three-stdlib 2.24.2 → 2.25.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (540) hide show
  1. package/controls/OrbitControls.d.ts +2 -0
  2. package/index.cjs +116401 -611
  3. package/index.js +116037 -263
  4. package/package.json +17 -4
  5. package/_polyfill/CapsuleGeometry.cjs +0 -22
  6. package/_polyfill/CapsuleGeometry.js +0 -22
  7. package/_polyfill/CompressedArrayTexture.cjs +0 -12
  8. package/_polyfill/CompressedArrayTexture.js +0 -12
  9. package/_polyfill/Data3DTexture.cjs +0 -17
  10. package/_polyfill/Data3DTexture.js +0 -17
  11. package/animation/AnimationClipCreator.cjs +0 -56
  12. package/animation/AnimationClipCreator.js +0 -56
  13. package/animation/CCDIKSolver.cjs +0 -269
  14. package/animation/CCDIKSolver.js +0 -269
  15. package/animation/MMDAnimationHelper.cjs +0 -688
  16. package/animation/MMDAnimationHelper.js +0 -688
  17. package/animation/MMDPhysics.cjs +0 -830
  18. package/animation/MMDPhysics.js +0 -830
  19. package/cameras/CinematicCamera.cjs +0 -131
  20. package/cameras/CinematicCamera.js +0 -131
  21. package/controls/ArcballControls.cjs +0 -2033
  22. package/controls/ArcballControls.js +0 -2033
  23. package/controls/DeviceOrientationControls.cjs +0 -85
  24. package/controls/DeviceOrientationControls.js +0 -85
  25. package/controls/DragControls.cjs +0 -182
  26. package/controls/DragControls.js +0 -182
  27. package/controls/FirstPersonControls.cjs +0 -229
  28. package/controls/FirstPersonControls.js +0 -229
  29. package/controls/FlyControls.cjs +0 -248
  30. package/controls/FlyControls.js +0 -248
  31. package/controls/OrbitControls.cjs +0 -787
  32. package/controls/OrbitControls.js +0 -787
  33. package/controls/PointerLockControls.cjs +0 -103
  34. package/controls/PointerLockControls.js +0 -103
  35. package/controls/TrackballControls.cjs +0 -502
  36. package/controls/TrackballControls.js +0 -502
  37. package/controls/TransformControls.cjs +0 -1089
  38. package/controls/TransformControls.js +0 -1089
  39. package/controls/experimental/CameraControls.cjs +0 -736
  40. package/controls/experimental/CameraControls.js +0 -736
  41. package/csm/CSM.cjs +0 -244
  42. package/csm/CSM.js +0 -244
  43. package/csm/CSMFrustum.cjs +0 -75
  44. package/csm/CSMFrustum.js +0 -75
  45. package/csm/CSMHelper.cjs +0 -114
  46. package/csm/CSMHelper.js +0 -114
  47. package/csm/CSMShader.cjs +0 -261
  48. package/csm/CSMShader.js +0 -261
  49. package/curves/CurveExtras.cjs +0 -214
  50. package/curves/CurveExtras.js +0 -214
  51. package/curves/NURBSCurve.cjs +0 -35
  52. package/curves/NURBSCurve.js +0 -35
  53. package/curves/NURBSSurface.cjs +0 -28
  54. package/curves/NURBSSurface.js +0 -28
  55. package/curves/NURBSUtils.cjs +0 -226
  56. package/curves/NURBSUtils.js +0 -226
  57. package/deprecated/Geometry.cjs +0 -971
  58. package/deprecated/Geometry.js +0 -971
  59. package/effects/AnaglyphEffect.cjs +0 -102
  60. package/effects/AnaglyphEffect.js +0 -102
  61. package/effects/AsciiEffect.cjs +0 -155
  62. package/effects/AsciiEffect.js +0 -155
  63. package/effects/OutlineEffect.cjs +0 -275
  64. package/effects/OutlineEffect.js +0 -275
  65. package/effects/ParallaxBarrierEffect.cjs +0 -65
  66. package/effects/ParallaxBarrierEffect.js +0 -65
  67. package/effects/PeppersGhostEffect.cjs +0 -88
  68. package/effects/PeppersGhostEffect.js +0 -88
  69. package/effects/StereoEffect.cjs +0 -35
  70. package/effects/StereoEffect.js +0 -35
  71. package/environments/RoomEnvironment.cjs +0 -95
  72. package/environments/RoomEnvironment.js +0 -78
  73. package/exporters/ColladaExporter.cjs +0 -331
  74. package/exporters/ColladaExporter.js +0 -331
  75. package/exporters/DRACOExporter.cjs +0 -141
  76. package/exporters/DRACOExporter.js +0 -141
  77. package/exporters/GLTFExporter.cjs +0 -1909
  78. package/exporters/GLTFExporter.js +0 -1909
  79. package/exporters/MMDExporter.cjs +0 -131
  80. package/exporters/MMDExporter.js +0 -131
  81. package/exporters/OBJExporter.cjs +0 -181
  82. package/exporters/OBJExporter.js +0 -181
  83. package/exporters/PLYExporter.cjs +0 -280
  84. package/exporters/PLYExporter.js +0 -280
  85. package/exporters/STLExporter.cjs +0 -146
  86. package/exporters/STLExporter.js +0 -146
  87. package/exporters/USDZExporter.cjs +0 -340
  88. package/exporters/USDZExporter.js +0 -340
  89. package/geometries/BoxLineGeometry.cjs +0 -45
  90. package/geometries/BoxLineGeometry.js +0 -45
  91. package/geometries/ConvexGeometry.cjs +0 -26
  92. package/geometries/ConvexGeometry.js +0 -26
  93. package/geometries/DecalGeometry.cjs +0 -184
  94. package/geometries/DecalGeometry.js +0 -184
  95. package/geometries/LightningStrike.cjs +0 -553
  96. package/geometries/LightningStrike.js +0 -553
  97. package/geometries/ParametricGeometries.cjs +0 -130
  98. package/geometries/ParametricGeometries.js +0 -130
  99. package/geometries/ParametricGeometry.cjs +0 -63
  100. package/geometries/ParametricGeometry.js +0 -63
  101. package/geometries/RoundedBoxGeometry.cjs +0 -91
  102. package/geometries/RoundedBoxGeometry.js +0 -91
  103. package/geometries/TeapotGeometry.cjs +0 -1563
  104. package/geometries/TeapotGeometry.js +0 -1563
  105. package/geometries/TextGeometry.cjs +0 -27
  106. package/geometries/TextGeometry.js +0 -27
  107. package/helpers/LightProbeHelper.cjs +0 -73
  108. package/helpers/LightProbeHelper.js +0 -73
  109. package/helpers/PositionalAudioHelper.cjs +0 -68
