three-stdlib 2.22.7 → 2.22.9

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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 HalftoneShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ shape: { value: 1 },
7
+ radius: { value: 4 },
8
+ rotateR: { value: Math.PI / 12 * 1 },
9
+ rotateG: { value: Math.PI / 12 * 2 },
10
+ rotateB: { value: Math.PI / 12 * 3 },
11
+ scatter: { value: 0 },
12
+ width: { value: 1 },
13
+ height: { value: 1 },
14
+ blending: { value: 1 },
15
+ blendingMode: { value: 1 },
16
+ greyscale: { value: false },
17
+ disable: { value: false }
18
+ },
19
+ vertexShader: [
20
+ "varying vec2 vUV;",
21
+ "void main() {",
22
+ " vUV = uv;",
23
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
24
+ "}"
25
+ ].join("\n"),
26
+ fragmentShader: [
27
+ "#define SQRT2_MINUS_ONE 0.41421356",
28
+ "#define SQRT2_HALF_MINUS_ONE 0.20710678",
29
+ "#define PI2 6.28318531",
30
+ "#define SHAPE_DOT 1",
31
+ "#define SHAPE_ELLIPSE 2",
32
+ "#define SHAPE_LINE 3",
33
+ "#define SHAPE_SQUARE 4",
34
+ "#define BLENDING_LINEAR 1",
35
+ "#define BLENDING_MULTIPLY 2",
36
+ "#define BLENDING_ADD 3",
37
+ "#define BLENDING_LIGHTER 4",
38
+ "#define BLENDING_DARKER 5",
39
+ "uniform sampler2D tDiffuse;",
40
+ "uniform float radius;",
41
+ "uniform float rotateR;",
42
+ "uniform float rotateG;",
43
+ "uniform float rotateB;",
44
+ "uniform float scatter;",
45
+ "uniform float width;",
46
+ "uniform float height;",
47
+ "uniform int shape;",
48
+ "uniform bool disable;",
49
+ "uniform float blending;",
50
+ "uniform int blendingMode;",
51
+ "varying vec2 vUV;",
52
+ "uniform bool greyscale;",
53
+ "const int samples = 8;",
54
+ "float blend( float a, float b, float t ) {",
55
+ // linear blend
56
+ " return a * ( 1.0 - t ) + b * t;",
57
+ "}",
58
+ "float hypot( float x, float y ) {",
59
+ // vector magnitude
60
+ " return sqrt( x * x + y * y );",
61
+ "}",
62
+ "float rand( vec2 seed ){",
63
+ // get pseudo-random number
64
+ "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
65
+ "}",
66
+ "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
67
+ // apply shape-specific transforms
68
+ " float dist = hypot( coord.x - p.x, coord.y - p.y );",
69
+ " float rad = channel;",
70
+ " if ( shape == SHAPE_DOT ) {",
71
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
+ " } else if ( shape == SHAPE_ELLIPSE ) {",
73
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
74
+ " if ( dist != 0.0 ) {",
75
+ " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
76
+ " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
77
+ " }",
78
+ " } else if ( shape == SHAPE_LINE ) {",
79
+ " rad = pow( abs( rad ), 1.5) * rad_max;",
80
+ " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
81
+ " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
82
+ " } else if ( shape == SHAPE_SQUARE ) {",
83
+ " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
84
+ " float sin_t = abs( sin( theta ) );",
85
+ " float cos_t = abs( cos( theta ) );",
86
+ " rad = pow( abs( rad ), 1.4 );",
87
+ " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
88
+ " }",
89
+ " return rad - dist;",
90
+ "}",
91
+ "struct Cell {",
92
+ // grid sample positions
93
+ " vec2 normal;",
94
+ " vec2 p1;",
95
+ " vec2 p2;",
96
+ " vec2 p3;",
97
+ " vec2 p4;",
98
+ " float samp2;",
99
+ " float samp1;",
100
+ " float samp3;",
101
+ " float samp4;",
102
+ "};",
103
+ "vec4 getSample( vec2 point ) {",
104
+ // multi-sampled point
105
+ " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
106
+ " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
107
+ " float step = PI2 / float( samples );",
108
+ " float dist = radius * 0.66;",
109
+ " for ( int i = 0; i < samples; ++i ) {",
110
+ " float r = base + step * float( i );",
111
+ " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
112
+ " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
113
+ " }",
114
+ " tex /= float( samples ) + 1.0;",
115
+ " return tex;",
116
+ "}",
117
+ "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
118
+ // get colour for given point
119
+ " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
120
+ " if ( channel == 0 ) {",
121
+ " c.samp1 = getSample( c.p1 ).r;",
122
+ " c.samp2 = getSample( c.p2 ).r;",
123
+ " c.samp3 = getSample( c.p3 ).r;",
124
+ " c.samp4 = getSample( c.p4 ).r;",
125
+ " } else if (channel == 1) {",
126
+ " c.samp1 = getSample( c.p1 ).g;",
127
+ " c.samp2 = getSample( c.p2 ).g;",
