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 ParallaxShader = {
4
+ // Ordered from fastest to best quality.
5
+ modes: {
6
+ none: "NO_PARALLAX",
7
+ basic: "USE_BASIC_PARALLAX",
8
+ steep: "USE_STEEP_PARALLAX",
9
+ occlusion: "USE_OCLUSION_PARALLAX",
10
+ // a.k.a. POM
11
+ relief: "USE_RELIEF_PARALLAX"
12
+ },
13
+ uniforms: {
14
+ bumpMap: { value: null },
15
+ map: { value: null },
16
+ parallaxScale: { value: null },
17
+ parallaxMinLayers: { value: null },
18
+ parallaxMaxLayers: { value: null }
19
+ },
20
+ vertexShader: [
21
+ "varying vec2 vUv;",
22
+ "varying vec3 vViewPosition;",
23
+ "varying vec3 vNormal;",
24
+ "void main() {",
25
+ " vUv = uv;",
26
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
27
+ " vViewPosition = -mvPosition.xyz;",
28
+ " vNormal = normalize( normalMatrix * normal );",
29
+ " gl_Position = projectionMatrix * mvPosition;",
30
+ "}"
31
+ ].join("\n"),
32
+ fragmentShader: [
33
+ "uniform sampler2D bumpMap;",
34
+ "uniform sampler2D map;",
35
+ "uniform float parallaxScale;",
36
+ "uniform float parallaxMinLayers;",
37
+ "uniform float parallaxMaxLayers;",
38
+ "varying vec2 vUv;",
39
+ "varying vec3 vViewPosition;",
40
+ "varying vec3 vNormal;",
41
+ "#ifdef USE_BASIC_PARALLAX",
42
+ " vec2 parallaxMap( in vec3 V ) {",
43
+ " float initialHeight = texture2D( bumpMap, vUv ).r;",
44
+ // No Offset Limitting: messy, floating output at grazing angles.
45
+ //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
46
+ // Offset Limiting
47
+ " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
48
+ " return vUv - texCoordOffset;",
49
+ " }",
50
+ "#else",
51
+ " vec2 parallaxMap( in vec3 V ) {",
52
+ // Determine number of layers from angle between V and N
53
+ " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
54
+ " float layerHeight = 1.0 / numLayers;",
55
+ " float currentLayerHeight = 0.0;",
56
+ // Shift of texture coordinates for each iteration
57
+ " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
58
+ " vec2 currentTextureCoords = vUv;",
59
+ " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
60
+ // while ( heightFromTexture > currentLayerHeight )
61
+ // Infinite loops are not well supported. Do a "large" finite
62
+ // loop, but not too large, as it slows down some compilers.
63
+ " for ( int i = 0; i < 30; i += 1 ) {",
64
+ " if ( heightFromTexture <= currentLayerHeight ) {",
65
+ " break;",
66
+ " }",
67
+ " currentLayerHeight += layerHeight;",
68
+ // Shift texture coordinates along vector V
69
+ " currentTextureCoords -= dtex;",
70
+ " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
71
+ " }",
72
+ " #ifdef USE_STEEP_PARALLAX",
73
+ " return currentTextureCoords;",
74
+ " #elif defined( USE_RELIEF_PARALLAX )",
75
+ " vec2 deltaTexCoord = dtex / 2.0;",
76
+ " float deltaHeight = layerHeight / 2.0;",
77
+ // Return to the mid point of previous layer
78
+ " currentTextureCoords += deltaTexCoord;",
79
+ " currentLayerHeight -= deltaHeight;",
80
+ // Binary search to increase precision of Steep Parallax Mapping
81
+ " const int numSearches = 5;",
82
+ " for ( int i = 0; i < numSearches; i += 1 ) {",
83
+ " deltaTexCoord /= 2.0;",
84
+ " deltaHeight /= 2.0;",
85
+ " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