  110. package/helpers/PositionalAudioHelper.js +0 -68
  111. package/helpers/RectAreaLightHelper.cjs +0 -44
  112. package/helpers/RectAreaLightHelper.js +0 -44
  113. package/helpers/VertexNormalsHelper.cjs +0 -47
  114. package/helpers/VertexNormalsHelper.js +0 -47
  115. package/helpers/VertexTangentsHelper.cjs +0 -43
  116. package/helpers/VertexTangentsHelper.js +0 -43
  117. package/interactive/HTMLMesh.cjs +0 -325
  118. package/interactive/HTMLMesh.js +0 -325
  119. package/interactive/InteractiveGroup.cjs +0 -68
  120. package/interactive/InteractiveGroup.js +0 -68
  121. package/interactive/SelectionBox.cjs +0 -134
  122. package/interactive/SelectionBox.js +0 -134
  123. package/interactive/SelectionHelper.cjs +0 -51
  124. package/interactive/SelectionHelper.js +0 -51
  125. package/libs/MeshoptDecoder.cjs +0 -221
  126. package/libs/MeshoptDecoder.js +0 -221
  127. package/libs/MotionControllers.cjs +0 -325
  128. package/libs/MotionControllers.js +0 -325
  129. package/lights/LightProbeGenerator.cjs +0 -145
  130. package/lights/LightProbeGenerator.js +0 -145
  131. package/lights/RectAreaLightUniformsLib.cjs +0 -32846
  132. package/lights/RectAreaLightUniformsLib.js +0 -32846
  133. package/lines/Line2.cjs +0 -13
  134. package/lines/Line2.js +0 -13
  135. package/lines/LineGeometry.cjs +0 -44
  136. package/lines/LineGeometry.js +0 -44
  137. package/lines/LineMaterial.cjs +0 -547
  138. package/lines/LineMaterial.js +0 -547
  139. package/lines/LineSegments2.cjs +0 -203
  140. package/lines/LineSegments2.js +0 -203
  141. package/lines/LineSegmentsGeometry.cjs +0 -124
  142. package/lines/LineSegmentsGeometry.js +0 -124
  143. package/lines/Wireframe.cjs +0 -32
  144. package/lines/Wireframe.js +0 -32
  145. package/lines/WireframeGeometry2.cjs +0 -13
  146. package/lines/WireframeGeometry2.js +0 -13
  147. package/loaders/3DMLoader.cjs +0 -803
  148. package/loaders/3DMLoader.js +0 -803
  149. package/loaders/3MFLoader.cjs +0 -854
  150. package/loaders/3MFLoader.js +0 -854
  151. package/loaders/AMFLoader.cjs +0 -284
  152. package/loaders/AMFLoader.js +0 -284
  153. package/loaders/AssimpLoader.cjs +0 -1434
  154. package/loaders/AssimpLoader.js +0 -1434
  155. package/loaders/BVHLoader.cjs +0 -207
  156. package/loaders/BVHLoader.js +0 -207
  157. package/loaders/BasisTextureLoader.cjs +0 -489
  158. package/loaders/BasisTextureLoader.js +0 -489
  159. package/loaders/ColladaLoader.cjs +0 -2405
  160. package/loaders/ColladaLoader.js +0 -2405
  161. package/loaders/DDSLoader.cjs +0 -148
  162. package/loaders/DDSLoader.js +0 -148
  163. package/loaders/DRACOLoader.cjs +0 -341
  164. package/loaders/DRACOLoader.js +0 -341
  165. package/loaders/EXRLoader.cjs +0 -1356
  166. package/loaders/EXRLoader.js +0 -1356
  167. package/loaders/FBXLoader.cjs +0 -2457
  168. package/loaders/FBXLoader.js +0 -2457
  169. package/loaders/FontLoader.cjs +0 -123
  170. package/loaders/FontLoader.js +0 -123
  171. package/loaders/GCodeLoader.cjs +0 -141
  172. package/loaders/GCodeLoader.js +0 -141
  173. package/loaders/GLTFLoader.cjs +0 -2504
  174. package/loaders/GLTFLoader.js +0 -2504
  175. package/loaders/HDRCubeTextureLoader.cjs +0 -75
  176. package/loaders/HDRCubeTextureLoader.js +0 -75
  177. package/loaders/KMZLoader.cjs +0 -75
  178. package/loaders/KMZLoader.js +0 -75
  179. package/loaders/KTX2Loader.cjs +0 -480
  180. package/loaders/KTX2Loader.js +0 -480
  181. package/loaders/KTXLoader.cjs +0 -93
  182. package/loaders/KTXLoader.js +0 -93
  183. package/loaders/LDrawLoader.cjs +0 -1424
  184. package/loaders/LDrawLoader.js +0 -1424
  185. package/loaders/LUT3dlLoader.cjs +0 -103
  186. package/loaders/LUT3dlLoader.js +0 -103
  187. package/loaders/LUTCubeLoader.cjs +0 -107
  188. package/loaders/LUTCubeLoader.js +0 -107
  189. package/loaders/LWOLoader.cjs +0 -645
  190. package/loaders/LWOLoader.js +0 -645
  191. package/loaders/LottieLoader.cjs +0 -47
  192. package/loaders/LottieLoader.js +0 -47
  193. package/loaders/MD2Loader.cjs +0 -359
  194. package/loaders/MD2Loader.js +0 -359
  195. package/loaders/MDDLoader.cjs +0 -58
  196. package/loaders/MDDLoader.js +0 -58
  197. package/loaders/MMDLoader.cjs +0 -1121
  198. package/loaders/MMDLoader.js +0 -1121
  199. package/loaders/MTLLoader.cjs +0 -304
  200. package/loaders/MTLLoader.js +0 -304
  201. package/loaders/NRRDLoader.cjs +0 -401
  202. package/loaders/NRRDLoader.js +0 -401
  203. package/loaders/OBJLoader.cjs +0 -487
  204. package/loaders/OBJLoader.js +0 -487
  205. package/loaders/PCDLoader.cjs +0 -248
  206. package/loaders/PCDLoader.js +0 -248
  207. package/loaders/PDBLoader.cjs +0 -247
  208. package/loaders/PDBLoader.js +0 -247
  209. package/loaders/PLYLoader.cjs +0 -317
  210. package/loaders/PLYLoader.js +0 -317
  211. package/loaders/PRWMLoader.cjs +0 -160
  212. package/loaders/PRWMLoader.js +0 -160
  213. package/loaders/PVRLoader.cjs +0 -131
  214. package/loaders/PVRLoader.js +0 -131
  215. package/loaders/RGBELoader.cjs +0 -252
  216. package/loaders/RGBELoader.js +0 -252
  217. package/loaders/RGBMLoader.cjs +0 -1004
  218. package/loaders/RGBMLoader.js +0 -1004
  219. package/loaders/STLLoader.cjs +0 -190
  220. package/loaders/STLLoader.js +0 -190
  221. package/loaders/SVGLoader.cjs +0 -1712
  222. package/loaders/SVGLoader.js +0 -1712
  223. package/loaders/TDSLoader.cjs +0 -650
  224. package/loaders/TDSLoader.js +0 -650
