2.0",
378
+ " #define FXAA_QUALITY_P7 2.0",
379
+ " #define FXAA_QUALITY_P8 2.0",
380
+ " #define FXAA_QUALITY_P9 4.0",
381
+ " #define FXAA_QUALITY_P10 8.0",
382
+ "#endif",
383
+ "/*--------------------------------------------------------------------------*/",
384
+ "#if (FXAA_QUALITY_PRESET == 29)",
385
+ " #define FXAA_QUALITY_PS 12",
386
+ " #define FXAA_QUALITY_P0 1.0",
387
+ " #define FXAA_QUALITY_P1 1.5",
388
+ " #define FXAA_QUALITY_P2 2.0",
389
+ " #define FXAA_QUALITY_P3 2.0",
390
+ " #define FXAA_QUALITY_P4 2.0",
391
+ " #define FXAA_QUALITY_P5 2.0",
392
+ " #define FXAA_QUALITY_P6 2.0",
393
+ " #define FXAA_QUALITY_P7 2.0",
394
+ " #define FXAA_QUALITY_P8 2.0",
395
+ " #define FXAA_QUALITY_P9 2.0",
396
+ " #define FXAA_QUALITY_P10 4.0",
397
+ " #define FXAA_QUALITY_P11 8.0",
398
+ "#endif",
399
+ "",
400
+ "/*============================================================================",
401
+ " FXAA QUALITY - EXTREME QUALITY",
402
+ "============================================================================*/",
403
+ "#if (FXAA_QUALITY_PRESET == 39)",
404
+ " #define FXAA_QUALITY_PS 12",
405
+ " #define FXAA_QUALITY_P0 1.0",
406
+ " #define FXAA_QUALITY_P1 1.0",
407
+ " #define FXAA_QUALITY_P2 1.0",
408
+ " #define FXAA_QUALITY_P3 1.0",
409
+ " #define FXAA_QUALITY_P4 1.0",
410
+ " #define FXAA_QUALITY_P5 1.5",
411
+ " #define FXAA_QUALITY_P6 2.0",
412
+ " #define FXAA_QUALITY_P7 2.0",
413
+ " #define FXAA_QUALITY_P8 2.0",
414
+ " #define FXAA_QUALITY_P9 2.0",
415
+ " #define FXAA_QUALITY_P10 4.0",
416
+ " #define FXAA_QUALITY_P11 8.0",
417
+ "#endif",
418
+ "",
419
+ "",
420
+ "",
421
+ "/*============================================================================",
422
+ "",
423
+ " API PORTING",
424
+ "",
425
+ "============================================================================*/",
426
+ "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
427
+ " #define FxaaBool bool",
428
+ " #define FxaaDiscard discard",
429
+ " #define FxaaFloat float",
430
+ " #define FxaaFloat2 vec2",
431
+ " #define FxaaFloat3 vec3",
432
+ " #define FxaaFloat4 vec4",
433
+ " #define FxaaHalf float",
434
+ " #define FxaaHalf2 vec2",
435
+ " #define FxaaHalf3 vec3",
436
+ " #define FxaaHalf4 vec4",
437
+ " #define FxaaInt2 ivec2",
438
+ " #define FxaaSat(x) clamp(x, 0.0, 1.0)",
439
+ " #define FxaaTex sampler2D",
440
+ "#else",
441
+ " #define FxaaBool bool",
442
+ " #define FxaaDiscard clip(-1)",
443
+ " #define FxaaFloat float",
444
+ " #define FxaaFloat2 float2",
445
+ " #define FxaaFloat3 float3",
446
+ " #define FxaaFloat4 float4",
447
+ " #define FxaaHalf half",
448
+ " #define FxaaHalf2 half2",
449
+ " #define FxaaHalf3 half3",
450
+ " #define FxaaHalf4 half4",
451
+ " #define FxaaSat(x) saturate(x)",
452
+ "#endif",
453
+ "/*--------------------------------------------------------------------------*/",
454
+ "#if (FXAA_GLSL_100 == 1)",
455
+ " #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
456
+ " #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
457
+ "#endif",
458
+ "/*--------------------------------------------------------------------------*/",
459
+ "#if (FXAA_GLSL_120 == 1)",
460
+ " // Requires,",
461
+ " // #version 120",
462
+ " // And at least,",
463
+ " // #extension GL_EXT_gpu_shader4 : enable",
464
+ " // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
465
+ " #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
466
+ " #if (FXAA_FAST_PIXEL_OFFSET == 1)",
467
+ " #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
468
+ " #else",
469
+ " #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
470
+ " #endif",
471
+ " #if (FXAA_GATHER4_ALPHA == 1)",
472
+ " // use #extension GL_ARB_gpu_shader5 : enable",
473
+ " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
474
+ " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
475
+ " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
476
+ " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
477
+ " #endif",
478
+ "#endif",
479
+ "/*--------------------------------------------------------------------------*/",
480
+ "#if (FXAA_GLSL_130 == 1)",
481
+ ' // Requires "#version 130" or better',
482
+ " #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
483
+ " #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
484
+ " #if (FXAA_GATHER4_ALPHA == 1)",
485
+ " // use #extension GL_ARB_gpu_shader5 : enable",
486
+ " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
487
+ " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
488
+ " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
489
+ " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
490
+ " #endif",
491
+ "#endif",
492
+ "/*--------------------------------------------------------------------------*/",
493
+ "#if (FXAA_HLSL_3 == 1)",
494
+ " #define FxaaInt2 float2",
495
+ " #define FxaaTex sampler2D",
496
+ " #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
