three-stdlib 2.24.2 → 2.25.1
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- package/controls/OrbitControls.d.ts +2 -0
- package/index.cjs +116401 -611
- package/index.js +116037 -263
- package/package.json +17 -4
- package/_polyfill/CapsuleGeometry.cjs +0 -22
- package/_polyfill/CapsuleGeometry.js +0 -22
- package/_polyfill/CompressedArrayTexture.cjs +0 -12
- package/_polyfill/CompressedArrayTexture.js +0 -12
- package/_polyfill/Data3DTexture.cjs +0 -17
- package/_polyfill/Data3DTexture.js +0 -17
- package/animation/AnimationClipCreator.cjs +0 -56
- package/animation/AnimationClipCreator.js +0 -56
- package/animation/CCDIKSolver.cjs +0 -269
- package/animation/CCDIKSolver.js +0 -269
- package/animation/MMDAnimationHelper.cjs +0 -688
- package/animation/MMDAnimationHelper.js +0 -688
- package/animation/MMDPhysics.cjs +0 -830
- package/animation/MMDPhysics.js +0 -830
- package/cameras/CinematicCamera.cjs +0 -131
- package/cameras/CinematicCamera.js +0 -131
- package/controls/ArcballControls.cjs +0 -2033
- package/controls/ArcballControls.js +0 -2033
- package/controls/DeviceOrientationControls.cjs +0 -85
- package/controls/DeviceOrientationControls.js +0 -85
- package/controls/DragControls.cjs +0 -182
- package/controls/DragControls.js +0 -182
- package/controls/FirstPersonControls.cjs +0 -229
- package/controls/FirstPersonControls.js +0 -229
- package/controls/FlyControls.cjs +0 -248
- package/controls/FlyControls.js +0 -248
- package/controls/OrbitControls.cjs +0 -787
- package/controls/OrbitControls.js +0 -787
- package/controls/PointerLockControls.cjs +0 -103
- package/controls/PointerLockControls.js +0 -103
- package/controls/TrackballControls.cjs +0 -502
- package/controls/TrackballControls.js +0 -502
- package/controls/TransformControls.cjs +0 -1089
- package/controls/TransformControls.js +0 -1089
- package/controls/experimental/CameraControls.cjs +0 -736
- package/controls/experimental/CameraControls.js +0 -736
- package/csm/CSM.cjs +0 -244
- package/csm/CSM.js +0 -244
- package/csm/CSMFrustum.cjs +0 -75
- package/csm/CSMFrustum.js +0 -75
- package/csm/CSMHelper.cjs +0 -114
- package/csm/CSMHelper.js +0 -114
- package/csm/CSMShader.cjs +0 -261
- package/csm/CSMShader.js +0 -261
- package/curves/CurveExtras.cjs +0 -214
- package/curves/CurveExtras.js +0 -214
- package/curves/NURBSCurve.cjs +0 -35
- package/curves/NURBSCurve.js +0 -35
- package/curves/NURBSSurface.cjs +0 -28
- package/curves/NURBSSurface.js +0 -28
- package/curves/NURBSUtils.cjs +0 -226
- package/curves/NURBSUtils.js +0 -226
- package/deprecated/Geometry.cjs +0 -971
- package/deprecated/Geometry.js +0 -971
- package/effects/AnaglyphEffect.cjs +0 -102
- package/effects/AnaglyphEffect.js +0 -102
- package/effects/AsciiEffect.cjs +0 -155
- package/effects/AsciiEffect.js +0 -155
- package/effects/OutlineEffect.cjs +0 -275
- package/effects/OutlineEffect.js +0 -275
- package/effects/ParallaxBarrierEffect.cjs +0 -65
- package/effects/ParallaxBarrierEffect.js +0 -65
- package/effects/PeppersGhostEffect.cjs +0 -88
- package/effects/PeppersGhostEffect.js +0 -88
- package/effects/StereoEffect.cjs +0 -35
- package/effects/StereoEffect.js +0 -35
- package/environments/RoomEnvironment.cjs +0 -95
- package/environments/RoomEnvironment.js +0 -78