  225. package/loaders/TGALoader.cjs +0 -285
  226. package/loaders/TGALoader.js +0 -285
  227. package/loaders/TTFLoader.cjs +0 -131
  228. package/loaders/TTFLoader.js +0 -131
  229. package/loaders/TiltLoader.cjs +0 -375
  230. package/loaders/TiltLoader.js +0 -375
  231. package/loaders/VOXLoader.cjs +0 -432
  232. package/loaders/VOXLoader.js +0 -432
  233. package/loaders/VRMLLoader.cjs +0 -2105
  234. package/loaders/VRMLLoader.js +0 -2105
  235. package/loaders/VRMLoader.cjs +0 -38
  236. package/loaders/VRMLoader.js +0 -38
  237. package/loaders/VTKLoader.cjs +0 -648
  238. package/loaders/VTKLoader.js +0 -648
  239. package/loaders/XLoader.cjs +0 -1258
  240. package/loaders/XLoader.js +0 -1258
  241. package/loaders/XYZLoader.cjs +0 -60
  242. package/loaders/XYZLoader.js +0 -60
  243. package/loaders/lwo/IFFParser.cjs +0 -743
  244. package/loaders/lwo/IFFParser.js +0 -743
  245. package/loaders/lwo/LWO2Parser.cjs +0 -312
  246. package/loaders/lwo/LWO2Parser.js +0 -312
  247. package/loaders/lwo/LWO3Parser.cjs +0 -282
  248. package/loaders/lwo/LWO3Parser.js +0 -282
  249. package/math/Capsule.cjs +0 -98
  250. package/math/Capsule.js +0 -98
  251. package/math/ColorConverter.cjs +0 -42
  252. package/math/ColorConverter.js +0 -42
  253. package/math/ConvexHull.cjs +0 -596
  254. package/math/ConvexHull.js +0 -596
  255. package/math/ImprovedNoise.cjs +0 -304
  256. package/math/ImprovedNoise.js +0 -304
  257. package/math/Lut.cjs +0 -137
  258. package/math/Lut.js +0 -137
  259. package/math/MeshSurfaceSampler.cjs +0 -103
  260. package/math/MeshSurfaceSampler.js +0 -103
  261. package/math/OBB.cjs +0 -242
  262. package/math/OBB.js +0 -242
  263. package/math/Octree.cjs +0 -273
  264. package/math/Octree.js +0 -273
  265. package/math/SimplexNoise.cjs +0 -440
  266. package/math/SimplexNoise.js +0 -440
  267. package/misc/ConvexObjectBreaker.cjs +0 -292
  268. package/misc/ConvexObjectBreaker.js +0 -292
  269. package/misc/GPUComputationRenderer.cjs +0 -205
  270. package/misc/GPUComputationRenderer.js +0 -205
  271. package/misc/Gyroscope.cjs +0 -33
  272. package/misc/Gyroscope.js +0 -33
  273. package/misc/MD2Character.cjs +0 -167
  274. package/misc/MD2Character.js +0 -167
  275. package/misc/MD2CharacterComplex.cjs +0 -332
  276. package/misc/MD2CharacterComplex.js +0 -332
  277. package/misc/MorphAnimMesh.cjs +0 -40
  278. package/misc/MorphAnimMesh.js +0 -40
  279. package/misc/MorphBlendMesh.cjs +0 -179
  280. package/misc/MorphBlendMesh.js +0 -179
  281. package/misc/ProgressiveLightmap.cjs +0 -186
  282. package/misc/ProgressiveLightmap.js +0 -186
  283. package/misc/RollerCoaster.cjs +0 -353
  284. package/misc/RollerCoaster.js +0 -353
  285. package/misc/Timer.cjs +0 -101
  286. package/misc/Timer.js +0 -101
  287. package/misc/TubePainter.cjs +0 -123
  288. package/misc/TubePainter.js +0 -123
  289. package/misc/Volume.cjs +0 -305
  290. package/misc/Volume.js +0 -305
  291. package/misc/VolumeSlice.cjs +0 -114
  292. package/misc/VolumeSlice.js +0 -114
  293. package/misc/WebGL.cjs +0 -74
  294. package/misc/WebGL.js +0 -74
  295. package/modifiers/CurveModifier.cjs +0 -232
  296. package/modifiers/CurveModifier.js +0 -232
  297. package/modifiers/EdgeSplitModifier.cjs +0 -167
  298. package/modifiers/EdgeSplitModifier.js +0 -168
  299. package/modifiers/SimplifyModifier.cjs +0 -301
  300. package/modifiers/SimplifyModifier.js +0 -301
  301. package/modifiers/TessellateModifier.cjs +0 -214
  302. package/modifiers/TessellateModifier.js +0 -214
  303. package/objects/GroundProjectedEnv.cjs +0 -134
  304. package/objects/GroundProjectedEnv.js +0 -134
  305. package/objects/Lensflare.cjs +0 -291
  306. package/objects/Lensflare.js +0 -291
  307. package/objects/LightningStorm.cjs +0 -110
  308. package/objects/LightningStorm.js +0 -110
  309. package/objects/MarchingCubes.cjs +0 -4809
  310. package/objects/MarchingCubes.js +0 -4809
  311. package/objects/Reflector.cjs +0 -202
  312. package/objects/Reflector.js +0 -202
  313. package/objects/ReflectorForSSRPass.cjs +0 -260
  314. package/objects/ReflectorForSSRPass.js +0 -260
  315. package/objects/ReflectorRTT.cjs +0 -10
  316. package/objects/ReflectorRTT.js +0 -10
  317. package/objects/Refractor.cjs +0 -215
  318. package/objects/Refractor.js +0 -215
  319. package/objects/ShadowMesh.cjs +0 -45
  320. package/objects/ShadowMesh.js +0 -45
  321. package/objects/Sky.cjs +0 -200
  322. package/objects/Sky.js +0 -200
  323. package/objects/Water.cjs +0 -242
  324. package/objects/Water.js +0 -242
  325. package/objects/Water2.cjs +0 -256
  326. package/objects/Water2.js +0 -256
  327. package/physics/AmmoPhysics.cjs +0 -166
  328. package/physics/AmmoPhysics.js +0 -166
  329. package/postprocessing/AdaptiveToneMappingPass.cjs +0 -218
  330. package/postprocessing/AdaptiveToneMappingPass.js +0 -218
  331. package/postprocessing/AfterimagePass.cjs +0 -68
  332. package/postprocessing/AfterimagePass.js +0 -68
  333. package/postprocessing/BloomPass.cjs +0 -109
  334. package/postprocessing/BloomPass.js +0 -109
  335. package/postprocessing/BokehPass.cjs +0 -90
  336. package/postprocessing/BokehPass.js +0 -90
  337. package/postprocessing/ClearPass.cjs +0 -36
  338. package/postprocessing/ClearPass.js +0 -36
  339. package/postprocessing/CubeTexturePass.cjs +0 -53
  340. package/postprocessing/CubeTexturePass.js +0 -53
  341. package/postprocessing/DotScreenPass.cjs +0 -49