497
+ " #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
498
+ "#endif",
499
+ "/*--------------------------------------------------------------------------*/",
500
+ "#if (FXAA_HLSL_4 == 1)",
501
+ " #define FxaaInt2 int2",
502
+ " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
503
+ " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
504
+ " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
505
+ "#endif",
506
+ "/*--------------------------------------------------------------------------*/",
507
+ "#if (FXAA_HLSL_5 == 1)",
508
+ " #define FxaaInt2 int2",
509
+ " struct FxaaTex { SamplerState smpl; Texture2D tex; };",
510
+ " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
511
+ " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
512
+ " #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
513
+ " #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
514
+ " #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
515
+ " #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
516
+ "#endif",
517
+ "",
518
+ "",
519
+ "/*============================================================================",
520
+ " GREEN AS LUMA OPTION SUPPORT FUNCTION",
521
+ "============================================================================*/",
522
+ "#if (FXAA_GREEN_AS_LUMA == 0)",
523
+ " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
524
+ "#else",
525
+ " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
526
+ "#endif",
527
+ "",
528
+ "",
529
+ "",
530
+ "",
531
+ "/*============================================================================",
532
+ "",
533
+ " FXAA3 QUALITY - PC",
534
+ "",
535
+ "============================================================================*/",
536
+ "#if (FXAA_PC == 1)",
537
+ "/*--------------------------------------------------------------------------*/",
538
+ "FxaaFloat4 FxaaPixelShader(",
539
+ " //",
540
+ " // Use noperspective interpolation here (turn off perspective interpolation).",
541
+ " // {xy} = center of pixel",
542
+ " FxaaFloat2 pos,",
543
+ " //",
544
+ " // Used only for FXAA Console, and not used on the 360 version.",
545
+ " // Use noperspective interpolation here (turn off perspective interpolation).",
546
+ " // {xy_} = upper left of pixel",
547
+ " // {_zw} = lower right of pixel",
548
+ " FxaaFloat4 fxaaConsolePosPos,",
549
+ " //",
550
+ " // Input color texture.",
551
+ " // {rgb_} = color in linear or perceptual color space",
552
+ " // if (FXAA_GREEN_AS_LUMA == 0)",
553
+ " // {__a} = luma in perceptual color space (not linear)",
554
+ " FxaaTex tex,",
555
+ " //",
556
+ " // Only used on the optimized 360 version of FXAA Console.",
557
+ ' // For everything but 360, just use the same input here as for "tex".',
558
+ " // For 360, same texture, just alias with a 2nd sampler.",
559
+ " // This sampler needs to have an exponent bias of -1.",
560
+ " FxaaTex fxaaConsole360TexExpBiasNegOne,",
561
+ " //",
562
+ " // Only used on the optimized 360 version of FXAA Console.",
563
+ ' // For everything but 360, just use the same input here as for "tex".',
564
+ " // For 360, same texture, just alias with a 3nd sampler.",
565
+ " // This sampler needs to have an exponent bias of -2.",
566
+ " FxaaTex fxaaConsole360TexExpBiasNegTwo,",
567
+ " //",
568
+ " // Only used on FXAA Quality.",
569
+ " // This must be from a constant/uniform.",
570
+ " // {x_} = 1.0/screenWidthInPixels",
571
+ " // {_y} = 1.0/screenHeightInPixels",
572
+ " FxaaFloat2 fxaaQualityRcpFrame,",
573
+ " //",
574
+ " // Only used on FXAA Console.",
575
+ " // This must be from a constant/uniform.",
576
+ " // This effects sub-pixel AA quality and inversely sharpness.",
577
+ " // Where N ranges between,",
578
+ " // N = 0.50 (default)",
579
+ " // N = 0.33 (sharper)",
580
+ " // {x__} = -N/screenWidthInPixels",
581
+ " // {_y_} = -N/screenHeightInPixels",
582
+ " // {_z_} = N/screenWidthInPixels",
583
+ " // {__w} = N/screenHeightInPixels",
584
+ " FxaaFloat4 fxaaConsoleRcpFrameOpt,",
585
+ " //",
586
+ " // Only used on FXAA Console.",
587
+ " // Not used on 360, but used on PS3 and PC.",
588
+ " // This must be from a constant/uniform.",
589
+ " // {x__} = -2.0/screenWidthInPixels",
590
+ " // {_y_} = -2.0/screenHeightInPixels",
591
+ " // {_z_} = 2.0/screenWidthInPixels",
592
+ " // {__w} = 2.0/screenHeightInPixels",
593
+ " FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
594
+ " //",
595
+ " // Only used on FXAA Console.",
596
+ " // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
597
+ " // This must be from a constant/uniform.",
598
+ " // {x__} = 8.0/screenWidthInPixels",
599
+ " // {_y_} = 8.0/screenHeightInPixels",
600
+ " // {_z_} = -4.0/screenWidthInPixels",
601
+ " // {__w} = -4.0/screenHeightInPixels",
602
+ " FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
603
+ " //",
604
+ " // Only used on FXAA Quality.",
605