- package/exporters/ColladaExporter.cjs +0 -331
- package/exporters/ColladaExporter.js +0 -331
- package/exporters/DRACOExporter.cjs +0 -141
- package/exporters/DRACOExporter.js +0 -141
- package/exporters/GLTFExporter.cjs +0 -1909
- package/exporters/GLTFExporter.js +0 -1909
- package/exporters/MMDExporter.cjs +0 -131
- package/exporters/MMDExporter.js +0 -131
- package/exporters/OBJExporter.cjs +0 -181
- package/exporters/OBJExporter.js +0 -181
- package/exporters/PLYExporter.cjs +0 -280
- package/exporters/PLYExporter.js +0 -280
- package/exporters/STLExporter.cjs +0 -146
- package/exporters/STLExporter.js +0 -146
- package/exporters/USDZExporter.cjs +0 -340
- package/exporters/USDZExporter.js +0 -340
- package/geometries/BoxLineGeometry.cjs +0 -45
- package/geometries/BoxLineGeometry.js +0 -45
- package/geometries/ConvexGeometry.cjs +0 -26
- package/geometries/ConvexGeometry.js +0 -26
- package/geometries/DecalGeometry.cjs +0 -184
- package/geometries/DecalGeometry.js +0 -184
- package/geometries/LightningStrike.cjs +0 -553
- package/geometries/LightningStrike.js +0 -553
- package/geometries/ParametricGeometries.cjs +0 -130
- package/geometries/ParametricGeometries.js +0 -130
- package/geometries/ParametricGeometry.cjs +0 -63
- package/geometries/ParametricGeometry.js +0 -63
- package/geometries/RoundedBoxGeometry.cjs +0 -91
- package/geometries/RoundedBoxGeometry.js +0 -91
- package/geometries/TeapotGeometry.cjs +0 -1563
- package/geometries/TeapotGeometry.js +0 -1563
- package/geometries/TextGeometry.cjs +0 -27
- package/geometries/TextGeometry.js +0 -27
- package/helpers/LightProbeHelper.cjs +0 -73
- package/helpers/LightProbeHelper.js +0 -73
- package/helpers/PositionalAudioHelper.cjs +0 -68
- package/helpers/PositionalAudioHelper.js +0 -68
- package/helpers/RectAreaLightHelper.cjs +0 -44
- package/helpers/RectAreaLightHelper.js +0 -44
- package/helpers/VertexNormalsHelper.cjs +0 -47
- package/helpers/VertexNormalsHelper.js +0 -47
- package/helpers/VertexTangentsHelper.cjs +0 -43
- package/helpers/VertexTangentsHelper.js +0 -43
- package/interactive/HTMLMesh.cjs +0 -325
- package/interactive/HTMLMesh.js +0 -325
- package/interactive/InteractiveGroup.cjs +0 -68
- package/interactive/InteractiveGroup.js +0 -68
- package/interactive/SelectionBox.cjs +0 -134
- package/interactive/SelectionBox.js +0 -134
- package/interactive/SelectionHelper.cjs +0 -51
- package/interactive/SelectionHelper.js +0 -51
- package/libs/MeshoptDecoder.cjs +0 -221
- package/libs/MeshoptDecoder.js +0 -221
- package/libs/MotionControllers.cjs +0 -325
- package/libs/MotionControllers.js +0 -325
- package/lights/LightProbeGenerator.cjs +0 -145
- package/lights/LightProbeGenerator.js +0 -145
- package/lights/RectAreaLightUniformsLib.cjs +0 -32846
- package/lights/RectAreaLightUniformsLib.js +0 -32846
- package/lines/Line2.cjs +0 -13
- package/lines/Line2.js +0 -13
- package/lines/LineGeometry.cjs +0 -44
- package/lines/LineGeometry.js +0 -44
- package/lines/LineMaterial.cjs +0 -547
- package/lines/LineMaterial.js +0 -547
- package/lines/LineSegments2.cjs +0 -203
- package/lines/LineSegments2.js +0 -203
- package/lines/LineSegmentsGeometry.cjs +0 -124
- package/lines/LineSegmentsGeometry.js +0 -124
- package/lines/Wireframe.cjs +0 -32
