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 +1,342 @@
1
+ import { Vector2, Matrix4 } from "three";
2
+ const SSRShader = {
3
+ defines: {
4
+ MAX_STEP: 0,
5
+ isPerspectiveCamera: true,
6
+ isDistanceAttenuation: true,
7
+ isFresnel: true,
8
+ isInfiniteThick: false,
9
+ isSelective: false
10
+ },
11
+ uniforms: {
12
+ tDiffuse: { value: null },
13
+ tNormal: { value: null },
14
+ tMetalness: { value: null },
15
+ tDepth: { value: null },
16
+ cameraNear: { value: null },
17
+ cameraFar: { value: null },
18
+ resolution: { value: new Vector2() },
19
+ cameraProjectionMatrix: { value: new Matrix4() },
20
+ cameraInverseProjectionMatrix: { value: new Matrix4() },
21
+ opacity: { value: 0.5 },
22
+ maxDistance: { value: 180 },
23
+ cameraRange: { value: 0 },
24
+ surfDist: { value: 7e-3 },
25
+ thickTolerance: { value: 0.03 }
26
+ },
27
+ vertexShader: (
28
+ /* glsl */
29
+ `
30
+
31
+ varying vec2 vUv;
32
+
33
+ void main() {
34
+
35
+ vUv = uv;
36
+
37
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
38
+
39
+ }
40
+
41
+ `
42
+ ),
43
+ fragmentShader: (
44
+ /* glsl */
45
+ `
46
+ // precision highp float;
47
+ precision highp sampler2D;
48
+ varying vec2 vUv;
49
+ uniform sampler2D tDepth;
50
+ uniform sampler2D tNormal;
51
+ uniform sampler2D tMetalness;
52
+ uniform sampler2D tDiffuse;
53
+ uniform float cameraRange;
54
+ uniform vec2 resolution;
55
+ uniform float opacity;
56
+ uniform float cameraNear;
57
+ uniform float cameraFar;
58
+ uniform float maxDistance;
59
+ uniform float surfDist;
60
+ uniform mat4 cameraProjectionMatrix;
61
+ uniform mat4 cameraInverseProjectionMatrix;
62
+ uniform float thickTolerance;
63
+ #include <packing>
64
+ float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
65
+ //x0: point, x1: linePointA, x2: linePointB
66
+ //https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
67
+ return length(cross(x0-x1,x0-x2))/length(x2-x1);
68
+ }
69
+ float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
70
+ // https://mathworld.wolfram.com/Point-PlaneDistance.html
71
+ //// https://en.wikipedia.org/wiki/Plane_(geometry)
72
+ //// http://paulbourke.net/geometry/pointlineplane/
73
+ float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
74
+ float x0=point.x,y0=point.y,z0=point.z;
75
+ float x=planePoint.x,y=planePoint.y,z=planePoint.z;
76
+ float d=-(a*x+b*y+c*z);
77
+ float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
78
+ return distance;
79
+ }
80
+ float getDepth( const in vec2 uv ) {
81
+ return texture2D( tDepth, uv ).x;
82
+ }
83
+ float getViewZ( const in float depth ) {
84
+ #ifdef isPerspectiveCamera
85
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
86
+ #else
87
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
88
+ #endif
89
+ }
90
+ vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
91
+ vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
92
+ clipPosition *= clipW; //clip
93
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
94
+ }
95
+ vec3 getViewNormal( const in vec2 uv ) {
96
+ return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
97
+ }
98
+ vec2 viewPositionToXY(vec3 viewPosition){
99
+ vec2 xy;
100
+ vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
101
+ xy=clip.xy;//clip
102
+ float clipW=clip.w;
103
+ xy/=clipW;//NDC
104
+ xy=(xy+1.)/2.;//uv
105
+ xy*=resolution;//screen
106
+ return xy;
107
+ }
108
+ void main(){
109
+ #ifdef isSelective
110
+ float metalness=texture2D(tMetalness,vUv).r;
111
+ if(metalness==0.) return;
112
+ #endif
113
+
114
+ float depth = getDepth( vUv );
115
+ float viewZ = getViewZ( depth );
116
+ if(-viewZ>=cameraFar) return;
117
+
118
+ float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
119
+ vec3 viewPosition=getViewPosition( vUv, depth, clipW );
120
+
121
+ vec2 d0=gl_FragCoord.xy;
122
+ vec2 d1;
123
+
124
+ vec3 viewNormal=getViewNormal( vUv );
125
+
126
+ #ifdef isPerspectiveCamera
127
+ vec3 viewIncidenceDir=normalize(viewPosition);
