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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@@ -0,0 +1,358 @@
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+ import { Vector2 } from "three";
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+ const SMAAEdgesShader = {
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+ defines: {
4
+ SMAA_THRESHOLD: "0.1"
5
+ },
6
+ uniforms: {
7
+ tDiffuse: { value: null },
8
+ resolution: { value: new Vector2(1 / 1024, 1 / 512) }
9
+ },
10
+ vertexShader: [
11
+ "uniform vec2 resolution;",
12
+ "varying vec2 vUv;",
13
+ "varying vec4 vOffset[ 3 ];",
14
+ "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
15
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
16
+ // WebGL port note: Changed sign in W component
17
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
18
+ // WebGL port note: Changed sign in W component
19
+ " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
20
+ // WebGL port note: Changed sign in W component
21
+ "}",
22
+ "void main() {",
23
+ " vUv = uv;",
24
+ " SMAAEdgeDetectionVS( vUv );",
25
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
26
+ "}"
27
+ ].join("\n"),
28
+ fragmentShader: [
29
+ "uniform sampler2D tDiffuse;",
30
+ "varying vec2 vUv;",
31
+ "varying vec4 vOffset[ 3 ];",
32
+ "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
33
+ " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
34
+ // Calculate color deltas:
35
+ " vec4 delta;",
36
+ " vec3 C = texture2D( colorTex, texcoord ).rgb;",
37
+ " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
38
+ " vec3 t = abs( C - Cleft );",
39
+ " delta.x = max( max( t.r, t.g ), t.b );",
40
+ " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
41
+ " t = abs( C - Ctop );",
42
+ " delta.y = max( max( t.r, t.g ), t.b );",
43
+ // We do the usual threshold:
44
+ " vec2 edges = step( threshold, delta.xy );",
45
+ // Then discard if there is no edge:
46
+ " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
47
+ " discard;",
48
+ // Calculate right and bottom deltas:
49
+ " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
50
+ " t = abs( C - Cright );",
51
+ " delta.z = max( max( t.r, t.g ), t.b );",
52
+ " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
53
+ " t = abs( C - Cbottom );",
54
+ " delta.w = max( max( t.r, t.g ), t.b );",
55
+ // Calculate the maximum delta in the direct neighborhood:
56
+ " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
57
+ // Calculate left-left and top-top deltas:
58
+ " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
59
+ " t = abs( C - Cleftleft );",
60
+ " delta.z = max( max( t.r, t.g ), t.b );",
61
+ " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
62
+ " t = abs( C - Ctoptop );",
63
+ " delta.w = max( max( t.r, t.g ), t.b );",
64
+ // Calculate the final maximum delta:
65
+ " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
66
+ // Local contrast adaptation in action:
67
+ " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
68
+ " return vec4( edges, 0.0, 0.0 );",
69
+ "}",
70
+ "void main() {",
71
+ " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
72
+ "}"
73
+ ].join("\n")
74
+ };
75
+ const SMAAWeightsShader = {
76
+ defines: {
77
+ SMAA_MAX_SEARCH_STEPS: "8",
78
+ SMAA_AREATEX_MAX_DISTANCE: "16",
79
+ SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
80
+ SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
81
+ },
82
+ uniforms: {
83
+ tDiffuse: { value: null },
84
+ tArea: { value: null },
85
+ tSearch: { value: null },
86
+ resolution: { value: new Vector2(1 / 1024, 1 / 512) }
87
+ },
88
+ vertexShader: [
89
+ "uniform vec2 resolution;",
90
+ "varying vec2 vUv;",
91
+ "varying vec4 vOffset[ 3 ];",
92
+ "varying vec2 vPixcoord;",
93
+ "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
94
+ " vPixcoord = texcoord / resolution;",
95
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
96
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
97
+ // WebGL port note: Changed sign in Y and W components
98
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
99
+ // WebGL port note: Changed sign in Y and W components
100
+ // And these for the searches, they indicate the ends of the loops:
101
+ " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
102
+ "}",
103
+ "void main() {",
104
+ " vUv = uv;",
105
+ " SMAABlendingWeightCalculationVS( vUv );",
106
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
107
+ "}"
108
+ ].join("\n"),
109
+ fragmentShader: [
110
+ "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
111
+ "uniform sampler2D tDiffuse;",
112
+ "uniform sampler2D tArea;",
113
+ "uniform sampler2D tSearch;",
114
+ "uniform vec2 resolution;",
115
+ "varying vec2 vUv;",
116
+ "varying vec4 vOffset[3];",
117
+ "varying vec2 vPixcoord;",
118
+ "#if __VERSION__ == 100",
119
+ "vec2 round( vec2 x ) {",
120
+ " return sign( x ) * floor( abs( x ) + 0.5 );",
121
+ "}",
122
+ "#endif",
123
+ "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
124
+ // Not required if searchTex accesses are set to point:
125
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
126
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
127
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
128
+ " e.r = bias + e.r * scale;",
129
+ " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
130
+ "}",
131
+ "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
132
+ /**
133
+ * @PSEUDO_GATHER4
134
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
135
+ * sample between edge, thus fetching four edges in a row.