  342. package/postprocessing/DotScreenPass.js +0 -49
  343. package/postprocessing/EffectComposer.cjs +0 -157
  344. package/postprocessing/EffectComposer.js +0 -157
  345. package/postprocessing/FilmPass.cjs +0 -51
  346. package/postprocessing/FilmPass.js +0 -51
  347. package/postprocessing/GlitchPass.cjs +0 -84
  348. package/postprocessing/GlitchPass.js +0 -84
  349. package/postprocessing/HalftonePass.cjs +0 -53
  350. package/postprocessing/HalftonePass.js +0 -53
  351. package/postprocessing/LUTPass.cjs +0 -142
  352. package/postprocessing/LUTPass.js +0 -142
  353. package/postprocessing/MaskPass.cjs +0 -69
  354. package/postprocessing/MaskPass.js +0 -69
  355. package/postprocessing/OutlinePass.cjs +0 -479
  356. package/postprocessing/OutlinePass.js +0 -479
  357. package/postprocessing/Pass.cjs +0 -48
  358. package/postprocessing/Pass.js +0 -48
  359. package/postprocessing/RenderPass.cjs +0 -59
  360. package/postprocessing/RenderPass.js +0 -59
  361. package/postprocessing/RenderPixelatedPass.cjs +0 -199
  362. package/postprocessing/RenderPixelatedPass.js +0 -199
  363. package/postprocessing/SAOPass.cjs +0 -288
  364. package/postprocessing/SAOPass.js +0 -288
  365. package/postprocessing/SMAAPass.cjs +0 -112
  366. package/postprocessing/SMAAPass.js +0 -112
  367. package/postprocessing/SSAARenderPass.cjs +0 -189
  368. package/postprocessing/SSAARenderPass.js +0 -189
  369. package/postprocessing/SSAOPass.cjs +0 -272
  370. package/postprocessing/SSAOPass.js +0 -272
  371. package/postprocessing/SSRPass.cjs +0 -411
  372. package/postprocessing/SSRPass.js +0 -411
  373. package/postprocessing/SavePass.cjs +0 -38
  374. package/postprocessing/SavePass.js +0 -38
  375. package/postprocessing/ShaderPass.cjs +0 -49
  376. package/postprocessing/ShaderPass.js +0 -49
  377. package/postprocessing/TAARenderPass.cjs +0 -174
  378. package/postprocessing/TAARenderPass.js +0 -174
  379. package/postprocessing/TexturePass.cjs +0 -42
  380. package/postprocessing/TexturePass.js +0 -42
  381. package/postprocessing/UnrealBloomPass.cjs +0 -277
  382. package/postprocessing/UnrealBloomPass.js +0 -277
  383. package/postprocessing/WaterPass.cjs +0 -72
  384. package/postprocessing/WaterPass.js +0 -72
  385. package/renderers/CSS2DRenderer.cjs +0 -122
  386. package/renderers/CSS2DRenderer.js +0 -122
  387. package/renderers/CSS3DRenderer.cjs +0 -167
  388. package/renderers/CSS3DRenderer.js +0 -167
  389. package/renderers/Projector.cjs +0 -499
  390. package/renderers/Projector.js +0 -499
  391. package/renderers/SVGRenderer.cjs +0 -311
  392. package/renderers/SVGRenderer.js +0 -311
  393. package/shaders/ACESFilmicToneMappingShader.cjs +0 -55
  394. package/shaders/ACESFilmicToneMappingShader.js +0 -55
  395. package/shaders/AfterimageShader.cjs +0 -32
  396. package/shaders/AfterimageShader.js +0 -32
  397. package/shaders/BasicShader.cjs +0 -12
  398. package/shaders/BasicShader.js +0 -12
  399. package/shaders/BleachBypassShader.cjs +0 -35
  400. package/shaders/BleachBypassShader.js +0 -35
  401. package/shaders/BlendShader.cjs +0 -30
  402. package/shaders/BlendShader.js +0 -30
  403. package/shaders/BokehShader.cjs +0 -109
  404. package/shaders/BokehShader.js +0 -109
  405. package/shaders/BokehShader2.cjs +0 -269
  406. package/shaders/BokehShader2.js +0 -269
  407. package/shaders/BrightnessContrastShader.cjs +0 -32
  408. package/shaders/BrightnessContrastShader.js +0 -32
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@@ -1,269 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const THREE = require("three");
4
- const BokehShader2 = {
5
- uniforms: {
6
- textureWidth: { value: 1 },
7
- textureHeight: { value: 1 },
8
- focalDepth: { value: 1 },
9
- focalLength: { value: 24 },
10
- fstop: { value: 0.9 },
11
- tColor: { value: null },
12
- tDepth: { value: null },
13
- maxblur: { value: 1 },
14
- showFocus: { value: 0 },
15
- manualdof: { value: 0 },
16
- vignetting: { value: 0 },
17
- depthblur: { value: 0 },
18
- threshold: { value: 0.5 },
19
- gain: { value: 2 },
20
- bias: { value: 0.5 },
21
- fringe: { value: 0.7 },
22
- znear: { value: 0.1 },
23
- zfar: { value: 100 },
24
- noise: { value: 1 },
25
- dithering: { value: 1e-4 },
26
- pentagon: { value: 0 },
27
- shaderFocus: { value: 1 },
28
- focusCoords: { value: /* @__PURE__ */ new THREE.Vector2() }
29
- },
30
- vertexShader: [
31
- "varying vec2 vUv;",
32
- "void main() {",
33
- " vUv = uv;",
34
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
35
- "}"
36
- ].join("\n"),
37
- fragmentShader: [
38
- "#include <common>",
39
- "varying vec2 vUv;",
40
- "uniform sampler2D tColor;",
41
- "uniform sampler2D tDepth;",
42
- "uniform float textureWidth;",
43
- "uniform float textureHeight;",
44
- "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
45
- "uniform float focalLength; //focal length in mm",
46
- "uniform float fstop; //f-stop value",
47
- "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
48
- "/*",
49
- "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
50
- "*/",
51
- "uniform float znear; // camera clipping start",
52
- "uniform float zfar; // camera clipping end",
53
- "//------------------------------------------",
54
- "//user variables",
55
- "const int samples = SAMPLES; //samples on the first ring",
56
- "const int rings = RINGS; //ring count",
57
- "const int maxringsamples = rings * samples;",
58
- "uniform bool manualdof; // manual dof calculation",