+ " // This used to be the FXAA_QUALITY_SUBPIX define.",
606
+ " // It is here now to allow easier tuning.",
607
+ " // Choose the amount of sub-pixel aliasing removal.",
608
+ " // This can effect sharpness.",
609
+ " // 1.00 - upper limit (softer)",
610
+ " // 0.75 - default amount of filtering",
611
+ " // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
612
+ " // 0.25 - almost off",
613
+ " // 0.00 - completely off",
614
+ " FxaaFloat fxaaQualitySubpix,",
615
+ " //",
616
+ " // Only used on FXAA Quality.",
617
+ " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
618
+ " // It is here now to allow easier tuning.",
619
+ " // The minimum amount of local contrast required to apply algorithm.",
620
+ " // 0.333 - too little (faster)",
621
+ " // 0.250 - low quality",
622
+ " // 0.166 - default",
623
+ " // 0.125 - high quality",
624
+ " // 0.063 - overkill (slower)",
625
+ " FxaaFloat fxaaQualityEdgeThreshold,",
626
+ " //",
627
+ " // Only used on FXAA Quality.",
628
+ " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
629
+ " // It is here now to allow easier tuning.",
630
+ " // Trims the algorithm from processing darks.",
631
+ " // 0.0833 - upper limit (default, the start of visible unfiltered edges)",
632
+ " // 0.0625 - high quality (faster)",
633
+ " // 0.0312 - visible limit (slower)",
634
+ " // Special notes when using FXAA_GREEN_AS_LUMA,",
635
+ " // Likely want to set this to zero.",
636
+ " // As colors that are mostly not-green",
637
+ " // will appear very dark in the green channel!",
638
+ " // Tune by looking at mostly non-green content,",
639
+ " // then start at zero and increase until aliasing is a problem.",
640
+ " FxaaFloat fxaaQualityEdgeThresholdMin,",
641
+ " //",
642
+ " // Only used on FXAA Console.",
643
+ " // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
644
+ " // It is here now to allow easier tuning.",
645
+ " // This does not effect PS3, as this needs to be compiled in.",
646
+ " // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
647
+ " // Due to the PS3 being ALU bound,",
648
+ " // there are only three safe values here: 2 and 4 and 8.",
649
+ " // These options use the shaders ability to a free *|/ by 2|4|8.",
650
+ " // For all other platforms can be a non-power of two.",
651
+ " // 8.0 is sharper (default!!!)",
652
+ " // 4.0 is softer",
653
+ " // 2.0 is really soft (good only for vector graphics inputs)",
654
+ " FxaaFloat fxaaConsoleEdgeSharpness,",
655
+ " //",
656
+ " // Only used on FXAA Console.",
657
+ " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
658
+ " // It is here now to allow easier tuning.",
659
+ " // This does not effect PS3, as this needs to be compiled in.",
660
+ " // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
661
+ " // Due to the PS3 being ALU bound,",
662
+ " // there are only two safe values here: 1/4 and 1/8.",
663
+ " // These options use the shaders ability to a free *|/ by 2|4|8.",
664
+ " // The console setting has a different mapping than the quality setting.",
665
+ " // Other platforms can use other values.",
666
+ " // 0.125 leaves less aliasing, but is softer (default!!!)",
667
+ " // 0.25 leaves more aliasing, and is sharper",
668
+ " FxaaFloat fxaaConsoleEdgeThreshold,",
669
+ " //",
670
+ " // Only used on FXAA Console.",
671
+ " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
672
+ " // It is here now to allow easier tuning.",
673
+ " // Trims the algorithm from processing darks.",
674
+ " // The console setting has a different mapping than the quality setting.",
675
+ " // This only applies when FXAA_EARLY_EXIT is 1.",
676
+ " // This does not apply to PS3,",
677
+ " // PS3 was simplified to avoid more shader instructions.",
678
+ " // 0.06 - faster but more aliasing in darks",
679
+ " // 0.05 - default",
680
+ " // 0.04 - slower and less aliasing in darks",
681
+ " // Special notes when using FXAA_GREEN_AS_LUMA,",
682
+ " // Likely want to set this to zero.",
683
+ " // As colors that are mostly not-green",
684
+ " // will appear very dark in the green channel!",
685
+ " // Tune by looking at mostly non-green content,",
686
+ " // then start at zero and increase until aliasing is a problem.",
687
+ " FxaaFloat fxaaConsoleEdgeThresholdMin,",
688
+ " //",
689
+ " // Extra constants for 360 FXAA Console only.",
690
+ " // Use zeros or anything else for other platforms.",
691
+ " // These must be in physical constant registers and NOT immediates.",
692
+ " // Immediates will result in compiler un-optimizing.",
693
+ " // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
694
+ " FxaaFloat4 fxaaConsole360ConstDir",
695
+ ") {",
696
+ "/*--------------------------------------------------------------------------*/",
697
+ " FxaaFloat2 posM;",
698
+ " posM.x = pos.x;",
699
+ " posM.y = pos.y;",
700
+ " #if (FXAA_GATHER4_ALPHA == 1)",
701
+ " #if (FXAA_DISCARD == 0)",
702
+ " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