136
+ * Sampling with different offsets in each direction allows to disambiguate
137
+ * which edges are active from the four fetched ones.
138
+ */
139
+ " vec2 e = vec2( 0.0, 1.0 );",
140
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
141
+ // WebGL port note: Changed while to for
142
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
143
+ " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
144
+ " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
145
+ " }",
146
+ // We correct the previous (-0.25, -0.125) offset we applied:
147
+ " texcoord.x += 0.25 * resolution.x;",
148
+ // The searches are bias by 1, so adjust the coords accordingly:
149
+ " texcoord.x += resolution.x;",
150
+ // Disambiguate the length added by the last step:
151
+ " texcoord.x += 2.0 * resolution.x;",
152
+ // Undo last step
153
+ " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
154
+ " return texcoord.x;",
155
+ "}",
156
+ "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
157
+ " vec2 e = vec2( 0.0, 1.0 );",
158
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
159
+ // WebGL port note: Changed while to for
160
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
161
+ " texcoord += vec2( 2.0, 0.0 ) * resolution;",
162
+ " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
163
+ " }",
164
+ " texcoord.x -= 0.25 * resolution.x;",
165
+ " texcoord.x -= resolution.x;",
166
+ " texcoord.x -= 2.0 * resolution.x;",
167
+ " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
168
+ " return texcoord.x;",
169
+ "}",
170
+ "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
171
+ " vec2 e = vec2( 1.0, 0.0 );",
172
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
173
+ // WebGL port note: Changed while to for
174
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
175
+ " texcoord += vec2( 0.0, 2.0 ) * resolution;",
176
+ // WebGL port note: Changed sign
177
+ " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
178
+ " }",
179
+ " texcoord.y -= 0.25 * resolution.y;",
180
+ // WebGL port note: Changed sign
181
+ " texcoord.y -= resolution.y;",
182
+ // WebGL port note: Changed sign
183
+ " texcoord.y -= 2.0 * resolution.y;",
184
+ // WebGL port note: Changed sign
185
+ " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
186
+ // WebGL port note: Changed sign
187
+ " return texcoord.y;",
188
+ "}",
189
+ "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
190
+ " vec2 e = vec2( 1.0, 0.0 );",
191
+ " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
192
+ // WebGL port note: Changed while to for
193
+ " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
194
+ " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
195
+ // WebGL port note: Changed sign
196
+ " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
197
+ " }",
198
+ " texcoord.y += 0.25 * resolution.y;",
199
+ // WebGL port note: Changed sign
200
+ " texcoord.y += resolution.y;",
201
+ // WebGL port note: Changed sign
202
+ " texcoord.y += 2.0 * resolution.y;",
203
+ // WebGL port note: Changed sign
204
+ " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
205
+ // WebGL port note: Changed sign
206
+ " return texcoord.y;",
207
+ "}",
208
+ "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
209
+ // Rounding prevents precision errors of bilinear filtering:
210
+ " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
211
+ // We do a scale and bias for mapping to texel space:
212
+ " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
213
+ // Move to proper place, according to the subpixel offset:
214
+ " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
215
+ " return texture2D( areaTex, texcoord, 0.0 ).rg;",
216
+ "}",
217
+ "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
218
+ " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
219
+ " vec2 e = texture2D( edgesTex, texcoord ).rg;",
220
+ " if ( e.g > 0.0 ) {",
221
+ // Edge at north
222
+ " vec2 d;",
223
+ // Find the distance to the left:
224
+ " vec2 coords;",
225
+ " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
226
+ " coords.y = offset[ 1 ].y;",
227
+ // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
228
+ " d.x = coords.x;",
229
+ // Now fetch the left crossing edges, two at a time using bilinear
230
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
231
+ // discern what value each edge has:
232
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
233