59
- "float ndofstart = 1.0; // near dof blur start",
60
- "float ndofdist = 2.0; // near dof blur falloff distance",
61
- "float fdofstart = 1.0; // far dof blur start",
62
- "float fdofdist = 3.0; // far dof blur falloff distance",
63
- "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
64
- "uniform bool vignetting; // use optical lens vignetting",
65
- "float vignout = 1.3; // vignetting outer border",
66
- "float vignin = 0.0; // vignetting inner border",
67
- "float vignfade = 22.0; // f-stops till vignete fades",
68
- "uniform bool shaderFocus;",
69
- "// disable if you use external focalDepth value",
70
- "uniform vec2 focusCoords;",
71
- "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
72
- "// if center of screen use vec2(0.5, 0.5);",
73
- "uniform float maxblur;",
74
- "//clamp value of max blur (0.0 = no blur, 1.0 default)",
75
- "uniform float threshold; // highlight threshold;",
76
- "uniform float gain; // highlight gain;",
77
- "uniform float bias; // bokeh edge bias",
78
- "uniform float fringe; // bokeh chromatic aberration / fringing",
79
- "uniform bool noise; //use noise instead of pattern for sample dithering",
80
- "uniform float dithering;",
81
- "uniform bool depthblur; // blur the depth buffer",
82
- "float dbsize = 1.25; // depth blur size",
83
- "/*",
84
- "next part is experimental",
85
- "not looking good with small sample and ring count",
86
- "looks okay starting from samples = 4, rings = 4",
87
- "*/",
88
- "uniform bool pentagon; //use pentagon as bokeh shape?",
89
- "float feather = 0.4; //pentagon shape feather",
90
- "//------------------------------------------",
91
- "float penta(vec2 coords) {",
92
- " //pentagonal shape",
93
- " float scale = float(rings) - 1.3;",
94
- " vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
95
- " vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
96
- " vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
97
- " vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
98
- " vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
99
- " vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
100
- " vec4 one = vec4( 1.0 );",
101
- " vec4 P = vec4((coords),vec2(scale, scale));",
102
- " vec4 dist = vec4(0.0);",
103
- " float inorout = -4.0;",
104
- " dist.x = dot( P, HS0 );",
105
- " dist.y = dot( P, HS1 );",
106
- " dist.z = dot( P, HS2 );",
107
- " dist.w = dot( P, HS3 );",
108
- " dist = smoothstep( -feather, feather, dist );",
109
- " inorout += dot( dist, one );",
110
- " dist.x = dot( P, HS4 );",
111
- " dist.y = HS5.w - abs( P.z );",
112
- " dist = smoothstep( -feather, feather, dist );",
113
- " inorout += dist.x;",
114
- " return clamp( inorout, 0.0, 1.0 );",
115
- "}",
116
- "float bdepth(vec2 coords) {",
117
- " // Depth buffer blur",
118
- " float d = 0.0;",
119
- " float kernel[9];",
120
- " vec2 offset[9];",
121
- " vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
122
- " offset[0] = vec2(-wh.x,-wh.y);",
123
- " offset[1] = vec2( 0.0, -wh.y);",
124
- " offset[2] = vec2( wh.x -wh.y);",
125
- " offset[3] = vec2(-wh.x, 0.0);",
126
- " offset[4] = vec2( 0.0, 0.0);",
127
- " offset[5] = vec2( wh.x, 0.0);",
128
- " offset[6] = vec2(-wh.x, wh.y);",
129
- " offset[7] = vec2( 0.0, wh.y);",
130
- " offset[8] = vec2( wh.x, wh.y);",
131
- " kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
132
- " kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
133
- " kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
134
- " for( int i=0; i<9; i++ ) {",
135
- " float tmp = texture2D(tDepth, coords + offset[i]).r;",
136
- " d += tmp * kernel[i];",
137
- " }",
138
- " return d;",
139
- "}",
140
- "vec3 color(vec2 coords,float blur) {",
141
- " //processing the sample",
142
- " vec3 col = vec3(0.0);",
143
- " vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
144
- " col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
145
- " col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
146
- " col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
147
- " vec3 lumcoeff = vec3(0.299,0.587,0.114);",
148
- " float lum = dot(col.rgb, lumcoeff);",
149
- " float thresh = max((lum-threshold)*gain, 0.0);",
150
- " return col+mix(vec3(0.0),col,thresh*blur);",
151
- "}",
152
- "vec3 debugFocus(vec3 col, float blur, float depth) {",
153
- " float edge = 0.002*depth; //distance based edge smoothing",
154
- " float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
155
- " float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
156
- " col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
157
- " col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
158
- " return col;",
159
- "}",
160
- "float linearize(float depth) {",
161
- " return -zfar * znear / (depth * (zfar - znear) - zfar);",
162
- "}",
163
- "float vignette() {",
164
- " float dist = distance(vUv.xy, vec2(0.5,0.5));",
165
- " dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
166
- " return clamp(dist,0.0,1.0);",
167
- "}",
168
- "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
169
- " float rings2 = float(rings);",
170
- " float step = PI*2.0 / float(ringsamples);",
171
- " float pw = cos(j*step)*i;",
172
- " float ph = sin(j*step)*i;",
173
- " float p = 1.0;",
174
- " if (pentagon) {",
175
- " p = penta(vec2(pw,ph));",
176
- " }",
177
- " col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
178
- " return 1.0 * mix(1.0, i /rings2, bias) * p;",
179
- "}",
180
- "void main() {",