128
+ " c.samp3 = getSample( c.p3 ).g;",
129
+ " c.samp4 = getSample( c.p4 ).g;",
130
+ " } else {",
131
+ " c.samp1 = getSample( c.p1 ).b;",
132
+ " c.samp3 = getSample( c.p3 ).b;",
133
+ " c.samp2 = getSample( c.p2 ).b;",
134
+ " c.samp4 = getSample( c.p4 ).b;",
135
+ " }",
136
+ " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
137
+ " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
138
+ " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
139
+ " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
140
+ " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
141
+ " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
142
+ " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
143
+ " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
144
+ " res = clamp( res, 0.0, 1.0 );",
145
+ " return res;",
146
+ "}",
147
+ "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
148
+ // get containing cell
149
+ " Cell c;",
150
+ // calc grid
151
+ " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
152
+ " float threshold = step * 0.5;",
153
+ " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
154
+ " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
155
+ " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
156
+ " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
157
+ " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
158
+ " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
159
+ " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
160
+ " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
161
+ " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
162
+ // get closest corner
163
+ " c.normal = n;",
164
+ " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
165
+ " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
166
+ // scatter
167
+ " if ( scatter != 0.0 ) {",
168
+ " float off_mag = scatter * threshold * 0.5;",
169
+ " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
170
+ " c.p1.x += cos( off_angle ) * off_mag;",
171
+ " c.p1.y += sin( off_angle ) * off_mag;",
172
+ " }",
173
+ // find corners
174
+ " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
175
+ " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
176
+ " c.p2.x = c.p1.x - n.x * normal_step;",
177
+ " c.p2.y = c.p1.y - n.y * normal_step;",
178
+ " c.p3.x = c.p1.x + n.y * line_step;",
179
+ " c.p3.y = c.p1.y - n.x * line_step;",
180
+ " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
181
+ " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
182
+ " return c;",
183
+ "}",
184
+ "float blendColour( float a, float b, float t ) {",
185
+ // blend colours
186
+ " if ( blendingMode == BLENDING_LINEAR ) {",
187
+ " return blend( a, b, 1.0 - t );",
188
+ " } else if ( blendingMode == BLENDING_ADD ) {",
189
+ " return blend( a, min( 1.0, a + b ), t );",
190
+ " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
191
+ " return blend( a, max( 0.0, a * b ), t );",
192
+ " } else if ( blendingMode == BLENDING_LIGHTER ) {",
193
+ " return blend( a, max( a, b ), t );",
194
+ " } else if ( blendingMode == BLENDING_DARKER ) {",
195
+ " return blend( a, min( a, b ), t );",
196
+ " } else {",
197
+ " return blend( a, b, 1.0 - t );",
198
+ " }",
199
+ "}",
200
+ "void main() {",
201
+ " if ( ! disable ) {",
202
+ // setup
203
+ " vec2 p = vec2( vUV.x * width, vUV.y * height );",
204
+ " vec2 origin = vec2( 0, 0 );",
205
+ " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
206
+ // get channel samples
207
+ " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
208
+ " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
209
+ " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
210
+ " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
211
+ " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
212
+ " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
213
+ // blend with original
214
+ " vec4 colour = texture2D( tDiffuse, vUV );",
215
+ " r = blendColour( r, colour.r, blending );",
216
+ " g = blendColour( g, colour.g, blending );",
217
+ " b = blendColour( b, colour.b, blending );",
218
+ " if ( greyscale ) {",
219
+ " r = g = b = (r + b + g) / 3.0;",
220
+ " }",
221
+ " gl_FragColor = vec4( r, g, b, 1.0 );",
222
+ " } else {",
223
+ " gl_FragColor = texture2D( tDiffuse, vUV );",
224
+ " }",
225
+ "}"
226
+ ].join("\n")
227
+ };
228
+ exports.HalftoneShader = HalftoneShader;
@@ -0,0 +1,228 @@
1