- package/lines/Wireframe.js +0 -32
- package/lines/WireframeGeometry2.cjs +0 -13
- package/lines/WireframeGeometry2.js +0 -13
- package/loaders/3DMLoader.cjs +0 -803
- package/loaders/3DMLoader.js +0 -803
- package/loaders/3MFLoader.cjs +0 -854
- package/loaders/3MFLoader.js +0 -854
- package/loaders/AMFLoader.cjs +0 -284
- package/loaders/AMFLoader.js +0 -284
- package/loaders/AssimpLoader.cjs +0 -1434
- package/loaders/AssimpLoader.js +0 -1434
- package/loaders/BVHLoader.cjs +0 -207
- package/loaders/BVHLoader.js +0 -207
- package/loaders/BasisTextureLoader.cjs +0 -489
- package/loaders/BasisTextureLoader.js +0 -489
- package/loaders/ColladaLoader.cjs +0 -2405
- package/loaders/ColladaLoader.js +0 -2405
- package/loaders/DDSLoader.cjs +0 -148
- package/loaders/DDSLoader.js +0 -148
- package/loaders/DRACOLoader.cjs +0 -341
- package/loaders/DRACOLoader.js +0 -341
- package/loaders/EXRLoader.cjs +0 -1356
- package/loaders/EXRLoader.js +0 -1356
- package/loaders/FBXLoader.cjs +0 -2457
- package/loaders/FBXLoader.js +0 -2457
- package/loaders/FontLoader.cjs +0 -123
- package/loaders/FontLoader.js +0 -123
- package/loaders/GCodeLoader.cjs +0 -141
- package/loaders/GCodeLoader.js +0 -141
- package/loaders/GLTFLoader.cjs +0 -2504
- package/loaders/GLTFLoader.js +0 -2504
- package/loaders/HDRCubeTextureLoader.cjs +0 -75
- package/loaders/HDRCubeTextureLoader.js +0 -75
- package/loaders/KMZLoader.cjs +0 -75
- package/loaders/KMZLoader.js +0 -75
- package/loaders/KTX2Loader.cjs +0 -480
- package/loaders/KTX2Loader.js +0 -480
- package/loaders/KTXLoader.cjs +0 -93
- package/loaders/KTXLoader.js +0 -93
- package/loaders/LDrawLoader.cjs +0 -1424
- package/loaders/LDrawLoader.js +0 -1424
- package/loaders/LUT3dlLoader.cjs +0 -103
- package/loaders/LUT3dlLoader.js +0 -103
- package/loaders/LUTCubeLoader.cjs +0 -107
- package/loaders/LUTCubeLoader.js +0 -107
- package/loaders/LWOLoader.cjs +0 -645
- package/loaders/LWOLoader.js +0 -645
- package/loaders/LottieLoader.cjs +0 -47
- package/loaders/LottieLoader.js +0 -47
- package/loaders/MD2Loader.cjs +0 -359
- package/loaders/MD2Loader.js +0 -359
- package/loaders/MDDLoader.cjs +0 -58
- package/loaders/MDDLoader.js +0 -58
- package/loaders/MMDLoader.cjs +0 -1121
- package/loaders/MMDLoader.js +0 -1121
- package/loaders/MTLLoader.cjs +0 -304
- package/loaders/MTLLoader.js +0 -304
- package/loaders/NRRDLoader.cjs +0 -401
- package/loaders/NRRDLoader.js +0 -401
- package/loaders/OBJLoader.cjs +0 -487
- package/loaders/OBJLoader.js +0 -487
- package/loaders/PCDLoader.cjs +0 -248
- package/loaders/PCDLoader.js +0 -248
- package/loaders/PDBLoader.cjs +0 -247
- package/loaders/PDBLoader.js +0 -247
- package/loaders/PLYLoader.cjs +0 -317
- package/loaders/PLYLoader.js +0 -317
- package/loaders/PRWMLoader.cjs +0 -160
- package/loaders/PRWMLoader.js +0 -160
- package/loaders/PVRLoader.cjs +0 -131
- package/loaders/PVRLoader.js +0 -131
- package/loaders/RGBELoader.cjs +0 -252
- package/loaders/RGBELoader.js +0 -252
- package/loaders/RGBMLoader.cjs +0 -1004
- package/loaders/RGBMLoader.js +0 -1004
- package/loaders/STLLoader.cjs +0 -190
- package/loaders/STLLoader.js +0 -190
- package/loaders/SVGLoader.cjs +0 -1712
- package/loaders/SVGLoader.js +0 -1712