86
+ // Shift along or against vector V
87
+ " if( heightFromTexture > currentLayerHeight ) {",
88
+ // Below the surface
89
+ " currentTextureCoords -= deltaTexCoord;",
90
+ " currentLayerHeight += deltaHeight;",
91
+ " } else {",
92
+ // above the surface
93
+ " currentTextureCoords += deltaTexCoord;",
94
+ " currentLayerHeight -= deltaHeight;",
95
+ " }",
96
+ " }",
97
+ " return currentTextureCoords;",
98
+ " #elif defined( USE_OCLUSION_PARALLAX )",
99
+ " vec2 prevTCoords = currentTextureCoords + dtex;",
100
+ // Heights for linear interpolation
101
+ " float nextH = heightFromTexture - currentLayerHeight;",
102
+ " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
103
+ // Proportions for linear interpolation
104
+ " float weight = nextH / ( nextH - prevH );",
105
+ // Interpolation of texture coordinates
106
+ " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
107
+ " #else",
108
+ // NO_PARALLAX
109
+ " return vUv;",
110
+ " #endif",
111
+ " }",
112
+ "#endif",
113
+ "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
114
+ " vec2 texDx = dFdx( vUv );",
115
+ " vec2 texDy = dFdy( vUv );",
116
+ " vec3 vSigmaX = dFdx( surfPosition );",
117
+ " vec3 vSigmaY = dFdy( surfPosition );",
118
+ " vec3 vR1 = cross( vSigmaY, surfNormal );",
119
+ " vec3 vR2 = cross( surfNormal, vSigmaX );",
120
+ " float fDet = dot( vSigmaX, vR1 );",
121
+ " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
122
+ " vec3 vProjVtex;",
123
+ " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
124
+ " vProjVtex.z = dot( surfNormal, viewPosition );",
125
+ " return parallaxMap( vProjVtex );",
126
+ "}",
127
+ "void main() {",
128
+ " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
129
+ " gl_FragColor = texture2D( map, mapUv );",
130
+ "}"
131
+ ].join("\n")
132
+ };
133
+ exports.ParallaxShader = ParallaxShader;
@@ -0,0 +1,133 @@
1
+ const ParallaxShader = {
2
+ // Ordered from fastest to best quality.
3
+ modes: {
4
+ none: "NO_PARALLAX",
5
+ basic: "USE_BASIC_PARALLAX",
6
+ steep: "USE_STEEP_PARALLAX",
7
+ occlusion: "USE_OCLUSION_PARALLAX",
8
+ // a.k.a. POM
9
+ relief: "USE_RELIEF_PARALLAX"
10
+ },
11
+ uniforms: {
12
+ bumpMap: { value: null },
13
+ map: { value: null },
14
+ parallaxScale: { value: null },
15
+ parallaxMinLayers: { value: null },
16
+ parallaxMaxLayers: { value: null }
17
+ },
18
+ vertexShader: [
19
+ "varying vec2 vUv;",
20
+ "varying vec3 vViewPosition;",
21
+ "varying vec3 vNormal;",
22
+ "void main() {",
23
+ " vUv = uv;",
24
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
25
+ " vViewPosition = -mvPosition.xyz;",
26
+ " vNormal = normalize( normalMatrix * normal );",
27
+ " gl_Position = projectionMatrix * mvPosition;",
28
+ "}"
29
+ ].join("\n"),
30
+ fragmentShader: [
31
+ "uniform sampler2D bumpMap;",
32
+ "uniform sampler2D map;",
33
+ "uniform float parallaxScale;",
34
+ "uniform float parallaxMinLayers;",
35
+ "uniform float parallaxMaxLayers;",
36
+ "varying vec2 vUv;",
37
+ "varying vec3 vViewPosition;",
38
+ "varying vec3 vNormal;",
39
+ "#ifdef USE_BASIC_PARALLAX",
40
+ " vec2 parallaxMap( in vec3 V ) {",
41
+ " float initialHeight = texture2D( bumpMap, vUv ).r;",
42
+ // No Offset Limitting: messy, floating output at grazing angles.