181
- " //scene depth calculation",
182
- " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
183
- " // Blur depth?",
184
- " if ( depthblur ) {",
185
- " depth = linearize(bdepth(vUv.xy));",
186
- " }",
187
- " //focal plane calculation",
188
- " float fDepth = focalDepth;",
189
- " if (shaderFocus) {",
190
- " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
191
- " }",
192
- " // dof blur factor calculation",
193
- " float blur = 0.0;",
194
- " if (manualdof) {",
195
- " float a = depth-fDepth; // Focal plane",
196
- " float b = (a-fdofstart)/fdofdist; // Far DoF",
197
- " float c = (-a-ndofstart)/ndofdist; // Near Dof",
198
- " blur = (a>0.0) ? b : c;",
199
- " } else {",
200
- " float f = focalLength; // focal length in mm",
201
- " float d = fDepth*1000.0; // focal plane in mm",
202
- " float o = depth*1000.0; // depth in mm",
203
- " float a = (o*f)/(o-f);",
204
- " float b = (d*f)/(d-f);",
205
- " float c = (d-f)/(d*fstop*CoC);",
206
- " blur = abs(a-b)*c;",
207
- " }",
208
- " blur = clamp(blur,0.0,1.0);",
209
- " // calculation of pattern for dithering",
210
- " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
211
- " // getting blur x and y step factor",
212
- " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
213
- " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
214
- " // calculation of final color",
215
- " vec3 col = vec3(0.0);",
216
- " if(blur < 0.05) {",
217
- " //some optimization thingy",
218
- " col = texture2D(tColor, vUv.xy).rgb;",
219
- " } else {",
220
- " col = texture2D(tColor, vUv.xy).rgb;",
221
- " float s = 1.0;",
222
- " int ringsamples;",
223
- " for (int i = 1; i <= rings; i++) {",
224
- " /*unboxstart*/",
225
- " ringsamples = i * samples;",
226
- " for (int j = 0 ; j < maxringsamples ; j++) {",
227
- " if (j >= ringsamples) break;",
228
- " s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
229
- " }",
230
- " /*unboxend*/",
231
- " }",
232
- " col /= s; //divide by sample count",
233
- " }",
234
- " if (showFocus) {",
235
- " col = debugFocus(col, blur, depth);",
236
- " }",
237
- " if (vignetting) {",
238
- " col *= vignette();",
239
- " }",
240
- " gl_FragColor.rgb = col;",
241
- " gl_FragColor.a = 1.0;",
242
- "} "
243
- ].join("\n")
244
- };
245
- const BokehDepthShader = {
246
- uniforms: {
247
- mNear: { value: 1 },
248
- mFar: { value: 1e3 }
249
- },
250
- vertexShader: [
251
- "varying float vViewZDepth;",
252
- "void main() {",
253
- " #include <begin_vertex>",
254
- " #include <project_vertex>",
255
- " vViewZDepth = - mvPosition.z;",
256
- "}"
257
- ].join("\n"),
258
- fragmentShader: [
259
- "uniform float mNear;",
260
- "uniform float mFar;",
261
- "varying float vViewZDepth;",
262
- "void main() {",
263
- " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
264
- " gl_FragColor = vec4( vec3( color ), 1.0 );",
265
- "} "
266
- ].join("\n")
267
- };
268
- exports.BokehDepthShader = BokehDepthShader;
269
- exports.BokehShader2 = BokehShader2;
@@ -1,269 +0,0 @@
1
- import { Vector2 } from "three";
2
- const BokehShader2 = {
3
- uniforms: {
4
- textureWidth: { value: 1 },
5
- textureHeight: { value: 1 },
6
- focalDepth: { value: 1 },
7
- focalLength: { value: 24 },
8
- fstop: { value: 0.9 },
9
- tColor: { value: null },
10
- tDepth: { value: null },
11
- maxblur: { value: 1 },
12
- showFocus: { value: 0 },
13
- manualdof: { value: 0 },
14
- vignetting: { value: 0 },
15
- depthblur: { value: 0 },
16
- threshold: { value: 0.5 },
17
- gain: { value: 2 },
18
- bias: { value: 0.5 },
19
- fringe: { value: 0.7 },
20
- znear: { value: 0.1 },
21
- zfar: { value: 100 },
22
- noise: { value: 1 },
23
- dithering: { value: 1e-4 },
24
- pentagon: { value: 0 },
25
- shaderFocus: { value: 1 },
26
- focusCoords: { value: /* @__PURE__ */ new Vector2() }
27
- },
28
- vertexShader: [
29
- "varying vec2 vUv;",
30
- "void main() {",
31
- " vUv = uv;",
32
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
33
- "}"
34
- ].join("\n"),
35
- fragmentShader: [
36
- "#include <common>",
37
- "varying vec2 vUv;",
38
- "uniform sampler2D tColor;",
39
- "uniform sampler2D tDepth;",
40
- "uniform float textureWidth;",
41
- "uniform float textureHeight;",
42
- "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
43
- "uniform float focalLength; //focal length in mm",
44
- "uniform float fstop; //f-stop value",
45
- "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
46
- "/*",
47
- "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
48
- "*/",
49
- "uniform float znear; // camera clipping start",
50
- "uniform float zfar; // camera clipping end",
51
- "//------------------------------------------",
52
- "//user variables",
53
- "const int samples = SAMPLES; //samples on the first ring",
54
- "const int rings = RINGS; //ring count",
55
- "const int maxringsamples = rings * samples;",
56
- "uniform bool manualdof; // manual dof calculation",
57
- "float ndofstart = 1.0; // near dof blur start",
58
- "float ndofdist = 2.0; // near dof blur falloff distance",
59
- "float fdofstart = 1.0; // far dof blur start",
60
- "float fdofdist = 3.0; // far dof blur falloff distance",
61
- "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
62
- "uniform bool vignetting; // use optical lens vignetting",
63
- "float vignout = 1.3; // vignetting outer border",
64
- "float vignin = 0.0; // vignetting inner border",
65
- "float vignfade = 22.0; // f-stops till vignete fades",
66
- "uniform bool shaderFocus;",