- package/loaders/TDSLoader.cjs +0 -650
- package/loaders/TDSLoader.js +0 -650
- package/loaders/TGALoader.cjs +0 -285
- package/loaders/TGALoader.js +0 -285
- package/loaders/TTFLoader.cjs +0 -131
- package/loaders/TTFLoader.js +0 -131
- package/loaders/TiltLoader.cjs +0 -375
- package/loaders/TiltLoader.js +0 -375
- package/loaders/VOXLoader.cjs +0 -432
- package/loaders/VOXLoader.js +0 -432
- package/loaders/VRMLLoader.cjs +0 -2105
- package/loaders/VRMLLoader.js +0 -2105
- package/loaders/VRMLoader.cjs +0 -38
- package/loaders/VRMLoader.js +0 -38
- package/loaders/VTKLoader.cjs +0 -648
- package/loaders/VTKLoader.js +0 -648
- package/loaders/XLoader.cjs +0 -1258
- package/loaders/XLoader.js +0 -1258
- package/loaders/XYZLoader.cjs +0 -60
- package/loaders/XYZLoader.js +0 -60
- package/loaders/lwo/IFFParser.cjs +0 -743
- package/loaders/lwo/IFFParser.js +0 -743
- package/loaders/lwo/LWO2Parser.cjs +0 -312
- package/loaders/lwo/LWO2Parser.js +0 -312
- package/loaders/lwo/LWO3Parser.cjs +0 -282
- package/loaders/lwo/LWO3Parser.js +0 -282
- package/math/Capsule.cjs +0 -98
- package/math/Capsule.js +0 -98
- package/math/ColorConverter.cjs +0 -42
- package/math/ColorConverter.js +0 -42
- package/math/ConvexHull.cjs +0 -596
- package/math/ConvexHull.js +0 -596
- package/math/ImprovedNoise.cjs +0 -304
- package/math/ImprovedNoise.js +0 -304
- package/math/Lut.cjs +0 -137
- package/math/Lut.js +0 -137
- package/math/MeshSurfaceSampler.cjs +0 -103
- package/math/MeshSurfaceSampler.js +0 -103
- package/math/OBB.cjs +0 -242
- package/math/OBB.js +0 -242
- package/math/Octree.cjs +0 -273
- package/math/Octree.js +0 -273
- package/math/SimplexNoise.cjs +0 -440
- package/math/SimplexNoise.js +0 -440
- package/misc/ConvexObjectBreaker.cjs +0 -292
- package/misc/ConvexObjectBreaker.js +0 -292
- package/misc/GPUComputationRenderer.cjs +0 -205
- package/misc/GPUComputationRenderer.js +0 -205
- package/misc/Gyroscope.cjs +0 -33
- package/misc/Gyroscope.js +0 -33
- package/misc/MD2Character.cjs +0 -167
- package/misc/MD2Character.js +0 -167
- package/misc/MD2CharacterComplex.cjs +0 -332
- package/misc/MD2CharacterComplex.js +0 -332
- package/misc/MorphAnimMesh.cjs +0 -40
- package/misc/MorphAnimMesh.js +0 -40
- package/misc/MorphBlendMesh.cjs +0 -179
- package/misc/MorphBlendMesh.js +0 -179
- package/misc/ProgressiveLightmap.cjs +0 -186
- package/misc/ProgressiveLightmap.js +0 -186
- package/misc/RollerCoaster.cjs +0 -353
- package/misc/RollerCoaster.js +0 -353
- package/misc/Timer.cjs +0 -101
- package/misc/Timer.js +0 -101
- package/misc/TubePainter.cjs +0 -123
- package/misc/TubePainter.js +0 -123
- package/misc/Volume.cjs +0 -305
- package/misc/Volume.js +0 -305
- package/misc/VolumeSlice.cjs +0 -114
- package/misc/VolumeSlice.js +0 -114
- package/misc/WebGL.cjs +0 -74
- package/misc/WebGL.js +0 -74
- package/modifiers/CurveModifier.cjs +0 -232
- package/modifiers/CurveModifier.js +0 -232
- package/modifiers/EdgeSplitModifier.cjs +0 -167
- package/modifiers/EdgeSplitModifier.js +0 -168
- package/modifiers/SimplifyModifier.cjs +0 -301
- package/modifiers/SimplifyModifier.js +0 -301
- package/modifiers/TessellateModifier.cjs +0 -214
- package/modifiers/TessellateModifier.js +0 -214
- package/objects/GroundProjectedEnv.cjs +0 -134