+ const HalftoneShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ shape: { value: 1 },
5
+ radius: { value: 4 },
6
+ rotateR: { value: Math.PI / 12 * 1 },
7
+ rotateG: { value: Math.PI / 12 * 2 },
8
+ rotateB: { value: Math.PI / 12 * 3 },
9
+ scatter: { value: 0 },
10
+ width: { value: 1 },
11
+ height: { value: 1 },
12
+ blending: { value: 1 },
13
+ blendingMode: { value: 1 },
14
+ greyscale: { value: false },
15
+ disable: { value: false }
16
+ },
17
+ vertexShader: [
18
+ "varying vec2 vUV;",
19
+ "void main() {",
20
+ " vUV = uv;",
21
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
22
+ "}"
23
+ ].join("\n"),
24
+ fragmentShader: [
25
+ "#define SQRT2_MINUS_ONE 0.41421356",
26
+ "#define SQRT2_HALF_MINUS_ONE 0.20710678",
27
+ "#define PI2 6.28318531",
28
+ "#define SHAPE_DOT 1",
29
+ "#define SHAPE_ELLIPSE 2",
30
+ "#define SHAPE_LINE 3",
31
+ "#define SHAPE_SQUARE 4",
32
+ "#define BLENDING_LINEAR 1",
33
+ "#define BLENDING_MULTIPLY 2",
34
+ "#define BLENDING_ADD 3",
35
+ "#define BLENDING_LIGHTER 4",
36
+ "#define BLENDING_DARKER 5",
37
+ "uniform sampler2D tDiffuse;",
38
+ "uniform float radius;",
39
+ "uniform float rotateR;",
40
+ "uniform float rotateG;",
41
+ "uniform float rotateB;",
42
+ "uniform float scatter;",
43
+ "uniform float width;",
44
+ "uniform float height;",
45
+ "uniform int shape;",
46
+ "uniform bool disable;",
47
+ "uniform float blending;",
48
+ "uniform int blendingMode;",
49
+ "varying vec2 vUV;",
50
+ "uniform bool greyscale;",
51
+ "const int samples = 8;",
52
+ "float blend( float a, float b, float t ) {",
53
+ // linear blend
54
+ " return a * ( 1.0 - t ) + b * t;",
55
+ "}",
56
+ "float hypot( float x, float y ) {",
57
+ // vector magnitude
58
+ " return sqrt( x * x + y * y );",
59
+ "}",
60
+ "float rand( vec2 seed ){",
61
+ // get pseudo-random number
62
+ "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
63
+ "}",
64
+ "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
65
+ // apply shape-specific transforms
66
+ " float dist = hypot( coord.x - p.x, coord.y - p.y );",
67
+ " float rad = channel;",
68
+ " if ( shape == SHAPE_DOT ) {",
69
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
+ " } else if ( shape == SHAPE_ELLIPSE ) {",
71
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
+ " if ( dist != 0.0 ) {",
73
+ " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
74
+ " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
75
+ " }",
76
+ " } else if ( shape == SHAPE_LINE ) {",
77
+ " rad = pow( abs( rad ), 1.5) * rad_max;",
78
+ " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
79
+ " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
80
+ " } else if ( shape == SHAPE_SQUARE ) {",
81
+ " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
82
+ " float sin_t = abs( sin( theta ) );",
83
+ " float cos_t = abs( cos( theta ) );",
84
+ " rad = pow( abs( rad ), 1.4 );",
85
+ " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
86
+ " }",
87
+ " return rad - dist;",
88
+ "}",
89
+ "struct Cell {",
90
+ // grid sample positions
91
+ " vec2 normal;",
92
+ " vec2 p1;",
93
+ " vec2 p2;",
94
+ " vec2 p3;",
95
+ " vec2 p4;",
96
+ " float samp2;",
97
+ " float samp1;",
98
+ " float samp3;",
99
+ " float samp4;",
100
+ "};",
101
+ "vec4 getSample( vec2 point ) {",
102
+ // multi-sampled point
103
+ " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
104
+ " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
105
+ " float step = PI2 / float( samples );",
106
+ " float dist = radius * 0.66;",
107
+ " for ( int i = 0; i < samples; ++i ) {",
108
+ " float r = base + step * float( i );",
109
+ " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
110
+ " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
111
+ " }",
112
+ " tex /= float( samples ) + 1.0;",
113
+ " return tex;",
114
+ "}",
115
+ "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
116
+ // get colour for given point
117
+ " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
118
+ " if ( channel == 0 ) {",
119
+ " c.samp1 = getSample( c.p1 ).r;",
120
+ " c.samp2 = getSample( c.p2 ).r;",
121
+ " c.samp3 = getSample( c.p3 ).r;",
122
+ " c.samp4 = getSample( c.p4 ).r;",
123
+ " } else if (channel == 1) {",
124
+ " c.samp1 = getSample( c.p1 ).g;",
125
+ " c.samp2 = getSample( c.p2 ).g;",
126
+ " c.samp3 = getSample( c.p3 ).g;",
127
+ " c.samp4 = getSample( c.p4 ).g;",
128
+ " } else {",
129
+ " c.samp1 = getSample( c.p1 ).b;",
130