+ // Find the distance to the right:
234
+ " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
235
+ " d.y = coords.x;",
236
+ // We want the distances to be in pixel units (doing this here allow to
237
+ // better interleave arithmetic and memory accesses):
238
+ " d = d / resolution.x - pixcoord.x;",
239
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
240
+ // quadratically:
241
+ " vec2 sqrt_d = sqrt( abs( d ) );",
242
+ // Fetch the right crossing edges:
243
+ " coords.y -= 1.0 * resolution.y;",
244
+ // WebGL port note: Added
245
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
246
+ // Ok, we know how this pattern looks like, now it is time for getting
247
+ // the actual area:
248
+ " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
249
+ " }",
250
+ " if ( e.r > 0.0 ) {",
251
+ // Edge at west
252
+ " vec2 d;",
253
+ // Find the distance to the top:
254
+ " vec2 coords;",
255
+ " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
256
+ " coords.x = offset[ 0 ].x;",
257
+ // offset[1].x = texcoord.x - 0.25 * resolution.x;
258
+ " d.x = coords.y;",
259
+ // Fetch the top crossing edges:
260
+ " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
261
+ // Find the distance to the bottom:
262
+ " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
263
+ " d.y = coords.y;",
264
+ // We want the distances to be in pixel units:
265
+ " d = d / resolution.y - pixcoord.y;",
266
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
267
+ // quadratically:
268
+ " vec2 sqrt_d = sqrt( abs( d ) );",
269
+ // Fetch the bottom crossing edges:
270
+ " coords.y -= 1.0 * resolution.y;",
271
+ // WebGL port note: Added
272
+ " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
273
+ // Get the area for this direction:
274
+ " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
275
+ " }",
276
+ " return weights;",
277
+ "}",
278
+ "void main() {",
279
+ " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
280
+ "}"
281
+ ].join("\n")
282
+ };
283
+ const SMAABlendShader = {
284
+ uniforms: {
285
+ tDiffuse: { value: null },
286
+ tColor: { value: null },
287
+ resolution: { value: new Vector2(1 / 1024, 1 / 512) }
288
+ },
289
+ vertexShader: [
290
+ "uniform vec2 resolution;",
291
+ "varying vec2 vUv;",
292
+ "varying vec4 vOffset[ 2 ];",
293
+ "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
294
+ " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
295
+ // WebGL port note: Changed sign in W component
296
+ " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
297
+ // WebGL port note: Changed sign in W component
298
+ "}",
299
+ "void main() {",
300
+ " vUv = uv;",
301
+ " SMAANeighborhoodBlendingVS( vUv );",
302
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
303
+ "}"
304
+ ].join("\n"),
305
+ fragmentShader: [
306
+ "uniform sampler2D tDiffuse;",
307
+ "uniform sampler2D tColor;",
308
+ "uniform vec2 resolution;",
309
+ "varying vec2 vUv;",
310
+ "varying vec4 vOffset[ 2 ];",
311
+ "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
312
+ // Fetch the blending weights for current pixel:
313
+ " vec4 a;",
314
+ " a.xz = texture2D( blendTex, texcoord ).xz;",
315
+ " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
316
+ " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
317
+ // Is there any blending weight with a value greater than 0.0?
318
+ " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
319
+ " return texture2D( colorTex, texcoord, 0.0 );",
320
+ " } else {",
321
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
322
+ // favor blending by choosing the line with the maximum weight for each
323
+ // direction:
324
+ " vec2 offset;",
325
+ " offset.x = a.a > a.b ? a.a : -a.b;",
326
+ // left vs. right
327
+ " offset.y = a.g > a.r ? -a.g : a.r;",
328
+ // top vs. bottom // WebGL port note: Changed signs
329
+ // Then we go in the direction that has the maximum weight:
330
+ " if ( abs( offset.x ) > abs( offset.y )) {",
331
+ // horizontal vs. vertical
332
+ " offset.y = 0.0;",
333
+ " } else {",
334
+ " offset.x = 0.0;",
335
+ " }",
336
+ // Fetch the opposite color and lerp by hand:
337
+ " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
338
+ " texcoord += sign( offset ) * resolution;",
339
+ " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
340
+ " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
341
+ // WebGL port note: Added gamma correction
342