- package/objects/GroundProjectedEnv.js +0 -134
- package/objects/Lensflare.cjs +0 -291
- package/objects/Lensflare.js +0 -291
- package/objects/LightningStorm.cjs +0 -110
- package/objects/LightningStorm.js +0 -110
- package/objects/MarchingCubes.cjs +0 -4809
- package/objects/MarchingCubes.js +0 -4809
- package/objects/Reflector.cjs +0 -202
- package/objects/Reflector.js +0 -202
- package/objects/ReflectorForSSRPass.cjs +0 -260
- package/objects/ReflectorForSSRPass.js +0 -260
- package/objects/ReflectorRTT.cjs +0 -10
- package/objects/ReflectorRTT.js +0 -10
- package/objects/Refractor.cjs +0 -215
- package/objects/Refractor.js +0 -215
- package/objects/ShadowMesh.cjs +0 -45
- package/objects/ShadowMesh.js +0 -45
- package/objects/Sky.cjs +0 -200
- package/objects/Sky.js +0 -200
- package/objects/Water.cjs +0 -242
- package/objects/Water.js +0 -242
- package/objects/Water2.cjs +0 -256
- package/objects/Water2.js +0 -256
- package/physics/AmmoPhysics.cjs +0 -166
- package/physics/AmmoPhysics.js +0 -166
- package/postprocessing/AdaptiveToneMappingPass.cjs +0 -218
- package/postprocessing/AdaptiveToneMappingPass.js +0 -218
- package/postprocessing/AfterimagePass.cjs +0 -68
- package/postprocessing/AfterimagePass.js +0 -68
- package/postprocessing/BloomPass.cjs +0 -109
- package/postprocessing/BloomPass.js +0 -109
- package/postprocessing/BokehPass.cjs +0 -90
- package/postprocessing/BokehPass.js +0 -90
- package/postprocessing/ClearPass.cjs +0 -36
- package/postprocessing/ClearPass.js +0 -36
- package/postprocessing/CubeTexturePass.cjs +0 -53
- package/postprocessing/CubeTexturePass.js +0 -53
- package/postprocessing/DotScreenPass.cjs +0 -49
- package/postprocessing/DotScreenPass.js +0 -49
- package/postprocessing/EffectComposer.cjs +0 -157
- package/postprocessing/EffectComposer.js +0 -157
- package/postprocessing/FilmPass.cjs +0 -51
- package/postprocessing/FilmPass.js +0 -51
- package/postprocessing/GlitchPass.cjs +0 -84
- package/postprocessing/GlitchPass.js +0 -84
- package/postprocessing/HalftonePass.cjs +0 -53
- package/postprocessing/HalftonePass.js +0 -53
- package/postprocessing/LUTPass.cjs +0 -142
- package/postprocessing/LUTPass.js +0 -142
- package/postprocessing/MaskPass.cjs +0 -69
- package/postprocessing/MaskPass.js +0 -69
- package/postprocessing/OutlinePass.cjs +0 -479
- package/postprocessing/OutlinePass.js +0 -479
- package/postprocessing/Pass.cjs +0 -48
- package/postprocessing/Pass.js +0 -48
- package/postprocessing/RenderPass.cjs +0 -59
- package/postprocessing/RenderPass.js +0 -59
- package/postprocessing/RenderPixelatedPass.cjs +0 -199
- package/postprocessing/RenderPixelatedPass.js +0 -199
- package/postprocessing/SAOPass.cjs +0 -288
- package/postprocessing/SAOPass.js +0 -288
- package/postprocessing/SMAAPass.cjs +0 -112
- package/postprocessing/SMAAPass.js +0 -112
- package/postprocessing/SSAARenderPass.cjs +0 -189
- package/postprocessing/SSAARenderPass.js +0 -189
- package/postprocessing/SSAOPass.cjs +0 -272
- package/postprocessing/SSAOPass.js +0 -272
- package/postprocessing/SSRPass.cjs +0 -411
- package/postprocessing/SSRPass.js +0 -411
- package/postprocessing/SavePass.cjs +0 -38
- package/postprocessing/SavePass.js +0 -38
- package/postprocessing/ShaderPass.cjs +0 -49