67
- "// disable if you use external focalDepth value",
68
- "uniform vec2 focusCoords;",
69
- "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
70
- "// if center of screen use vec2(0.5, 0.5);",
71
- "uniform float maxblur;",
72
- "//clamp value of max blur (0.0 = no blur, 1.0 default)",
73
- "uniform float threshold; // highlight threshold;",
74
- "uniform float gain; // highlight gain;",
75
- "uniform float bias; // bokeh edge bias",
76
- "uniform float fringe; // bokeh chromatic aberration / fringing",
77
- "uniform bool noise; //use noise instead of pattern for sample dithering",
78
- "uniform float dithering;",
79
- "uniform bool depthblur; // blur the depth buffer",
80
- "float dbsize = 1.25; // depth blur size",
81
- "/*",
82
- "next part is experimental",
83
- "not looking good with small sample and ring count",
84
- "looks okay starting from samples = 4, rings = 4",
85
- "*/",
86
- "uniform bool pentagon; //use pentagon as bokeh shape?",
87
- "float feather = 0.4; //pentagon shape feather",
88
- "//------------------------------------------",
89
- "float penta(vec2 coords) {",
90
- " //pentagonal shape",
91
- " float scale = float(rings) - 1.3;",
92
- " vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
93
- " vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
94
- " vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
95
- " vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
96
- " vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
97
- " vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
98
- " vec4 one = vec4( 1.0 );",
99
- " vec4 P = vec4((coords),vec2(scale, scale));",
100
- " vec4 dist = vec4(0.0);",
101
- " float inorout = -4.0;",
102
- " dist.x = dot( P, HS0 );",
103
- " dist.y = dot( P, HS1 );",
104
- " dist.z = dot( P, HS2 );",
105
- " dist.w = dot( P, HS3 );",
106
- " dist = smoothstep( -feather, feather, dist );",
107
- " inorout += dot( dist, one );",
108
- " dist.x = dot( P, HS4 );",
109
- " dist.y = HS5.w - abs( P.z );",
110
- " dist = smoothstep( -feather, feather, dist );",
111
- " inorout += dist.x;",
112
- " return clamp( inorout, 0.0, 1.0 );",
113
- "}",
114
- "float bdepth(vec2 coords) {",
115
- " // Depth buffer blur",
116
- " float d = 0.0;",
117
- " float kernel[9];",
118
- " vec2 offset[9];",
119
- " vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
120
- " offset[0] = vec2(-wh.x,-wh.y);",
121
- " offset[1] = vec2( 0.0, -wh.y);",
122
- " offset[2] = vec2( wh.x -wh.y);",
123
- " offset[3] = vec2(-wh.x, 0.0);",
124
- " offset[4] = vec2( 0.0, 0.0);",
125
- " offset[5] = vec2( wh.x, 0.0);",
126
- " offset[6] = vec2(-wh.x, wh.y);",
127
- " offset[7] = vec2( 0.0, wh.y);",
128
- " offset[8] = vec2( wh.x, wh.y);",
129
- " kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
130
- " kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
131
- " kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
132
- " for( int i=0; i<9; i++ ) {",
133
- " float tmp = texture2D(tDepth, coords + offset[i]).r;",
134
- " d += tmp * kernel[i];",
135
- " }",
136
- " return d;",
137
- "}",
138
- "vec3 color(vec2 coords,float blur) {",
139
- " //processing the sample",
140
- " vec3 col = vec3(0.0);",
141
- " vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
142
- " col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
143
- " col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
144
- " col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
145
- " vec3 lumcoeff = vec3(0.299,0.587,0.114);",
146
- " float lum = dot(col.rgb, lumcoeff);",
147
- " float thresh = max((lum-threshold)*gain, 0.0);",
148
- " return col+mix(vec3(0.0),col,thresh*blur);",
149
- "}",
150
- "vec3 debugFocus(vec3 col, float blur, float depth) {",
151
- " float edge = 0.002*depth; //distance based edge smoothing",
152
- " float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
153
- " float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
154
- " col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
155
- " col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
156
- " return col;",
157
- "}",
158
- "float linearize(float depth) {",
159
- " return -zfar * znear / (depth * (zfar - znear) - zfar);",
160
- "}",
161
- "float vignette() {",
162
- " float dist = distance(vUv.xy, vec2(0.5,0.5));",
163
- " dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
164
- " return clamp(dist,0.0,1.0);",
165
- "}",
166
- "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
167
- " float rings2 = float(rings);",
168
- " float step = PI*2.0 / float(ringsamples);",
169
- " float pw = cos(j*step)*i;",
170
- " float ph = sin(j*step)*i;",
171
- " float p = 1.0;",
172
- " if (pentagon) {",
173
- " p = penta(vec2(pw,ph));",
174
- " }",
175
- " col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
176
- " return 1.0 * mix(1.0, i /rings2, bias) * p;",
177
- "}",
178
- "void main() {",
179
- " //scene depth calculation",
180
- " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
181
- " // Blur depth?",
182
- " if ( depthblur ) {",
183
- " depth = linearize(bdepth(vUv.xy));",
184
- " }",
185
- " //focal plane calculation",
186
- " float fDepth = focalDepth;",
187
- " if (shaderFocus) {",
188
- " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
189
- " }",
190
- " // dof blur factor calculation",
191
- " float blur = 0.0;",
192
- " if (manualdof) {",
193
- " float a = depth-fDepth; // Focal plane",
194
- " float b = (a-fdofstart)/fdofdist; // Far DoF",