+ " C.xyz = pow(C.xyz, vec3(2.2));",
343
+ " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
344
+ " vec4 mixed = mix(C, Cop, s);",
345
+ " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
346
+ " return mixed;",
347
+ " }",
348
+ "}",
349
+ "void main() {",
350
+ " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
351
+ "}"
352
+ ].join("\n")
353
+ };
354
+ export {
355
+ SMAABlendShader,
356
+ SMAAEdgesShader,
357
+ SMAAWeightsShader
358
+ };
@@ -0,0 +1,86 @@
1
+ import { Matrix4, Vector2 } from 'three';
2
+ /**
3
+ * References:
4
+ * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
5
+ * https://learnopengl.com/Advanced-Lighting/SSAO
6
+ * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
7
+ */
8
+ export declare const SSAOShader: {
9
+ defines: {
10
+ PERSPECTIVE_CAMERA: number;
11
+ KERNEL_SIZE: number;
12
+ };
13
+ uniforms: {
14
+ tDiffuse: {
15
+ value: null;
16
+ };
17
+ tNormal: {
18
+ value: null;
19
+ };
20
+ tDepth: {
21
+ value: null;
22
+ };
23
+ tNoise: {
24
+ value: null;
25
+ };
26
+ kernel: {
27
+ value: null;
28
+ };
29
+ cameraNear: {
30
+ value: null;
31
+ };
32
+ cameraFar: {
33
+ value: null;
34
+ };
35
+ resolution: {
36
+ value: Vector2;
37
+ };
38
+ cameraProjectionMatrix: {
39
+ value: Matrix4;
40
+ };
41
+ cameraInverseProjectionMatrix: {
42
+ value: Matrix4;
43
+ };
44
+ kernelRadius: {
45
+ value: number;
46
+ };
47
+ minDistance: {
48
+ value: number;
49
+ };
50
+ maxDistance: {
51
+ value: number;
52
+ };
53
+ };
54
+ vertexShader: string;
55
+ fragmentShader: string;
56
+ };
57
+ export declare const SSAODepthShader: {
58
+ defines: {
59
+ PERSPECTIVE_CAMERA: number;
60
+ };
61
+ uniforms: {
62
+ tDepth: {
63
+ value: null;
64
+ };
65
+ cameraNear: {
66
+ value: null;
67
+ };
68
+ cameraFar: {
69
+ value: null;
70
+ };
71
+ };
72
+ vertexShader: string;
73
+ fragmentShader: string;
74
+ };
75
+ export declare const SSAOBlurShader: {
76
+ uniforms: {
77
+ tDiffuse: {
78
+ value: null;
79
+ };
80
+ resolution: {
81
+ value: Vector2;
82
+ };
83
+ };
84
+ vertexShader: string;
85
+ fragmentShader: string;
86
+ };
@@ -0,0 +1,182 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const THREE = require("three");
4
+ const SSAOShader = {
5
+ defines: {
6
+ PERSPECTIVE_CAMERA: 1,
7
+ KERNEL_SIZE: 32
8
+ },
9
+ uniforms: {
10
+ tDiffuse: { value: null },
11
+ tNormal: { value: null },
12
+ tDepth: { value: null },
13
+ tNoise: { value: null },
14
+ kernel: { value: null },
15
+ cameraNear: { value: null },
16
+ cameraFar: { value: null },
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+ resolution: { value: new THREE.Vector2() },
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+ cameraProjectionMatrix: { value: new THREE.Matrix4() },
19
+ cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
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+ kernelRadius: { value: 8 },
21
+ minDistance: { value: 5e-3 },
22
+ maxDistance: { value: 0.05 }
23
+ },
24
+ vertexShader: [
25
+ "varying vec2 vUv;",
26
+ "void main() {",
27
+ " vUv = uv;",
28
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
+ "}"
30
+ ].join("\n"),
31
+ fragmentShader: [
32
+ "uniform sampler2D tDiffuse;",
33
+ "uniform sampler2D tNormal;",
34
+ "uniform sampler2D tDepth;",
35
+ "uniform sampler2D tNoise;",
36
+ "uniform vec3 kernel[ KERNEL_SIZE ];",
37
+ "uniform vec2 resolution;",
38
+ "uniform float cameraNear;",
39
+ "uniform float cameraFar;",
40
+ "uniform mat4 cameraProjectionMatrix;",
41
+ "uniform mat4 cameraInverseProjectionMatrix;",
42
+ "uniform float kernelRadius;",
43
+ "uniform float minDistance;",
44
+ // avoid artifacts caused by neighbour fragments with minimal depth difference
45
+ "uniform float maxDistance;",
46
+ // avoid the influence of fragments which are too far away
47
+ "varying vec2 vUv;",
48
+ "#include <packing>",
49
+ "float getDepth( const in vec2 screenPosition ) {",
50
+ " return texture2D( tDepth, screenPosition ).x;",
51
+ "}",
52
+ "float getLinearDepth( const in vec2 screenPosition ) {",
53
+ " #if PERSPECTIVE_CAMERA == 1",
54
+ " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
55
+ " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
56
+ " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
57
+ " #else",
58
+ " return texture2D( tDepth, screenPosition ).x;",
59
+ " #endif",
60
+ "}",
61
+ "float getViewZ( const in float depth ) {",
62
+ " #if PERSPECTIVE_CAMERA == 1",
63