43
+ //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
44
+ // Offset Limiting
45
+ " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
46
+ " return vUv - texCoordOffset;",
47
+ " }",
48
+ "#else",
49
+ " vec2 parallaxMap( in vec3 V ) {",
50
+ // Determine number of layers from angle between V and N
51
+ " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
52
+ " float layerHeight = 1.0 / numLayers;",
53
+ " float currentLayerHeight = 0.0;",
54
+ // Shift of texture coordinates for each iteration
55
+ " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
56
+ " vec2 currentTextureCoords = vUv;",
57
+ " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
58
+ // while ( heightFromTexture > currentLayerHeight )
59
+ // Infinite loops are not well supported. Do a "large" finite
60
+ // loop, but not too large, as it slows down some compilers.
61
+ " for ( int i = 0; i < 30; i += 1 ) {",
62
+ " if ( heightFromTexture <= currentLayerHeight ) {",
63
+ " break;",
64
+ " }",
65
+ " currentLayerHeight += layerHeight;",
66
+ // Shift texture coordinates along vector V
67
+ " currentTextureCoords -= dtex;",
68
+ " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
69
+ " }",
70
+ " #ifdef USE_STEEP_PARALLAX",
71
+ " return currentTextureCoords;",
72
+ " #elif defined( USE_RELIEF_PARALLAX )",
73
+ " vec2 deltaTexCoord = dtex / 2.0;",
74
+ " float deltaHeight = layerHeight / 2.0;",
75
+ // Return to the mid point of previous layer
76
+ " currentTextureCoords += deltaTexCoord;",
77
+ " currentLayerHeight -= deltaHeight;",
78
+ // Binary search to increase precision of Steep Parallax Mapping
79
+ " const int numSearches = 5;",
80
+ " for ( int i = 0; i < numSearches; i += 1 ) {",
81
+ " deltaTexCoord /= 2.0;",
82
+ " deltaHeight /= 2.0;",
83
+ " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
84
+ // Shift along or against vector V
85
+ " if( heightFromTexture > currentLayerHeight ) {",
86
+ // Below the surface
87
+ " currentTextureCoords -= deltaTexCoord;",
88
+ " currentLayerHeight += deltaHeight;",
89
+ " } else {",
90
+ // above the surface
91
+ " currentTextureCoords += deltaTexCoord;",
92
+ " currentLayerHeight -= deltaHeight;",
93
+ " }",
94
+ " }",
95
+ " return currentTextureCoords;",
96
+ " #elif defined( USE_OCLUSION_PARALLAX )",
97
+ " vec2 prevTCoords = currentTextureCoords + dtex;",
98
+ // Heights for linear interpolation
99
+ " float nextH = heightFromTexture - currentLayerHeight;",
100
+ " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
101
+ // Proportions for linear interpolation
102
+ " float weight = nextH / ( nextH - prevH );",
103
+ // Interpolation of texture coordinates
104
+ " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
105
+ " #else",
106
+ // NO_PARALLAX
107
+ " return vUv;",
108
+ " #endif",
109
+ " }",
110
+ "#endif",
111
+ "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
112
+ " vec2 texDx = dFdx( vUv );",
113
+ " vec2 texDy = dFdy( vUv );",
114
+ " vec3 vSigmaX = dFdx( surfPosition );",
115
+ " vec3 vSigmaY = dFdy( surfPosition );",
116
+ " vec3 vR1 = cross( vSigmaY, surfNormal );",
117
+ " vec3 vR2 = cross( surfNormal, vSigmaX );",
118
+ " float fDet = dot( vSigmaX, vR1 );",
119
+ " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
120
+ " vec3 vProjVtex;",
121
+ " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
122
+ " vProjVtex.z = dot( surfNormal, viewPosition );",
123
+ " return parallaxMap( vProjVtex );",
