three-stdlib 2.22.7 → 2.22.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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
  303. package/dist/loaders/PCDLoader.mjs +248 -0
  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
  321. package/dist/loaders/RGBMLoader.mjs +998 -0
  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
  344. package/dist/loaders/VRMLLoader.js +2105 -0
  345. package/dist/loaders/VRMLLoader.mjs +2105 -0
  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
  352. package/dist/loaders/XLoader.mjs +1258 -0
  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
  357. package/dist/loaders/lwo/IFFParser.mjs +749 -0
  358. package/dist/loaders/lwo/LWO2Parser.js +327 -0
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1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const THREE = require("three");
4
+ const VolumeRenderShader1 = {
5
+ uniforms: {
6
+ u_size: { value: new THREE.Vector3(1, 1, 1) },
7
+ u_renderstyle: { value: 0 },
8
+ u_renderthreshold: { value: 0.5 },
9
+ u_clim: { value: new THREE.Vector2(1, 1) },
10
+ u_data: { value: null },
11
+ u_cmdata: { value: null }
12
+ },
13
+ vertexShader: [
14
+ " varying vec4 v_nearpos;",
15
+ " varying vec4 v_farpos;",
16
+ " varying vec3 v_position;",
17
+ " void main() {",
18
+ // Prepare transforms to map to "camera view". See also:
19
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
20
+ " mat4 viewtransformf = modelViewMatrix;",
21
+ " mat4 viewtransformi = inverse(modelViewMatrix);",
22
+ // Project local vertex coordinate to camera position. Then do a step
23
+ // backward (in cam coords) to the near clipping plane, and project back. Do
24
+ // the same for the far clipping plane. This gives us all the information we
25
+ // need to calculate the ray and truncate it to the viewing cone.
26
+ " vec4 position4 = vec4(position, 1.0);",
27
+ " vec4 pos_in_cam = viewtransformf * position4;",
28
+ // Intersection of ray and near clipping plane (z = -1 in clip coords)
29
+ " pos_in_cam.z = -pos_in_cam.w;",
30
+ " v_nearpos = viewtransformi * pos_in_cam;",
31
+ // Intersection of ray and far clipping plane (z = +1 in clip coords)
32
+ " pos_in_cam.z = pos_in_cam.w;",
33
+ " v_farpos = viewtransformi * pos_in_cam;",
34
+ // Set varyings and output pos
35
+ " v_position = position;",
36
+ " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
37
+ " }"
38
+ ].join("\n"),
39
+ fragmentShader: [
40
+ " precision highp float;",
41
+ " precision mediump sampler3D;",
42
+ " uniform vec3 u_size;",
43
+ " uniform int u_renderstyle;",
44
+ " uniform float u_renderthreshold;",
45
+ " uniform vec2 u_clim;",
46
+ " uniform sampler3D u_data;",
47
+ " uniform sampler2D u_cmdata;",
48
+ " varying vec3 v_position;",
49
+ " varying vec4 v_nearpos;",
50
+ " varying vec4 v_farpos;",
51
+ // The maximum distance through our rendering volume is sqrt(3).
52
+ " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
53
+ " const int REFINEMENT_STEPS = 4;",
54
+ " const float relative_step_size = 1.0;",
55
+ " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
56
+ " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
57
+ " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
58
+ " const float shininess = 40.0;",
59
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
60
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
61
+ " float sample1(vec3 texcoords);",
62
+ " vec4 apply_colormap(float val);",
63
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
64
+ " void main() {",
65
+ // Normalize clipping plane info
66
+ " vec3 farpos = v_farpos.xyz / v_farpos.w;",
67
+ " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
68
+ // Calculate unit vector pointing in the view direction through this fragment.
69
+ " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
70
+ // Compute the (negative) distance to the front surface or near clipping plane.