128
+ vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
129
+ #else
130
+ vec3 viewIncidenceDir=vec3(0,0,-1);
131
+ vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
132
+ #endif
133
+
134
+ float maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);
135
+ // dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
136
+ // if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
137
+ // maxDistance/maxReflectRayLen=cos(theta)
138
+ // maxDistance/maxReflectRayLen==dot(a,b)
139
+ // maxReflectRayLen==maxDistance/dot(a,b)
140
+
141
+ vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
142
+ #ifdef isPerspectiveCamera
143
+ if(d1viewPosition.z>-cameraNear){
144
+ //https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
145
+ float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
146
+ d1viewPosition=viewPosition+viewReflectDir*t;
147
+ }
148
+ #endif
149
+ d1=viewPositionToXY(d1viewPosition);
150
+
151
+ float totalLen=length(d1-d0);
152
+ float xLen=d1.x-d0.x;
153
+ float yLen=d1.y-d0.y;
154
+ float totalStep=max(abs(xLen),abs(yLen));
155
+ float xSpan=xLen/totalStep;
156
+ float ySpan=yLen/totalStep;
157
+ for(float i=0.;i<MAX_STEP;i++){
158
+ if(i>=totalStep) break;
159
+ vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
160
+ if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
161
+ float s=length(xy-d0)/totalLen;
162
+ vec2 uv=xy/resolution;
163
+
164
+ float d = getDepth(uv);
165
+ float vZ = getViewZ( d );
166
+ if(-vZ>=cameraFar) continue;
167
+ float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
168
+ vec3 vP=getViewPosition( uv, d, cW );
169
+
170
+ #ifdef isPerspectiveCamera
171
+ // https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
172
+ float recipVPZ=1./viewPosition.z;
173
+ float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
174
+ float sD=surfDist*cW;
175
+ #else
176
+ float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
177
+ float sD=surfDist;
178
+ #endif
179
+ if(viewReflectRayZ-sD>vZ) continue;
180
+
181
+ #ifdef isInfiniteThick
182
+ if(viewReflectRayZ+thickTolerance*clipW<vP.z) break;
183
+ #endif
184
+ float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
185
+
186
+ float op=opacity;
187
+
188
+ if(away<sD){
189
+ vec3 vN=getViewNormal( uv );
190
+ if(dot(viewReflectDir,vN)>=0.) continue;
191
+ float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
192
+ if(distance>maxDistance) break;
193
+ #ifdef isDistanceAttenuation
194
+ float ratio=1.-(distance/maxDistance);
195
+ float attenuation=ratio*ratio;
196
+ op=opacity*attenuation;
197
+ #endif
198
+ #ifdef isFresnel
199
+ float fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;
200
+ op*=fresnel;
201
+ #endif
202
+ vec4 reflectColor=texture2D(tDiffuse,uv);
203
+ gl_FragColor.xyz=reflectColor.xyz;
204
+ gl_FragColor.a=op;
205
+ break;
206
+ }
207
+ }
208
+ }
209
+ `
210
+ )
211
+ };
212
+ const SSRDepthShader = {
213
+ defines: {
214
+ PERSPECTIVE_CAMERA: 1
215
+ },
216
+ uniforms: {
217
+ tDepth: { value: null },
218
+ cameraNear: { value: null },
219
+ cameraFar: { value: null }
220
+ },
221
+ vertexShader: (
222
+ /* glsl */
223
+ `
224
+
225
+ varying vec2 vUv;
226
+
227
+ void main() {
228
+
229
+ vUv = uv;
230
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
231
+
232
+ }
233
+
234
+ `
235
+ ),
236
+ fragmentShader: (
237
+ /* glsl */
238
+ `
239
+
240
+ uniform sampler2D tDepth;
241
+
242
+ uniform float cameraNear;
243
+ uniform float cameraFar;
244
+
245
+ varying vec2 vUv;
246
+
247
+ #include <packing>
248
+
249
+ float getLinearDepth( const in vec2 uv ) {
250
+
251
+ #if PERSPECTIVE_CAMERA == 1
252
+
253
+ float fragCoordZ = texture2D( tDepth, uv ).x;
254
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
255
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
256
+
257
+ #else
258
+
259
+ return texture2D( tDepth, uv ).x;
260
+
261
+ #endif
262
+
263
+ }
264
+
265
+ void main() {
266
+
267