703
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
704
+ " #define lumaM rgbyM.w",
705
+ " #else",
706
+ " #define lumaM rgbyM.y",
707
+ " #endif",
708
+ " #endif",
709
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
710
+ " FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
711
+ " FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
712
+ " #else",
713
+ " FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
714
+ " FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
715
+ " #endif",
716
+ " #if (FXAA_DISCARD == 1)",
717
+ " #define lumaM luma4A.w",
718
+ " #endif",
719
+ " #define lumaE luma4A.z",
720
+ " #define lumaS luma4A.x",
721
+ " #define lumaSE luma4A.y",
722
+ " #define lumaNW luma4B.w",
723
+ " #define lumaN luma4B.z",
724
+ " #define lumaW luma4B.x",
725
+ " #else",
726
+ " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
727
+ " #if (FXAA_GREEN_AS_LUMA == 0)",
728
+ " #define lumaM rgbyM.w",
729
+ " #else",
730
+ " #define lumaM rgbyM.y",
731
+ " #endif",
732
+ " #if (FXAA_GLSL_100 == 1)",
733
+ " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
734
+ " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
735
+ " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
736
+ " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
737
+ " #else",
738
+ " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
739
+ " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
740
+ " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
741
+ " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
742
+ " #endif",
743
+ " #endif",
744
+ "/*--------------------------------------------------------------------------*/",
745
+ " FxaaFloat maxSM = max(lumaS, lumaM);",
746
+ " FxaaFloat minSM = min(lumaS, lumaM);",
747
+ " FxaaFloat maxESM = max(lumaE, maxSM);",
748
+ " FxaaFloat minESM = min(lumaE, minSM);",
749
+ " FxaaFloat maxWN = max(lumaN, lumaW);",
750
+ " FxaaFloat minWN = min(lumaN, lumaW);",
751
+ " FxaaFloat rangeMax = max(maxWN, maxESM);",
752
+ " FxaaFloat rangeMin = min(minWN, minESM);",
753
+ " FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
754
+ " FxaaFloat range = rangeMax - rangeMin;",
755
+ " FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
756
+ " FxaaBool earlyExit = range < rangeMaxClamped;",
757
+ "/*--------------------------------------------------------------------------*/",
758
+ " if(earlyExit)",
759
+ " #if (FXAA_DISCARD == 1)",
760
+ " FxaaDiscard;",
761
+ " #else",
762
+ " return rgbyM;",
763
+ " #endif",
764
+ "/*--------------------------------------------------------------------------*/",
765
+ " #if (FXAA_GATHER4_ALPHA == 0)",
766
+ " #if (FXAA_GLSL_100 == 1)",
767
+ " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
768
+ " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
769
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
770
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
771
+ " #else",
772
+ " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
773
+ " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
774
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
775
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
776
+ " #endif",
777
+ " #else",
778
+ " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
779
+ " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
780
+ " #endif",
781
+ "/*--------------------------------------------------------------------------*/",
782
+ " FxaaFloat lumaNS = lumaN + lumaS;",
783
+ " FxaaFloat lumaWE = lumaW + lumaE;",
784
+ " FxaaFloat subpixRcpRange = 1.0/range;",
785
+ " FxaaFloat subpixNSWE = lumaNS + lumaWE;",
786
+ " FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
787
+ " FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
788
+ "/*--------------------------------------------------------------------------*/",
789
+ " FxaaFloat lumaNESE = lumaNE + lumaSE;",
790
+ " FxaaFloat lumaNWNE = lumaNW + lumaNE;",
791
+ " FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
792
+ " FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
793
+ "/*--------------------------------------------------------------------------*/",
794
+ " FxaaFloat lumaNWSW = lumaNW + lumaSW;",
795
+ " FxaaFloat lumaSWSE = lumaSW + lumaSE;",
796
+ " FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
797
+ " FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
798
+ " FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
799
+ " FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
800
+ " FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
801
+ " FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
802
+ "/*--------------------------------------------------------------------------*/",
803
+ " FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
804
+ " FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
805
+ " FxaaBool horzSpan = edgeHorz >= edgeVert;",
806
+ " FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
807
+ "/*--------------------------------------------------------------------------*/",
808
+ " if(!horzSpan) lumaN = lumaW;",
809
+ " if(!horzSpan) lumaS = lumaE;",
810
+ " if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
811
+ " FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
812
+ "/*--------------------------------------------------------------------------*/",
813
+ " FxaaFloat gradientN = lumaN - lumaM;",
814
+ " FxaaFloat gradientS = lumaS - lumaM;",
815
+ " FxaaFloat lumaNN = lumaN + lumaM;",
816
+ " FxaaFloat lumaSS = lumaS + lumaM;",
817
+ " FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
818
+ " FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
819
+ " if(pairN) lengthSign = -lengthSign;",
820
+ " FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
821
+ "/*--------------------------------------------------------------------------*/",
822
+ " FxaaFloat2 posB;",
823
+ " posB.x = posM.x;",
824
+ " posB.y = posM.y;",
825
+ " FxaaFloat2 offNP;",
826
+ " offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
827
+ " offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
828
+ " if(!horzSpan) posB.x += lengthSign * 0.5;",
829
+ " if( horzSpan) posB.y += lengthSign * 0.5;",
830
+ "/*--------------------------------------------------------------------------*/",
831
+ " FxaaFloat2 posN;",
832
+ " posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
833
+ " posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
834
+ " FxaaFloat2 posP;",
835
+ " posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
836
+ " posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
837
+ " FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
838
+ " FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
839
+ " FxaaFloat subpixE = subpixC * subpixC;",
840
+ " FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
841
+ "/*--------------------------------------------------------------------------*/",
842
+ " if(!pairN) lumaNN = lumaSS;",
843
+ " FxaaFloat gradientScaled = gradient * 1.0/4.0;",
844
+ " FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
845
+ " FxaaFloat subpixF = subpixD * subpixE;",
846
+ " FxaaBool lumaMLTZero = lumaMM < 0.0;",
847
+ "/*--------------------------------------------------------------------------*/",
848
+ " lumaEndN -= lumaNN * 0.5;",
849
+ " lumaEndP -= lumaNN * 0.5;",
850
+ " FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
851
+ " FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
852
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
853
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
854
+ " FxaaBool doneNP = (!doneN) || (!doneP);",
855
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
856
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
857
+ "/*--------------------------------------------------------------------------*/",
858
+ " if(doneNP) {",
859
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
860
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
861
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
862
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
863
+ " doneN = abs(lumaEndN) >= gradientScaled;",
864
+ " doneP = abs(lumaEndP) >= gradientScaled;",
865
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
866
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
867
+ " doneNP = (!doneN) || (!doneP);",
868
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
869
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
870
+ "/*--------------------------------------------------------------------------*/",
871
+ " #if (FXAA_QUALITY_PS > 3)",
872
+ " if(doneNP) {",
873
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
874
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
875
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
876
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
877
+ " doneN = abs(lumaEndN) >= gradientScaled;",
878
+ " doneP = abs(lumaEndP) >= gradientScaled;",
879
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
880
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
881
+ " doneNP = (!doneN) || (!doneP);",
882
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
883
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
884
+ "/*--------------------------------------------------------------------------*/",
885
+ " #if (FXAA_QUALITY_PS > 4)",
886
+ " if(doneNP) {",
887
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
888
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
889
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
890
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
891
+ " doneN = abs(lumaEndN) >= gradientScaled;",
892
+ " doneP = abs(lumaEndP) >= gradientScaled;",
893
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
894
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
895