71
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
72
+ // product below is the distance from near clip plane to the back of the cuboid
73
+ " float distance = dot(nearpos - v_position, view_ray);",
74
+ " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
75
+ " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
76
+ " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
77
+ " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
78
+ " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
79
+ " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
80
+ // Now we have the starting position on the front surface
81
+ " vec3 front = v_position + view_ray * distance;",
82
+ // Decide how many steps to take
83
+ " int nsteps = int(-distance / relative_step_size + 0.5);",
84
+ " if ( nsteps < 1 )",
85
+ " discard;",
86
+ // Get starting location and step vector in texture coordinates
87
+ " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
88
+ " vec3 start_loc = front / u_size;",
89
+ // For testing: show the number of steps. This helps to establish
90
+ // whether the rays are correctly oriented
91
+ //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
92
+ //'return;',
93
+ " if (u_renderstyle == 0)",
94
+ " cast_mip(start_loc, step, nsteps, view_ray);",
95
+ " else if (u_renderstyle == 1)",
96
+ " cast_iso(start_loc, step, nsteps, view_ray);",
97
+ " if (gl_FragColor.a < 0.05)",
98
+ " discard;",
99
+ " }",
100
+ " float sample1(vec3 texcoords) {",
101
+ " /* Sample float value from a 3D texture. Assumes intensity data. */",
102
+ " return texture(u_data, texcoords.xyz).r;",
103
+ " }",
104
+ " vec4 apply_colormap(float val) {",
105
+ " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
106
+ " return texture2D(u_cmdata, vec2(val, 0.5));",
107
+ " }",
108
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
109
+ " float max_val = -1e6;",
110
+ " int max_i = 100;",
111
+ " vec3 loc = start_loc;",
112
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
113
+ // non-constant expression. So we use a hard-coded max, and an additional condition
114
+ // inside the loop.
115
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
116
+ " if (iter >= nsteps)",
117
+ " break;",
118
+ // Sample from the 3D texture
119
+ " float val = sample1(loc);",
120
+ // Apply MIP operation
121
+ " if (val > max_val) {",
122
+ " max_val = val;",
123
+ " max_i = iter;",
124
+ " }",
125
+ // Advance location deeper into the volume
126
+ " loc += step;",
127
+ " }",
128
+ // Refine location, gives crispier images
129
+ " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
130
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
131
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
132
+ " max_val = max(max_val, sample1(iloc));",
133
+ " iloc += istep;",
134
+ " }",
135
+ // Resolve final color
136
+ " gl_FragColor = apply_colormap(max_val);",
137
+ " }",
138
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
139
+ " gl_FragColor = vec4(0.0); // init transparent",
140
+ " vec4 color3 = vec4(0.0); // final color",
141
+ " vec3 dstep = 1.5 / u_size; // step to sample derivative",
142
+ " vec3 loc = start_loc;",
143
+ " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
144
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
145
+ // non-constant expression. So we use a hard-coded max, and an additional condition
146
+ // inside the loop.
147
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
148
+ " if (iter >= nsteps)",
149
+ " break;",
150
+ // Sample from the 3D texture
151
+ " float val = sample1(loc);",
152
+ " if (val > low_threshold) {",
153
+ // Take the last interval in smaller steps
154
+ " vec3 iloc = loc - 0.5 * step;",
155
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
156
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
157
+ " val = sample1(iloc);",
158
+ " if (val > u_renderthreshold) {",
159
+ " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
160
+ " return;",
161
+ " }",
162
+ " iloc += istep;",
163
+ " }",
164
+ " }",
165
+ // Advance location deeper into the volume
166
+ " loc += step;",
167
+ " }",
168
+ " }",
169
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
170
+ " {",
171
+ // Calculate color by incorporating lighting
172
+ // View direction
173
+ " vec3 V = normalize(view_ray);",
174
+ // calculate normal vector from gradient
175
+ " vec3 N;",
176
+ " float val1, val2;",
177
+ " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
178
+ " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
179
+ " N[0] = val1 - val2;",
180
+ " val = max(max(val1, val2), val);",
181
+ " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
182
+ " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
183
+ " N[1] = val1 - val2;",
184
+ " val = max(max(val1, val2), val);",