124
+ "}",
125
+ "void main() {",
126
+ " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
127
+ " gl_FragColor = texture2D( map, mapUv );",
128
+ "}"
129
+ ].join("\n")
130
+ };
131
+ export {
132
+ ParallaxShader
133
+ };
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Pixelation shader
3
+ */
4
+ export declare const PixelShader: {
5
+ uniforms: {
6
+ tDiffuse: {
7
+ value: null;
8
+ };
9
+ resolution: {
10
+ value: null;
11
+ };
12
+ pixelSize: {
13
+ value: number;
14
+ };
15
+ };
16
+ vertexShader: string;
17
+ fragmentShader: string;
18
+ };
@@ -0,0 +1,28 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const PixelShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ resolution: { value: null },
7
+ pixelSize: { value: 1 }
8
+ },
9
+ vertexShader: [
10
+ "varying highp vec2 vUv;",
11
+ "void main() {",
12
+ "vUv = uv;",
13
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float pixelSize;",
19
+ "uniform vec2 resolution;",
20
+ "varying highp vec2 vUv;",
21
+ "void main(){",
22
+ "vec2 dxy = pixelSize / resolution;",
23
+ "vec2 coord = dxy * floor( vUv / dxy );",
24
+ "gl_FragColor = texture2D(tDiffuse, coord);",
25
+ "}"
26
+ ].join("\n")
27
+ };
28
+ exports.PixelShader = PixelShader;
@@ -0,0 +1,28 @@
1
+ const PixelShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ resolution: { value: null },
5
+ pixelSize: { value: 1 }
6
+ },
7
+ vertexShader: [
8
+ "varying highp vec2 vUv;",
9
+ "void main() {",
10
+ "vUv = uv;",
11
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float pixelSize;",
17
+ "uniform vec2 resolution;",
18
+ "varying highp vec2 vUv;",
19
+ "void main(){",
20
+ "vec2 dxy = pixelSize / resolution;",
21
+ "vec2 coord = dxy * floor( vUv / dxy );",
22
+ "gl_FragColor = texture2D(tDiffuse, coord);",
23
+ "}"
24
+ ].join("\n")
25
+ };
26
+ export {
27
+ PixelShader
28
+ };
@@ -0,0 +1,24 @@
1
+ /**
2
+ * RGB Shift Shader
3
+ * Shifts red and blue channels from center in opposite directions
4
+ * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
5
+ * by Tom Butterworth / http://kriss.cx/tom/
6
+ *
7
+ * amount: shift distance (1 is width of input)
8
+ * angle: shift angle in radians
9
+ */
10
+ export declare const RGBShiftShader: {
11
+ uniforms: {
12
+ tDiffuse: {
13
+ value: null;
14
+ };
15
+ amount: {
16
+ value: number;
17
+ };
18
+ angle: {
19
+ value: number;
20
+ };
21
+ };
22
+ vertexShader: string;
23
+ fragmentShader: string;
24
+ };
@@ -0,0 +1,30 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const RGBShiftShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ amount: { value: 5e-3 },
7
+ angle: { value: 0 }
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
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float amount;",
19
+ "uniform float angle;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec2 offset = amount * vec2( cos(angle), sin(angle));",
23
+ " vec4 cr = texture2D(tDiffuse, vUv + offset);",
24
+ " vec4 cga = texture2D(tDiffuse, vUv);",
25
+ " vec4 cb = texture2D(tDiffuse, vUv - offset);",
26
+ " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
27
+ "}"
28
+ ].join("\n")
29
+ };
30
+ exports.RGBShiftShader = RGBShiftShader;
@@ -0,0 +1,30 @@
1
+ const RGBShiftShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ amount: { value: 5e-3 },
5
+ angle: { value: 0 }
6
+ },
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "uniform float amount;",
17