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
64
+ " #else",
65
+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
66
+ " #endif",
67
+ "}",
68
+ "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
69
+ " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
70
+ " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
71
+ " clipPosition *= clipW; // unprojection.",
72
+ " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
73
+ "}",
74
+ "vec3 getViewNormal( const in vec2 screenPosition ) {",
75
+ " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
76
+ "}",
77
+ "void main() {",
78
+ " float depth = getDepth( vUv );",
79
+ " float viewZ = getViewZ( depth );",
80
+ " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
81
+ " vec3 viewNormal = getViewNormal( vUv );",
82
+ " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
83
+ " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
84
+ // compute matrix used to reorient a kernel vector
85
+ " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
86
+ " vec3 bitangent = cross( viewNormal, tangent );",
87
+ " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
88
+ " float occlusion = 0.0;",
89
+ " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
90
+ " vec3 sampleVector = kernelMatrix * kernel[ i ];",
91
+ // reorient sample vector in view space
92
+ " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
93
+ // calculate sample point
94
+ " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
95
+ // project point and calculate NDC
96
+ " samplePointNDC /= samplePointNDC.w;",
97
+ " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
98
+ // compute uv coordinates
99
+ " float realDepth = getLinearDepth( samplePointUv );",
100
+ // get linear depth from depth texture
101
+ " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
102
+ // compute linear depth of the sample view Z value
103
+ " float delta = sampleDepth - realDepth;",
104
+ " if ( delta > minDistance && delta < maxDistance ) {",
105
+ // if fragment is before sample point, increase occlusion
106
+ " occlusion += 1.0;",
107
+ " }",
108
+ " }",
109
+ " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
110
+ " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
111
+ "}"
112
+ ].join("\n")
113
+ };
114
+ const SSAODepthShader = {
115
+ defines: {
116
+ PERSPECTIVE_CAMERA: 1
117
+ },
118
+ uniforms: {
119
+ tDepth: { value: null },
120
+ cameraNear: { value: null },
121
+ cameraFar: { value: null }
122
+ },
123
+ vertexShader: [
124
+ "varying vec2 vUv;",
125
+ "void main() {",
126
+ " vUv = uv;",
127
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
128
+ "}"
129
+ ].join("\n"),
130
+ fragmentShader: [
131
+ "uniform sampler2D tDepth;",
132
+ "uniform float cameraNear;",
133
+ "uniform float cameraFar;",
134
+ "varying vec2 vUv;",
135
+ "#include <packing>",
136
+ "float getLinearDepth( const in vec2 screenPosition ) {",
137
+ " #if PERSPECTIVE_CAMERA == 1",
138
+ " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
139
+ " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
140
+ " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
141
+ " #else",
142
+ " return texture2D( tDepth, screenPosition ).x;",
143
+ " #endif",
144
+ "}",
145
+ "void main() {",
146
+ " float depth = getLinearDepth( vUv );",
147
+ " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
148
+ "}"
149
+ ].join("\n")
150
+ };
151
+ const SSAOBlurShader = {
152
+ uniforms: {
153
+ tDiffuse: { value: null },
154
+ resolution: { value: new THREE.Vector2() }
155
+ },
156
+ vertexShader: [
157
+ "varying vec2 vUv;",
158
+ "void main() {",
159
+ " vUv = uv;",
160
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
161
+ "}"
162
+ ].join("\n"),
163
+ fragmentShader: [
164
+ "uniform sampler2D tDiffuse;",
165
+ "uniform vec2 resolution;",
166
+ "varying vec2 vUv;",
167
+ "void main() {",
168
+ " vec2 texelSize = ( 1.0 / resolution );",
169
+ " float result = 0.0;",
170
+ " for ( int i = - 2; i <= 2; i ++ ) {",
171
+ " for ( int j = - 2; j <= 2; j ++ ) {",
172
+ " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
173
+ " result += texture2D( tDiffuse, vUv + offset ).r;",
174
+ " }",
175
+ " }",
176
+ " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
177
+ "}"
178
+ ].join("\n")
179
+ };
180
+ exports.SSAOBlurShader = SSAOBlurShader;
181
+ exports.SSAODepthShader = SSAODepthShader;
182
+ exports.SSAOShader = SSAOShader;