185
+ " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
186
+ " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
187
+ " N[2] = val1 - val2;",
188
+ " val = max(max(val1, val2), val);",
189
+ " float gm = length(N); // gradient magnitude",
190
+ " N = normalize(N);",
191
+ // Flip normal so it points towards viewer
192
+ " float Nselect = float(dot(N, V) > 0.0);",
193
+ " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
194
+ // Init colors
195
+ " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
196
+ " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
197
+ " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
198
+ // note: could allow multiple lights
199
+ " for (int i=0; i<1; i++)",
200
+ " {",
201
+ // Get light direction (make sure to prevent zero devision)
202
+ " vec3 L = normalize(view_ray); //lightDirs[i];",
203
+ " float lightEnabled = float( length(L) > 0.0 );",
204
+ " L = normalize(L + (1.0 - lightEnabled));",
205
+ // Calculate lighting properties
206
+ " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
207
+ " vec3 H = normalize(L+V); // Halfway vector",
208
+ " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
209
+ // Calculate mask
210
+ " float mask1 = lightEnabled;",
211
+ // Calculate colors
212
+ " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
213
+ " diffuse_color += mask1 * lambertTerm;",
214
+ " specular_color += mask1 * specularTerm * specular_color;",
215
+ " }",
216
+ // Calculate final color by componing different components
217
+ " vec4 final_color;",
218
+ " vec4 color = apply_colormap(val);",
219
+ " final_color = color * (ambient_color + diffuse_color) + specular_color;",
220
+ " final_color.a = color.a;",
221
+ " return final_color;",
222
+ " }"
223
+ ].join("\n")
224
+ };
225
+ exports.VolumeRenderShader1 = VolumeRenderShader1;
@@ -0,0 +1,225 @@
1
+ import { Vector3, Vector2 } from "three";
2
+ const VolumeRenderShader1 = {
3
+ uniforms: {
4
+ u_size: { value: new Vector3(1, 1, 1) },
5
+ u_renderstyle: { value: 0 },
6
+ u_renderthreshold: { value: 0.5 },
7
+ u_clim: { value: new Vector2(1, 1) },
8
+ u_data: { value: null },
9
+ u_cmdata: { value: null }
10
+ },
11
+ vertexShader: [
12
+ " varying vec4 v_nearpos;",
13
+ " varying vec4 v_farpos;",
14
+ " varying vec3 v_position;",
15
+ " void main() {",
16
+ // Prepare transforms to map to "camera view". See also:
17
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
18
+ " mat4 viewtransformf = modelViewMatrix;",
19
+ " mat4 viewtransformi = inverse(modelViewMatrix);",
20
+ // Project local vertex coordinate to camera position. Then do a step
21
+ // backward (in cam coords) to the near clipping plane, and project back. Do
22
+ // the same for the far clipping plane. This gives us all the information we
23
+ // need to calculate the ray and truncate it to the viewing cone.
24
+ " vec4 position4 = vec4(position, 1.0);",
25
+ " vec4 pos_in_cam = viewtransformf * position4;",
26
+ // Intersection of ray and near clipping plane (z = -1 in clip coords)
27
+ " pos_in_cam.z = -pos_in_cam.w;",
28
+ " v_nearpos = viewtransformi * pos_in_cam;",
29
+ // Intersection of ray and far clipping plane (z = +1 in clip coords)
30
+ " pos_in_cam.z = pos_in_cam.w;",
31
+ " v_farpos = viewtransformi * pos_in_cam;",
32
+ // Set varyings and output pos
33
+ " v_position = position;",
34
+ " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
35
+ " }"
36
+ ].join("\n"),
37
+ fragmentShader: [
38
+ " precision highp float;",
39
+ " precision mediump sampler3D;",
40
+ " uniform vec3 u_size;",
41
+ " uniform int u_renderstyle;",
42
+ " uniform float u_renderthreshold;",
43
+ " uniform vec2 u_clim;",
44
+ " uniform sampler3D u_data;",
45
+ " uniform sampler2D u_cmdata;",
46
+ " varying vec3 v_position;",
47
+ " varying vec4 v_nearpos;",
48
+ " varying vec4 v_farpos;",
49
+ // The maximum distance through our rendering volume is sqrt(3).
50
+ " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
51
+ " const int REFINEMENT_STEPS = 4;",
52
+ " const float relative_step_size = 1.0;",
53
+ " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
54
+ " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
55
+ " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
56
+ " const float shininess = 40.0;",
57
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
58
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
59
+ " float sample1(vec3 texcoords);",
60
+ " vec4 apply_colormap(float val);",
61
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
62
+ " void main() {",
63
+ // Normalize clipping plane info
64
+ " vec3 farpos = v_farpos.xyz / v_farpos.w;",
65
+ " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
66
+ // Calculate unit vector pointing in the view direction through this fragment.