+ "uniform float angle;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec2 offset = amount * vec2( cos(angle), sin(angle));",
21
+ " vec4 cr = texture2D(tDiffuse, vUv + offset);",
22
+ " vec4 cga = texture2D(tDiffuse, vUv);",
23
+ " vec4 cb = texture2D(tDiffuse, vUv - offset);",
24
+ " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
25
+ "}"
26
+ ].join("\n")
27
+ };
28
+ export {
29
+ RGBShiftShader
30
+ };
@@ -0,0 +1,25 @@
1
+ import { Matrix4, Vector2 } from 'three';
2
+ import type { IUniform, Texture } from 'three';
3
+ import type { IShader } from './types';
4
+ export declare type SAOShaderDefines = Record<'DEPTH_PACKING' | 'DIFFUSE_TEXTURE' | 'NORMAL_TEXTURE' | 'NUM_RINGS' | 'NUM_SAMPLES' | 'PERSPECTIVE_CAMERA', number>;
5
+ export declare type SAOShaderUniforms = {
6
+ bias: IUniform<number>;
7
+ cameraFar: IUniform<number>;
8
+ cameraInverseProjectionMatrix: IUniform<Matrix4>;
9
+ cameraNear: IUniform<number>;
10
+ cameraProjectionMatrix: IUniform<Matrix4>;
11
+ intensity: IUniform<number>;
12
+ kernelRadius: IUniform<number>;
13
+ minResolution: IUniform<number>;
14
+ randomSeed: IUniform<number>;
15
+ scale: IUniform<number>;
16
+ size: IUniform<Vector2>;
17
+ tDepth: IUniform<Texture | null>;
18
+ tDiffuse: IUniform<Texture | null>;
19
+ tNormal: IUniform<Texture | null>;
20
+ };
21
+ export interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines> {
22
+ defines: SAOShaderDefines;
23
+ needsUpdate?: boolean;
24
+ }
25
+ export declare const SAOShader: ISAOShader;
@@ -0,0 +1,144 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const THREE = require("three");
4
+ const SAOShader = {
5
+ defines: {
6
+ NUM_SAMPLES: 7,
7
+ NUM_RINGS: 4,
8
+ NORMAL_TEXTURE: 0,
9
+ DIFFUSE_TEXTURE: 0,
10
+ DEPTH_PACKING: 1,
11
+ PERSPECTIVE_CAMERA: 1
12
+ },
13
+ uniforms: {
14
+ tDepth: { value: null },
15
+ tDiffuse: { value: null },
16
+ tNormal: { value: null },
17
+ size: { value: new THREE.Vector2(512, 512) },
18
+ cameraNear: { value: 1 },
19
+ cameraFar: { value: 100 },
20
+ cameraProjectionMatrix: { value: new THREE.Matrix4() },
21
+ cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
22
+ scale: { value: 1 },
23
+ intensity: { value: 0.1 },
24
+ bias: { value: 0.5 },
25
+ minResolution: { value: 0 },
26
+ kernelRadius: { value: 100 },
27
+ randomSeed: { value: 0 }
28
+ },
29
+ vertexShader: [
30
+ "varying vec2 vUv;",
31
+ "void main() {",
32
+ " vUv = uv;",
33
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
34
+ "}"
35
+ ].join("\n"),
36
+ fragmentShader: [
37
+ "#include <common>",
38
+ "varying vec2 vUv;",
39
+ "#if DIFFUSE_TEXTURE == 1",
40
+ "uniform sampler2D tDiffuse;",
41
+ "#endif",
42
+ "uniform sampler2D tDepth;",
43
+ "#if NORMAL_TEXTURE == 1",
44
+ "uniform sampler2D tNormal;",
45
+ "#endif",
46
+ "uniform float cameraNear;",
47
+ "uniform float cameraFar;",
48
+ "uniform mat4 cameraProjectionMatrix;",
49
+ "uniform mat4 cameraInverseProjectionMatrix;",
50
+ "uniform float scale;",
51
+ "uniform float intensity;",
52
+ "uniform float bias;",
53
+ "uniform float kernelRadius;",
54
+ "uniform float minResolution;",
55
+ "uniform vec2 size;",
56
+ "uniform float randomSeed;",
57
+ "// RGBA depth",
58
+ "#include <packing>",
59
+ "vec4 getDefaultColor( const in vec2 screenPosition ) {",
60
+ " #if DIFFUSE_TEXTURE == 1",
61
+ " return texture2D( tDiffuse, vUv );",
62
+ " #else",
63
+ " return vec4( 1.0 );",
64
+ " #endif",
65
+ "}",
66
+ "float getDepth( const in vec2 screenPosition ) {",