195
- " float c = (-a-ndofstart)/ndofdist; // Near Dof",
196
- " blur = (a>0.0) ? b : c;",
197
- " } else {",
198
- " float f = focalLength; // focal length in mm",
199
- " float d = fDepth*1000.0; // focal plane in mm",
200
- " float o = depth*1000.0; // depth in mm",
201
- " float a = (o*f)/(o-f);",
202
- " float b = (d*f)/(d-f);",
203
- " float c = (d-f)/(d*fstop*CoC);",
204
- " blur = abs(a-b)*c;",
205
- " }",
206
- " blur = clamp(blur,0.0,1.0);",
207
- " // calculation of pattern for dithering",
208
- " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
209
- " // getting blur x and y step factor",
210
- " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
211
- " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
212
- " // calculation of final color",
213
- " vec3 col = vec3(0.0);",
214
- " if(blur < 0.05) {",
215
- " //some optimization thingy",
216
- " col = texture2D(tColor, vUv.xy).rgb;",
217
- " } else {",
218
- " col = texture2D(tColor, vUv.xy).rgb;",
219
- " float s = 1.0;",
220
- " int ringsamples;",
221
- " for (int i = 1; i <= rings; i++) {",
222
- " /*unboxstart*/",
223
- " ringsamples = i * samples;",
224
- " for (int j = 0 ; j < maxringsamples ; j++) {",
225
- " if (j >= ringsamples) break;",
226
- " s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
227
- " }",
228
- " /*unboxend*/",
229
- " }",
230
- " col /= s; //divide by sample count",
231
- " }",
232
- " if (showFocus) {",
233
- " col = debugFocus(col, blur, depth);",
234
- " }",
235
- " if (vignetting) {",
236
- " col *= vignette();",
237
- " }",
238
- " gl_FragColor.rgb = col;",
239
- " gl_FragColor.a = 1.0;",
240
- "} "
241
- ].join("\n")
242
- };
243
- const BokehDepthShader = {
244
- uniforms: {
245
- mNear: { value: 1 },
246
- mFar: { value: 1e3 }
247
- },
248
- vertexShader: [
249
- "varying float vViewZDepth;",
250
- "void main() {",
251
- " #include <begin_vertex>",
252
- " #include <project_vertex>",
253
- " vViewZDepth = - mvPosition.z;",
254
- "}"
255
- ].join("\n"),
256
- fragmentShader: [
257
- "uniform float mNear;",
258
- "uniform float mFar;",
259
- "varying float vViewZDepth;",
260
- "void main() {",
261
- " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
262
- " gl_FragColor = vec4( vec3( color ), 1.0 );",
263
- "} "
264
- ].join("\n")
265
- };
266
- export {
267
- BokehDepthShader,
268
- BokehShader2
269
- };
@@ -1,32 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const BrightnessContrastShader = {
4
- uniforms: {
5
- tDiffuse: { value: null },
6
- brightness: { value: 0 },
7
- contrast: { value: 0 }
8
- },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float brightness;",
19
- "uniform float contrast;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " gl_FragColor = texture2D( tDiffuse, vUv );",
23
- " gl_FragColor.rgb += brightness;",
24
- " if (contrast > 0.0) {",
25
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
26
- " } else {",
27
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
28
- " }",
29
- "}"
30
- ].join("\n")
31
- };
32
- exports.BrightnessContrastShader = BrightnessContrastShader;
@@ -1,32 +0,0 @@
1
- const BrightnessContrastShader = {
2
- uniforms: {
3
- tDiffuse: { value: null },
4
- brightness: { value: 0 },
5
- contrast: { value: 0 }
6
- },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform float brightness;",
17
- "uniform float contrast;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " gl_FragColor = texture2D( tDiffuse, vUv );",
21
- " gl_FragColor.rgb += brightness;",
22
- " if (contrast > 0.0) {",
23
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
24
- " } else {",
25
- " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
26
- " }",
27
- "}"
28
- ].join("\n")
29
- };
30
- export {
31
- BrightnessContrastShader
32
- };
@@ -1,30 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const THREE = require("three");
4
- const ColorCorrectionShader = {
5
- uniforms: {
6
- tDiffuse: { value: null },
7
- powRGB: { value: /* @__PURE__ */ new THREE.Vector3(2, 2, 2) },
8
- mulRGB: { value: /* @__PURE__ */ new THREE.Vector3(1, 1, 1) },
9
- addRGB: { value: /* @__PURE__ */ new THREE.Vector3(0, 0, 0) }
10
- },
11
- vertexShader: [
12
- "varying vec2 vUv;",
13
- "void main() {",
14
- " vUv = uv;",
15
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
- "}"
17
- ].join("\n"),
18
- fragmentShader: [
19
- "uniform sampler2D tDiffuse;",
20
- "uniform vec3 powRGB;",
21
- "uniform vec3 mulRGB;",
22
- "uniform vec3 addRGB;",
23
- "varying vec2 vUv;",
24
- "void main() {",
25
- " gl_FragColor = texture2D( tDiffuse, vUv );",
26
- " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
27
- "}"
28
- ].join("\n")
29
- };
30
- exports.ColorCorrectionShader = ColorCorrectionShader;
@@ -1,30 +0,0 @@
1
- import { Vector3 } from "three";
2
- const ColorCorrectionShader = {
3
- uniforms: {
4
- tDiffuse: { value: null },
5
- powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },
6
- mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
7
- addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 0) }
8
- },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform vec3 powRGB;",
19
- "uniform vec3 mulRGB;",
20
- "uniform vec3 addRGB;",
21
- "varying vec2 vUv;",
22
- "void main() {",
23
- " gl_FragColor = texture2D( tDiffuse, vUv );",
24
- " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
25
- "}"
26
- ].join("\n")
27
- };
28
- export {
29
- ColorCorrectionShader
30
- };