67
+ " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
68
+ // Compute the (negative) distance to the front surface or near clipping plane.
69
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
70
+ // product below is the distance from near clip plane to the back of the cuboid
71
+ " float distance = dot(nearpos - v_position, view_ray);",
72
+ " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
73
+ " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
74
+ " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
75
+ " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
76
+ " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
77
+ " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
78
+ // Now we have the starting position on the front surface
79
+ " vec3 front = v_position + view_ray * distance;",
80
+ // Decide how many steps to take
81
+ " int nsteps = int(-distance / relative_step_size + 0.5);",
82
+ " if ( nsteps < 1 )",
83
+ " discard;",
84
+ // Get starting location and step vector in texture coordinates
85
+ " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
86
+ " vec3 start_loc = front / u_size;",
87
+ // For testing: show the number of steps. This helps to establish
88
+ // whether the rays are correctly oriented
89
+ //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
90
+ //'return;',
91
+ " if (u_renderstyle == 0)",
92
+ " cast_mip(start_loc, step, nsteps, view_ray);",
93
+ " else if (u_renderstyle == 1)",
94
+ " cast_iso(start_loc, step, nsteps, view_ray);",
95
+ " if (gl_FragColor.a < 0.05)",
96
+ " discard;",
97
+ " }",
98
+ " float sample1(vec3 texcoords) {",
99
+ " /* Sample float value from a 3D texture. Assumes intensity data. */",
100
+ " return texture(u_data, texcoords.xyz).r;",
101
+ " }",
102
+ " vec4 apply_colormap(float val) {",
103
+ " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
104
+ " return texture2D(u_cmdata, vec2(val, 0.5));",
105
+ " }",
106
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
107
+ " float max_val = -1e6;",
108
+ " int max_i = 100;",
109
+ " vec3 loc = start_loc;",
110
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
111
+ // non-constant expression. So we use a hard-coded max, and an additional condition
112
+ // inside the loop.
113
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
114
+ " if (iter >= nsteps)",
115
+ " break;",
116
+ // Sample from the 3D texture
117
+ " float val = sample1(loc);",
118
+ // Apply MIP operation
119
+ " if (val > max_val) {",
120
+ " max_val = val;",
121
+ " max_i = iter;",
122
+ " }",
123
+ // Advance location deeper into the volume
124
+ " loc += step;",
125
+ " }",
126
+ // Refine location, gives crispier images
127
+ " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
128
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
129
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
130
+ " max_val = max(max_val, sample1(iloc));",
131
+ " iloc += istep;",
132
+ " }",
133
+ // Resolve final color
134
+ " gl_FragColor = apply_colormap(max_val);",
135
+ " }",
136
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
137
+ " gl_FragColor = vec4(0.0); // init transparent",
138
+ " vec4 color3 = vec4(0.0); // final color",
139
+ " vec3 dstep = 1.5 / u_size; // step to sample derivative",
140
+ " vec3 loc = start_loc;",
141
+ " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
142
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
143
+ // non-constant expression. So we use a hard-coded max, and an additional condition
144
+ // inside the loop.