67
+ " #if DEPTH_PACKING == 1",
68
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
69
+ " #else",
70
+ " return texture2D( tDepth, screenPosition ).x;",
71
+ " #endif",
72
+ "}",
73
+ "float getViewZ( const in float depth ) {",
74
+ " #if PERSPECTIVE_CAMERA == 1",
75
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
76
+ " #else",
77
+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
78
+ " #endif",
79
+ "}",
80
+ "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
81
+ " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
82
+ " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
83
+ " clipPosition *= clipW; // unprojection.",
84
+ " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
85
+ "}",
86
+ "vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {",
87
+ " #if NORMAL_TEXTURE == 1",
88
+ " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
89
+ " #else",
90
+ " return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );",
91
+ " #endif",
92
+ "}",
93
+ "float scaleDividedByCameraFar;",
94
+ "float minResolutionMultipliedByCameraFar;",
95
+ "float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {",
96
+ " vec3 viewDelta = sampleViewPosition - centerViewPosition;",
97
+ " float viewDistance = length( viewDelta );",
98
+ " float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;",
99
+ " return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );",
100
+ "}",
101
+ "// moving costly divides into consts",
102
+ "const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );",
103
+ "const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );",
104
+ "float getAmbientOcclusion( const in vec3 centerViewPosition ) {",
105
+ " // precompute some variables require in getOcclusion.",
106
+ " scaleDividedByCameraFar = scale / cameraFar;",
107
+ " minResolutionMultipliedByCameraFar = minResolution * cameraFar;",
108
+ " vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );",
109
+ " // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/",
110
+ " float angle = rand( vUv + randomSeed ) * PI2;",
111
+ " vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;",
112
+ " vec2 radiusStep = radius;",
113
+ " float occlusionSum = 0.0;",
114
+ " float weightSum = 0.0;",
115
+ " for( int i = 0; i < NUM_SAMPLES; i ++ ) {",
116
+ " vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;",
117
+ " radius += radiusStep;",
118
+ " angle += ANGLE_STEP;",
119
+ " float sampleDepth = getDepth( sampleUv );",
120
+ " if( sampleDepth >= ( 1.0 - EPSILON ) ) {",
121
+ " continue;",
122
+ " }",
123
+ " float sampleViewZ = getViewZ( sampleDepth );",
124
+ " vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );",
125
+ " occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );",
126
+ " weightSum += 1.0;",
127
+ " }",
128
+ " if( weightSum == 0.0 ) discard;",
129
+ " return occlusionSum * ( intensity / weightSum );",
130
+ "}",
131
+ "void main() {",
132
+ " float centerDepth = getDepth( vUv );",
133
+ " if( centerDepth >= ( 1.0 - EPSILON ) ) {",
134
+ " discard;",
135
+ " }",
136
+ " float centerViewZ = getViewZ( centerDepth );",
137
+ " vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );",
138
+ " float ambientOcclusion = getAmbientOcclusion( viewPosition );",
139
+ " gl_FragColor = getDefaultColor( vUv );",
140
+ " gl_FragColor.xyz *= 1.0 - ambientOcclusion;",
141
+ "}"
142
+ ].join("\n")
143
+ };
144
+ exports.SAOShader = SAOShader;