+ " doneNP = (!doneN) || (!doneP);",
896
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
897
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
898
+ "/*--------------------------------------------------------------------------*/",
899
+ " #if (FXAA_QUALITY_PS > 5)",
900
+ " if(doneNP) {",
901
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
902
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
903
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
904
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
905
+ " doneN = abs(lumaEndN) >= gradientScaled;",
906
+ " doneP = abs(lumaEndP) >= gradientScaled;",
907
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
908
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
909
+ " doneNP = (!doneN) || (!doneP);",
910
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
911
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
912
+ "/*--------------------------------------------------------------------------*/",
913
+ " #if (FXAA_QUALITY_PS > 6)",
914
+ " if(doneNP) {",
915
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
916
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
917
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
918
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
919
+ " doneN = abs(lumaEndN) >= gradientScaled;",
920
+ " doneP = abs(lumaEndP) >= gradientScaled;",
921
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
922
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
923
+ " doneNP = (!doneN) || (!doneP);",
924
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
925
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
926
+ "/*--------------------------------------------------------------------------*/",
927
+ " #if (FXAA_QUALITY_PS > 7)",
928
+ " if(doneNP) {",
929
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
930
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
931
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
932
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
933
+ " doneN = abs(lumaEndN) >= gradientScaled;",
934
+ " doneP = abs(lumaEndP) >= gradientScaled;",
935
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
936
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
937
+ " doneNP = (!doneN) || (!doneP);",
938
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
939
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
940
+ "/*--------------------------------------------------------------------------*/",
941
+ " #if (FXAA_QUALITY_PS > 8)",
942
+ " if(doneNP) {",
943
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
944
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
945
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
946
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
947
+ " doneN = abs(lumaEndN) >= gradientScaled;",
948
+ " doneP = abs(lumaEndP) >= gradientScaled;",
949
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
950
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
951
+ " doneNP = (!doneN) || (!doneP);",
952
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
953
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
954
+ "/*--------------------------------------------------------------------------*/",
955
+ " #if (FXAA_QUALITY_PS > 9)",
956
+ " if(doneNP) {",
957
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
958
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
959
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
960
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
961
+ " doneN = abs(lumaEndN) >= gradientScaled;",
962
+ " doneP = abs(lumaEndP) >= gradientScaled;",
963
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
964
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
965
+ " doneNP = (!doneN) || (!doneP);",
966
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
967
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
968
+ "/*--------------------------------------------------------------------------*/",
969
+ " #if (FXAA_QUALITY_PS > 10)",
970
+ " if(doneNP) {",
971
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
972
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
973
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
974
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
975
+ " doneN = abs(lumaEndN) >= gradientScaled;",
976
+ " doneP = abs(lumaEndP) >= gradientScaled;",
977
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
978
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
979
+ " doneNP = (!doneN) || (!doneP);",
980
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
981
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
982
+ "/*--------------------------------------------------------------------------*/",
983
+ " #if (FXAA_QUALITY_PS > 11)",
984
+ " if(doneNP) {",
985
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
986
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