+ " c.samp3 = getSample( c.p3 ).b;",
131
+ " c.samp2 = getSample( c.p2 ).b;",
132
+ " c.samp4 = getSample( c.p4 ).b;",
133
+ " }",
134
+ " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
135
+ " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
136
+ " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
137
+ " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
138
+ " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
139
+ " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
140
+ " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
141
+ " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
142
+ " res = clamp( res, 0.0, 1.0 );",
143
+ " return res;",
144
+ "}",
145
+ "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
146
+ // get containing cell
147
+ " Cell c;",
148
+ // calc grid
149
+ " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
150
+ " float threshold = step * 0.5;",
151
+ " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
152
+ " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
153
+ " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
154
+ " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
155
+ " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
156
+ " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
157
+ " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
158
+ " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
159
+ " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
160
+ // get closest corner
161
+ " c.normal = n;",
162
+ " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
163
+ " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
164
+ // scatter
165
+ " if ( scatter != 0.0 ) {",
166
+ " float off_mag = scatter * threshold * 0.5;",
167
+ " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
168
+ " c.p1.x += cos( off_angle ) * off_mag;",
169
+ " c.p1.y += sin( off_angle ) * off_mag;",
170
+ " }",
171
+ // find corners
172
+ " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
173
+ " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
174
+ " c.p2.x = c.p1.x - n.x * normal_step;",
175
+ " c.p2.y = c.p1.y - n.y * normal_step;",
176
+ " c.p3.x = c.p1.x + n.y * line_step;",
177
+ " c.p3.y = c.p1.y - n.x * line_step;",
178
+ " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
179
+ " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
180
+ " return c;",
181
+ "}",
182
+ "float blendColour( float a, float b, float t ) {",
183
+ // blend colours
184
+ " if ( blendingMode == BLENDING_LINEAR ) {",
185
+ " return blend( a, b, 1.0 - t );",
186
+ " } else if ( blendingMode == BLENDING_ADD ) {",
187
+ " return blend( a, min( 1.0, a + b ), t );",
188
+ " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
189
+ " return blend( a, max( 0.0, a * b ), t );",
190
+ " } else if ( blendingMode == BLENDING_LIGHTER ) {",
191
+ " return blend( a, max( a, b ), t );",
192
+ " } else if ( blendingMode == BLENDING_DARKER ) {",
193
+ " return blend( a, min( a, b ), t );",
194
+ " } else {",
195
+ " return blend( a, b, 1.0 - t );",
196
+ " }",
197
+ "}",
198
+ "void main() {",
199
+ " if ( ! disable ) {",
200
+ // setup
201
+ " vec2 p = vec2( vUV.x * width, vUV.y * height );",
202
+ " vec2 origin = vec2( 0, 0 );",
203
+ " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
204
+ // get channel samples
205
+ " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
206
+ " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
207
+ " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
208
+ " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
209
+ " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
210
+ " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
211
+ // blend with original
212
+ " vec4 colour = texture2D( tDiffuse, vUV );",
213
+ " r = blendColour( r, colour.r, blending );",
214
+ " g = blendColour( g, colour.g, blending );",
215
+ " b = blendColour( b, colour.b, blending );",
216
+ " if ( greyscale ) {",
217
+ " r = g = b = (r + b + g) / 3.0;",
218
+ " }",
219
+ " gl_FragColor = vec4( r, g, b, 1.0 );",
220
+ " } else {",
221
+ " gl_FragColor = texture2D( tDiffuse, vUV );",
222
+ " }",
223
+ "}"
224
+ ].join("\n")
225
+ };
226
+ export {
227
+ HalftoneShader
228
+ };
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Two pass Gaussian blur filter (horizontal and vertical blur shaders)
3
+ * - described in http://www.gamerendering.com/2008/10/11/gaussian-blur-filter-shader/