+ float depth = getLinearDepth( vUv );
268
+ float d = 1.0 - depth;
269
+ // d=(d-.999)*1000.;
270
+ gl_FragColor = vec4( vec3( d ), 1.0 );
271
+
272
+ }
273
+
274
+ `
275
+ )
276
+ };
277
+ const SSRBlurShader = {
278
+ uniforms: {
279
+ tDiffuse: { value: null },
280
+ resolution: { value: new Vector2() },
281
+ opacity: { value: 0.5 }
282
+ },
283
+ vertexShader: (
284
+ /* glsl */
285
+ `
286
+
287
+ varying vec2 vUv;
288
+
289
+ void main() {
290
+
291
+ vUv = uv;
292
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
293
+
294
+ }
295
+
296
+ `
297
+ ),
298
+ fragmentShader: (
299
+ /* glsl */
300
+ `
301
+
302
+ uniform sampler2D tDiffuse;
303
+ uniform vec2 resolution;
304
+ varying vec2 vUv;
305
+ void main() {
306
+ //reverse engineering from PhotoShop blur filter, then change coefficient
307
+
308
+ vec2 texelSize = ( 1.0 / resolution );
309
+
310
+ vec4 c=texture2D(tDiffuse,vUv);
311
+
312
+ vec2 offset;
313
+
314
+ offset=(vec2(-1,0))*texelSize;
315
+ vec4 cl=texture2D(tDiffuse,vUv+offset);
316
+
317
+ offset=(vec2(1,0))*texelSize;
318
+ vec4 cr=texture2D(tDiffuse,vUv+offset);
319
+
320
+ offset=(vec2(0,-1))*texelSize;
321
+ vec4 cb=texture2D(tDiffuse,vUv+offset);
322
+
323
+ offset=(vec2(0,1))*texelSize;
324
+ vec4 ct=texture2D(tDiffuse,vUv+offset);
325
+
326
+ // float coeCenter=.5;
327
+ // float coeSide=.125;
328
+ float coeCenter=.2;
329
+ float coeSide=.2;
330
+ float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
331
+ vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
332
+ gl_FragColor=vec4(rgb,a);
333
+
334
+ }
335
+ `
336
+ )
337
+ };
338
+ export {
339
+ SSRBlurShader,
340
+ SSRDepthShader,
341
+ SSRShader
342
+ };
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Sepia tone shader
3
+ * based on glfx.js sepia shader
4
+ * https://github.com/evanw/glfx.js
5
+ */
6
+ export declare const SepiaShader: {
7
+ uniforms: {
8
+ tDiffuse: {
9
+ value: null;
10
+ };
11
+ amount: {
12
+ value: number;
13
+ };
14
+ };
15
+ vertexShader: string;
16
+ fragmentShader: string;
17
+ };
@@ -0,0 +1,29 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const SepiaShader = {
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ amount: { value: 1 }
7
+ },
8
+ vertexShader: [
9
+ "varying vec2 vUv;",
10
+ "void main() {",
11
+ " vUv = uv;",
12
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
+ "}"
14
+ ].join("\n"),
15
+ fragmentShader: [
16
+ "uniform float amount;",
17
+ "uniform sampler2D tDiffuse;",
18
+ "varying vec2 vUv;",
19
+ "void main() {",
20
+ " vec4 color = texture2D( tDiffuse, vUv );",
21
+ " vec3 c = color.rgb;",
22
+ " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
23
+ " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
24
+ " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
25
+ " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
26
+ "}"
27
+ ].join("\n")
28
+ };
29
+ exports.SepiaShader = SepiaShader;
@@ -0,0 +1,29 @@
1
+ const SepiaShader = {
2
+ uniforms: {
3
+ tDiffuse: { value: null },
4
+ amount: { value: 1 }
5
+ },
6
+ vertexShader: [
7
+ "varying vec2 vUv;",
8
+ "void main() {",
9
+ " vUv = uv;",
10
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
+ "}"
12
+ ].join("\n"),
13
+ fragmentShader: [
14
+ "uniform float amount;",
15
+ "uniform sampler2D tDiffuse;",
16
+ "varying vec2 vUv;",
17
+ "void main() {",
18
+ " vec4 color = texture2D( tDiffuse, vUv );",
19
+ " vec3 c = color.rgb;",
20
+ " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
21
+ " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
22
+ " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
23
+ " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
24
+ "}"
25
+ ].join("\n")
26
+ };
27
+ export {
28
+ SepiaShader
29
+ };
@@ -0,0 +1,19 @@
1
+ import { Vector2 } from 'three';
2
+ /**
3
+ * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)
4
+ *
5
+ * As mentioned in the video the Sobel operator expects a grayscale image as input.