145
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
146
+ " if (iter >= nsteps)",
147
+ " break;",
148
+ // Sample from the 3D texture
149
+ " float val = sample1(loc);",
150
+ " if (val > low_threshold) {",
151
+ // Take the last interval in smaller steps
152
+ " vec3 iloc = loc - 0.5 * step;",
153
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
154
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
155
+ " val = sample1(iloc);",
156
+ " if (val > u_renderthreshold) {",
157
+ " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
158
+ " return;",
159
+ " }",
160
+ " iloc += istep;",
161
+ " }",
162
+ " }",
163
+ // Advance location deeper into the volume
164
+ " loc += step;",
165
+ " }",
166
+ " }",
167
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
168
+ " {",
169
+ // Calculate color by incorporating lighting
170
+ // View direction
171
+ " vec3 V = normalize(view_ray);",
172
+ // calculate normal vector from gradient
173
+ " vec3 N;",
174
+ " float val1, val2;",
175
+ " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
176
+ " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
177
+ " N[0] = val1 - val2;",
178
+ " val = max(max(val1, val2), val);",
179
+ " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
180
+ " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
181
+ " N[1] = val1 - val2;",
182
+ " val = max(max(val1, val2), val);",
183
+ " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
184
+ " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
185
+ " N[2] = val1 - val2;",
186
+ " val = max(max(val1, val2), val);",
187
+ " float gm = length(N); // gradient magnitude",
188
+ " N = normalize(N);",
189
+ // Flip normal so it points towards viewer
190
+ " float Nselect = float(dot(N, V) > 0.0);",
191
+ " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
192
+ // Init colors
193
+ " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
194
+ " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
195
+ " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
196
+ // note: could allow multiple lights
197
+ " for (int i=0; i<1; i++)",
198
+ " {",
199
+ // Get light direction (make sure to prevent zero devision)
200
+ " vec3 L = normalize(view_ray); //lightDirs[i];",
201
+ " float lightEnabled = float( length(L) > 0.0 );",
202
+ " L = normalize(L + (1.0 - lightEnabled));",
203
+ // Calculate lighting properties
204
+ " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
205
+ " vec3 H = normalize(L+V); // Halfway vector",
206
+ " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
207
+ // Calculate mask
208
+ " float mask1 = lightEnabled;",
209
+ // Calculate colors
210
+ " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
211
+ " diffuse_color += mask1 * lambertTerm;",
212
+ " specular_color += mask1 * specularTerm * specular_color;",
213
+ " }",
214
+ // Calculate final color by componing different components
215
+ " vec4 final_color;",
216
+ " vec4 color = apply_colormap(val);",
217
+ " final_color = color * (ambient_color + diffuse_color) + specular_color;",
218
+ " final_color.a = color.a;",
219
+ " return final_color;",
220
+ " }"
221
+ ].join("\n")
222
+ };
223
+ export {
224
+ VolumeRenderShader1
225
+ };
@@ -0,0 +1,21 @@
1
+ export declare const WaterRefractionShader: {
2
+ uniforms: {
3
+ color: {
4
+ value: null;
5
+ };
6
+ time: {
7
+ value: number;
8
+ };
9
+ tDiffuse: {
10
+ value: null;
11
+ };
12
+ tDudv: {
13
+ value: null;
14
+ };
15
+ textureMatrix: {
16
+ value: null;
17
+ };
18
+ };
19
+ vertexShader: string;
20
+ fragmentShader: string;
21
+ };
@@ -0,0 +1,59 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const WaterRefractionShader = {
4
+ uniforms: {
5
+ color: {
6
+ value: null
7
+ },
8
+ time: {
9
+ value: 0
10
+ },
11
+ tDiffuse: {
12
+ value: null
13
+ },
14
+ tDudv: {
15
+ value: null
16
+ },
17
+ textureMatrix: {
18
+ value: null
19
+ }
20
+ },
21
+ vertexShader: [
22
+ "uniform mat4 textureMatrix;",
23
+ "varying vec2 vUv;",
24
+ "varying vec4 vUvRefraction;",
25
+ "void main() {",
26
+ " vUv = uv;",
27
+ " vUvRefraction = textureMatrix * vec4( position, 1.0 );",
28
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
+ "}"
30
+ ].join("\n"),
31
+ fragmentShader: [
32
+ "uniform vec3 color;",
33
+ "uniform float time;",
34
+ "uniform sampler2D tDiffuse;",