4
+ * and used in http://www.cake23.de/traveling-wavefronts-lit-up.html
5
+ *
6
+ * - 9 samples per pass
7
+ * - standard deviation 2.7
8
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
9
+ */
10
+ import type { IUniform, Texture } from 'three';
11
+ import type { IShader } from './types';
12
+ export declare type HorizontalBlurShaderUniforms = {
13
+ tDiffuse: IUniform<Texture | null>;
14
+ h: IUniform<number>;
15
+ };
16
+ export interface IHorizontalBlurShader extends IShader<HorizontalBlurShaderUniforms> {
17
+ }
18
+ export declare const HorizontalBlurShader: IHorizontalBlurShader;
@@ -0,0 +1,49 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const HorizontalBlurShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ h: { value: 1 / 512 }
7
+ },
8
+ vertexShader: (
9
+ /* glsl */
10
+ `
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+
15
+ vUv = uv;
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform sampler2D tDiffuse;
25
+ uniform float h;
26
+
27
+ varying vec2 vUv;
28
+
29
+ void main() {
30
+
31
+ vec4 sum = vec4( 0.0 );
32
+
33
+ sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
34
+ sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
35
+ sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
36
+ sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
37
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
40
+ sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
41
+ sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
42
+
43
+ gl_FragColor = sum;
44
+
45
+ }
46
+ `
47
+ )
48
+ };
49
+ exports.HorizontalBlurShader = HorizontalBlurShader;
@@ -0,0 +1,49 @@
1
+ const HorizontalBlurShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ h: { value: 1 / 512 }
5
+ },
6
+ vertexShader: (
7
+ /* glsl */
8
+ `
9
+ varying vec2 vUv;
10
+
11
+ void main() {
12
+
13
+ vUv = uv;
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
15
+
16
+ }
17
+ `
18
+ ),
19
+ fragmentShader: (
20
+ /* glsl */
21
+ `
22
+ uniform sampler2D tDiffuse;
23
+ uniform float h;
24
+
25
+ varying vec2 vUv;
26
+
27
+ void main() {
28
+
29
+ vec4 sum = vec4( 0.0 );
30
+
31
+ sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
32
+ sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
33
+ sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
34
+ sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
35
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
36
+ sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
37
+ sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
40
+
41
+ gl_FragColor = sum;
42
+
43
+ }
44
+ `
45
+ )
46
+ };
47
+ export {
48
+ HorizontalBlurShader
49
+ };
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
3
+ *
4
+ * - 9 samples per pass
5
+ * - standard deviation 2.7
6
+ * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
+ * - "r" parameter control where "focused" horizontal line lies
8
+ */
9
+ export declare const HorizontalTiltShiftShader: {
10
+ uniforms: {
11
+ tDiffuse: {
12
+ value: null;
13
+ };
14
+ h: {
15
+ value: number;
16
+ };
17
+ r: {
18
+ value: number;
19
+ };
20
+ };
21
+ vertexShader: string;
22
+ fragmentShader: string;
23
+ };
@@ -0,0 +1,37 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const HorizontalTiltShiftShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ h: { value: 1 / 512 },
7
+ r: { value: 0.35 }
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 h;",
19
+ "uniform float r;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec4 sum = vec4( 0.0 );",
23
+ " float hh = h * abs( r - vUv.y );",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
31
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
32
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
33
+ " gl_FragColor = sum;",
34
+ "}"
35
+ ].join("\n")
36
+ };
37
+ exports.HorizontalTiltShiftShader = HorizontalTiltShiftShader;
@@ -0,0 +1,37 @@
1
+ const HorizontalTiltShiftShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ h: { value: 1 / 512 },
5
+ r: { value: 0.35 }
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 h;",
17
+ "uniform float r;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 sum = vec4( 0.0 );",
21
+ " float hh = h * abs( r - vUv.y );",
22
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
23
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
31
+ " gl_FragColor = sum;",
32
+ "}"
33
+ ].join("\n")
34
+ };
35
+ export {
36
+ HorizontalTiltShiftShader
37
+ };