6
+ *
7
+ */
8
+ export declare const SobelOperatorShader: {
9
+ uniforms: {
10
+ tDiffuse: {
11
+ value: null;
12
+ };
13
+ resolution: {
14
+ value: Vector2;
15
+ };
16
+ };
17
+ vertexShader: string;
18
+ fragmentShader: string;
19
+ };
@@ -0,0 +1,54 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const THREE = require("three");
4
+ const SobelOperatorShader = {
5
+ uniforms: {
6
+ tDiffuse: { value: null },
7
+ resolution: { value: new THREE.Vector2() }
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 vec2 resolution;",
19
+ "varying vec2 vUv;",
20
+ "void main() {",
21
+ " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
22
+ // kernel definition (in glsl matrices are filled in column-major order)
23
+ " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );",
24
+ // x direction kernel
25
+ " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );",
26
+ // y direction kernel
27
+ // fetch the 3x3 neighbourhood of a fragment
28
+ // first column
29
+ " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
30
+ " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
31
+ " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
32
+ // second column
33
+ " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
34
+ " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
35
+ " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
36
+ // third column
37
+ " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
38
+ " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
39
+ " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
40
+ // gradient value in x direction
41
+ " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
42
+ " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
43
+ " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
44
+ // gradient value in y direction
45
+ " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
46
+ " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
47
+ " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
48
+ // magnitute of the total gradient
49
+ " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
50
+ " gl_FragColor = vec4( vec3( G ), 1 );",
51
+ "}"
52
+ ].join("\n")
53
+ };
54
+ exports.SobelOperatorShader = SobelOperatorShader;
@@ -0,0 +1,54 @@
1
+ import { Vector2 } from "three";
2
+ const SobelOperatorShader = {
3
+ uniforms: {
4
+ tDiffuse: { value: null },
5
+ resolution: { value: new Vector2() }
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 vec2 resolution;",
17
+ "varying vec2 vUv;",
18
+ "void main() {",
19
+ " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
20
+ // kernel definition (in glsl matrices are filled in column-major order)
21
+ " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );",
22
+ // x direction kernel
23
+ " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );",
24
+ // y direction kernel
25
+ // fetch the 3x3 neighbourhood of a fragment
26
+ // first column
27
+ " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
28
+ " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
29
+ " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
30
+ // second column
31
+ " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
32
+ " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
33
+ " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
34
+ // third column
35
+ " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
36
+ " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
37
+ " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
38
+ // gradient value in x direction
39
+ " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
40
+ " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
41
+ " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
42
+ // gradient value in y direction
43
+ " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
44
+ " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
45
+ " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
46
+ // magnitute of the total gradient
47
+ " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
48
+ " gl_FragColor = vec4( vec3( G ), 1 );",
49
+ "}"
50
+ ].join("\n")
51
+ };
52
+ export {
53
+ SobelOperatorShader
54
+ };
@@ -0,0 +1,5 @@
1
+ export declare const SubsurfaceScatteringShader: {
2
+ uniforms: any;
3
+ vertexShader: string;
4
+ fragmentShader: string;
5
+ };
@@ -0,0 +1,59 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const THREE = require("three");
4
+ function replaceAll(string, find, replace) {
5
+ return string.split(find).join(replace);
6
+ }
7
+ const meshphong_frag_head = THREE.ShaderChunk["meshphong_frag"].slice(
8
+ 0,
9
+ THREE.ShaderChunk["meshphong_frag"].indexOf("void main() {")
10
+ );
11