35
+ "uniform sampler2D tDudv;",
36
+ "varying vec2 vUv;",
37
+ "varying vec4 vUvRefraction;",
38
+ "float blendOverlay( float base, float blend ) {",
39
+ " return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
40
+ "}",
41
+ "vec3 blendOverlay( vec3 base, vec3 blend ) {",
42
+ " return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );",
43
+ "}",
44
+ "void main() {",
45
+ " float waveStrength = 0.1;",
46
+ " float waveSpeed = 0.03;",
47
+ // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
48
+ " vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;",
49
+ " distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );",
50
+ " vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;",
51
+ // new uv coords
52
+ " vec4 uv = vec4( vUvRefraction );",
53
+ " uv.xy += distortion;",
54
+ " vec4 base = texture2DProj( tDiffuse, uv );",
55
+ " gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );",
56
+ "}"
57
+ ].join("\n")
58
+ };
59
+ exports.WaterRefractionShader = WaterRefractionShader;
@@ -0,0 +1,59 @@
1
+ const WaterRefractionShader = {
2
+ uniforms: {
3
+ color: {
4
+ value: null
5
+ },
6
+ time: {
7
+ value: 0
8
+ },
9
+ tDiffuse: {
10
+ value: null
11
+ },
12
+ tDudv: {
13
+ value: null
14
+ },
15
+ textureMatrix: {
16
+ value: null
17
+ }
18
+ },
19
+ vertexShader: [
20
+ "uniform mat4 textureMatrix;",
21
+ "varying vec2 vUv;",
22
+ "varying vec4 vUvRefraction;",
23
+ "void main() {",
24
+ " vUv = uv;",
25
+ " vUvRefraction = textureMatrix * vec4( position, 1.0 );",
26
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27
+ "}"
28
+ ].join("\n"),
29
+ fragmentShader: [
30
+ "uniform vec3 color;",
31
+ "uniform float time;",
32
+ "uniform sampler2D tDiffuse;",
33
+ "uniform sampler2D tDudv;",
34
+ "varying vec2 vUv;",
35
+ "varying vec4 vUvRefraction;",
36
+ "float blendOverlay( float base, float blend ) {",
37
+ " return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
38
+ "}",
39
+ "vec3 blendOverlay( vec3 base, vec3 blend ) {",
40
+ " return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );",
41
+ "}",
42
+ "void main() {",
43
+ " float waveStrength = 0.1;",
44
+ " float waveSpeed = 0.03;",
45
+ // simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
46
+ " vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;",
47
+ " distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );",
48
+ " vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;",
49
+ // new uv coords
50
+ " vec4 uv = vec4( vUvRefraction );",
51
+ " uv.xy += distortion;",
52
+ " vec4 base = texture2DProj( tDiffuse, uv );",
53
+ " gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );",
54
+ "}"
55
+ ].join("\n")
56
+ };
57
+ export {
58
+ WaterRefractionShader
59
+ };
@@ -0,0 +1,14 @@
1
+ import type { IUniform, Shader } from 'three';
2
+ declare type Defines = {
3
+ [key: string]: boolean | number | string;
4
+ };
5
+ declare type Uniforms = {
6
+ [key: string]: IUniform;
7
+ };
8
+ export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> extends Shader {
9
+ defines?: D;
10
+ fragmentShader: string;
11
+ uniforms: U;
12
+ vertexShader: string;
13
+ }
14
+ export {};
@@ -0,0 +1 @@
1
+ "use strict";
@@ -0,0 +1 @@
1
+
@@ -0,0 +1,4 @@
1
+ declare class FlakesTexture {
2
+ constructor(width?: number, height?: number);
3
+ }
4
+ export { FlakesTexture };
@@ -0,0 +1,30 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ class FlakesTexture {
4
+ constructor(width = 512, height = 512) {
5
+ const canvas = document.createElement("canvas");
6
+ canvas.width = width;
7
+ canvas.height = height;
8
+ const context = canvas.getContext("2d");
9
+ context.fillStyle = "rgb(127,127,255)";
10
+ context.fillRect(0, 0, width, height);
11
+ for (let i = 0; i < 4e3; i++) {
12
+ const x = Math.random() * width;
13
+ const y = Math.random() * height;
14
+ const r = Math.random() * 3 + 3;
15
+ let nx = Math.random() * 2 - 1;
16
+ let ny = Math.random() * 2 - 1;
17
+ let nz = 1.5;
18
+ const l = Math.sqrt(nx * nx + ny * ny + nz * nz);
19
+ nx /= l;
20
+ ny /= l;
21
+ nz /= l;
22
+ context.fillStyle = "rgb(" + (nx * 127 + 127) + "," + (ny * 127 + 127) + "," + nz * 255 + ")";
23
+ context.beginPath();
24
+ context.arc(x, y, r, 0, Math.PI * 2);
25
+ context.fill();
26
+ }
27
+ return canvas;
28
+ }
29
+ }
30
+ exports.FlakesTexture = FlakesTexture;