987
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
988
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
989
+ " doneN = abs(lumaEndN) >= gradientScaled;",
990
+ " doneP = abs(lumaEndP) >= gradientScaled;",
991
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
992
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
993
+ " doneNP = (!doneN) || (!doneP);",
994
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
995
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
996
+ "/*--------------------------------------------------------------------------*/",
997
+ " #if (FXAA_QUALITY_PS > 12)",
998
+ " if(doneNP) {",
999
+ " if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
1000
+ " if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
1001
+ " if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
1002
+ " if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
1003
+ " doneN = abs(lumaEndN) >= gradientScaled;",
1004
+ " doneP = abs(lumaEndP) >= gradientScaled;",
1005
+ " if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
1006
+ " if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
1007
+ " doneNP = (!doneN) || (!doneP);",
1008
+ " if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
1009
+ " if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
1010
+ "/*--------------------------------------------------------------------------*/",
1011
+ " }",
1012
+ " #endif",
1013
+ "/*--------------------------------------------------------------------------*/",
1014
+ " }",
1015
+ " #endif",
1016
+ "/*--------------------------------------------------------------------------*/",
1017
+ " }",
1018
+ " #endif",
1019
+ "/*--------------------------------------------------------------------------*/",
1020
+ " }",
1021
+ " #endif",
1022
+ "/*--------------------------------------------------------------------------*/",
1023
+ " }",
1024
+ " #endif",
1025
+ "/*--------------------------------------------------------------------------*/",
1026
+ " }",
1027
+ " #endif",
1028
+ "/*--------------------------------------------------------------------------*/",
1029
+ " }",
1030
+ " #endif",
1031
+ "/*--------------------------------------------------------------------------*/",
1032
+ " }",
1033
+ " #endif",
1034
+ "/*--------------------------------------------------------------------------*/",
1035
+ " }",
1036
+ " #endif",
1037
+ "/*--------------------------------------------------------------------------*/",
1038
+ " }",
1039
+ " #endif",
1040
+ "/*--------------------------------------------------------------------------*/",
1041
+ " }",
1042
+ "/*--------------------------------------------------------------------------*/",
1043
+ " FxaaFloat dstN = posM.x - posN.x;",
1044
+ " FxaaFloat dstP = posP.x - posM.x;",
1045
+ " if(!horzSpan) dstN = posM.y - posN.y;",
1046
+ " if(!horzSpan) dstP = posP.y - posM.y;",
1047
+ "/*--------------------------------------------------------------------------*/",
1048
+ " FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
1049
+ " FxaaFloat spanLength = (dstP + dstN);",
1050
+ " FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
1051
+ " FxaaFloat spanLengthRcp = 1.0/spanLength;",
1052
+ "/*--------------------------------------------------------------------------*/",
1053
+ " FxaaBool directionN = dstN < dstP;",
1054
+ " FxaaFloat dst = min(dstN, dstP);",
1055
+ " FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
1056
+ " FxaaFloat subpixG = subpixF * subpixF;",
1057
+ " FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
1058
+ " FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
1059
+ "/*--------------------------------------------------------------------------*/",
1060
+ " FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
1061
+ " FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
1062
+ " if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
1063
+ " if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
1064
+ " #if (FXAA_DISCARD == 1)",
1065
+ " return FxaaTexTop(tex, posM);",
1066
+ " #else",
1067
+ " return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
1068
+ " #endif",
1069
+ "}",
1070
+ "/*==========================================================================*/",
1071
+ "#endif",
1072
+ "",
1073
+ "void main() {",
1074
+ " gl_FragColor = FxaaPixelShader(",
1075
+ " vUv,",
1076
+ " vec4(0.0),",
1077
+ " tDiffuse,",
1078
+ " tDiffuse,",
1079
+ " tDiffuse,",
1080
+ " resolution,",
1081
+ " vec4(0.0),",
1082
+ " vec4(0.0),",
1083
+ " vec4(0.0),",
1084
+ " 0.75,",
1085
+ " 0.166,",
1086
+ " 0.0833,",
1087
+ " 0.0,",
1088
+ " 0.0,",
1089
+ " 0.0,",
1090
+ " vec4(0.0)",
1091
+ " );",
1092
+ "",
1093
+ " // TODO avoid querying texture twice for same texel",
1094
+ " gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
1095
+ "}"
1096
+ ].join("\n")
1097
+ };
1098
+ exports.FXAAShader = FXAAShader;