+ const meshphong_frag_body = THREE.ShaderChunk["meshphong_frag"].slice(THREE.ShaderChunk["meshphong_frag"].indexOf("void main() {"));
12
+ const SubsurfaceScatteringShader = {
13
+ uniforms: THREE.UniformsUtils.merge([
14
+ THREE.ShaderLib["phong"].uniforms,
15
+ {
16
+ thicknessMap: { value: null },
17
+ thicknessColor: { value: new THREE.Color(16777215) },
18
+ thicknessDistortion: { value: 0.1 },
19
+ thicknessAmbient: { value: 0 },
20
+ thicknessAttenuation: { value: 0.1 },
21
+ thicknessPower: { value: 2 },
22
+ thicknessScale: { value: 10 }
23
+ }
24
+ ]),
25
+ vertexShader: ["#define USE_UV", THREE.ShaderChunk["meshphong_vert"]].join("\n"),
26
+ fragmentShader: [
27
+ "#define USE_UV",
28
+ "#define SUBSURFACE",
29
+ meshphong_frag_head,
30
+ "uniform sampler2D thicknessMap;",
31
+ "uniform float thicknessPower;",
32
+ "uniform float thicknessScale;",
33
+ "uniform float thicknessDistortion;",
34
+ "uniform float thicknessAmbient;",
35
+ "uniform float thicknessAttenuation;",
36
+ "uniform vec3 thicknessColor;",
37
+ "void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {",
38
+ " vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;",
39
+ " vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));",
40
+ " float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;",
41
+ " vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;",
42
+ " reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;",
43
+ "}",
44
+ meshphong_frag_body.replace(
45
+ "#include <lights_fragment_begin>",
46
+ replaceAll(
47
+ THREE.ShaderChunk["lights_fragment_begin"],
48
+ "RE_Direct( directLight, geometry, material, reflectedLight );",
49
+ [
50
+ "RE_Direct( directLight, geometry, material, reflectedLight );",
51
+ "#if defined( SUBSURFACE ) && defined( USE_UV )",
52
+ " RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
53
+ "#endif"
54
+ ].join("\n")
55
+ )
56
+ )
57
+ ].join("\n")
58
+ };
59
+ exports.SubsurfaceScatteringShader = SubsurfaceScatteringShader;
@@ -0,0 +1,59 @@
1
+ import { ShaderChunk, UniformsUtils, ShaderLib, Color } from "three";
2
+ function replaceAll(string, find, replace) {
3
+ return string.split(find).join(replace);
4
+ }
5
+ const meshphong_frag_head = ShaderChunk["meshphong_frag"].slice(
6
+ 0,
7
+ ShaderChunk["meshphong_frag"].indexOf("void main() {")
8
+ );
9
+ const meshphong_frag_body = ShaderChunk["meshphong_frag"].slice(ShaderChunk["meshphong_frag"].indexOf("void main() {"));
10
+ const SubsurfaceScatteringShader = {
11
+ uniforms: UniformsUtils.merge([
12
+ ShaderLib["phong"].uniforms,
13
+ {
14
+ thicknessMap: { value: null },
15
+ thicknessColor: { value: new Color(16777215) },
16
+ thicknessDistortion: { value: 0.1 },
17
+ thicknessAmbient: { value: 0 },
18
+ thicknessAttenuation: { value: 0.1 },
19
+ thicknessPower: { value: 2 },
20
+ thicknessScale: { value: 10 }
21
+ }
22
+ ]),
23
+ vertexShader: ["#define USE_UV", ShaderChunk["meshphong_vert"]].join("\n"),
24
+ fragmentShader: [
25
+ "#define USE_UV",
26
+ "#define SUBSURFACE",
27
+ meshphong_frag_head,
28
+ "uniform sampler2D thicknessMap;",
29
+ "uniform float thicknessPower;",
30
+ "uniform float thicknessScale;",
31
+ "uniform float thicknessDistortion;",
32
+ "uniform float thicknessAmbient;",
33
+ "uniform float thicknessAttenuation;",
34
+ "uniform vec3 thicknessColor;",
35
+ "void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {",
36
+ " vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;",
37
+ " vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));",
38
+ " float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;",
39
+ " vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;",
40
+ " reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;",
41
+ "}",
42
+ meshphong_frag_body.replace(
43
+ "#include <lights_fragment_begin>",
44
+ replaceAll(
45
+ ShaderChunk["lights_fragment_begin"],
46
+ "RE_Direct( directLight, geometry, material, reflectedLight );",
47
+ [
48
+ "RE_Direct( directLight, geometry, material, reflectedLight );",
49
+ "#if defined( SUBSURFACE ) && defined( USE_UV )",
50
+ " RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
51
+ "#endif"
52
+ ].join("\n")
53
+ )
54
+ )
55
+ ].join("\n")
56
+ };
57
+ export {
58
+ SubsurfaceScatteringShader
59
+ };
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Technicolor Shader
3
+ * Simulates the look of the two-strip technicolor process popular in early 20th century films.
4
+ * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm
5
+ * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html
6
+ */
7
+ export declare const TechnicolorShader: {
8
+ uniforms: {
9
+ tDiffuse: {
10
+ value: null;
11
+ };
12
+ };
13
+ vertexShader: string;
14
+ fragmentShader: string;
15
+ };