- package/postprocessing/ShaderPass.js +0 -49
- package/postprocessing/TAARenderPass.cjs +0 -174
- package/postprocessing/TAARenderPass.js +0 -174
- package/postprocessing/TexturePass.cjs +0 -42
- package/postprocessing/TexturePass.js +0 -42
- package/postprocessing/UnrealBloomPass.cjs +0 -277
- package/postprocessing/UnrealBloomPass.js +0 -277
- package/postprocessing/WaterPass.cjs +0 -72
- package/postprocessing/WaterPass.js +0 -72
- package/renderers/CSS2DRenderer.cjs +0 -122
- package/renderers/CSS2DRenderer.js +0 -122
- package/renderers/CSS3DRenderer.cjs +0 -167
- package/renderers/CSS3DRenderer.js +0 -167
- package/renderers/Projector.cjs +0 -499
- package/renderers/Projector.js +0 -499
- package/renderers/SVGRenderer.cjs +0 -311
- package/renderers/SVGRenderer.js +0 -311
- package/shaders/ACESFilmicToneMappingShader.cjs +0 -55
- package/shaders/ACESFilmicToneMappingShader.js +0 -55
- package/shaders/AfterimageShader.cjs +0 -32
- package/shaders/AfterimageShader.js +0 -32
- package/shaders/BasicShader.cjs +0 -12
- package/shaders/BasicShader.js +0 -12
- package/shaders/BleachBypassShader.cjs +0 -35
- package/shaders/BleachBypassShader.js +0 -35
- package/shaders/BlendShader.cjs +0 -30
- package/shaders/BlendShader.js +0 -30
- package/shaders/BokehShader.cjs +0 -109
- package/shaders/BokehShader.js +0 -109
- package/shaders/BokehShader2.cjs +0 -269
- package/shaders/BokehShader2.js +0 -269
- package/shaders/BrightnessContrastShader.cjs +0 -32
- package/shaders/BrightnessContrastShader.js +0 -32
- package/shaders/ColorCorrectionShader.cjs +0 -30
- package/shaders/ColorCorrectionShader.js +0 -30
- package/shaders/ColorifyShader.cjs +0 -28
- package/shaders/ColorifyShader.js +0 -28
- package/shaders/ConvolutionShader.cjs +0 -55
- package/shaders/ConvolutionShader.js +0 -55
- package/shaders/CopyShader.cjs +0 -25
- package/shaders/CopyShader.js +0 -25
- package/shaders/DOFMipMapShader.cjs +0 -32
- package/shaders/DOFMipMapShader.js +0 -32
- package/shaders/DepthLimitedBlurShader.cjs +0 -114
- package/shaders/DepthLimitedBlurShader.js +0 -114
- package/shaders/DigitalGlitch.cjs +0 -85
- package/shaders/DigitalGlitch.js +0 -85
- package/shaders/DotScreenShader.cjs +0 -39
- package/shaders/DotScreenShader.js +0 -39
- package/shaders/FXAAShader.cjs +0 -1098
- package/shaders/FXAAShader.js +0 -1098
- package/shaders/FilmShader.cjs +0 -53
- package/shaders/FilmShader.js +0 -53
- package/shaders/FocusShader.cjs +0 -55
- package/shaders/FocusShader.js +0 -55
- package/shaders/FreiChenShader.cjs +0 -64
- package/shaders/FreiChenShader.js +0 -64
- package/shaders/FresnelShader.cjs +0 -47
- package/shaders/FresnelShader.js +0 -47
- package/shaders/GammaCorrectionShader.cjs +0 -23
- package/shaders/GammaCorrectionShader.js +0 -23
- package/shaders/GodRaysShader.cjs +0 -183
- package/shaders/GodRaysShader.js +0 -183
- package/shaders/HalftoneShader.cjs +0 -228
- package/shaders/HalftoneShader.js +0 -228
- package/shaders/HorizontalBlurShader.cjs +0 -49
- package/shaders/HorizontalBlurShader.js +0 -49
- package/shaders/HorizontalTiltShiftShader.cjs +0 -37
- package/shaders/HorizontalTiltShiftShader.js +0 -37
- package/shaders/HueSaturationShader.cjs +0 -43
- package/shaders/HueSaturationShader.js +0 -43
- package/shaders/KaleidoShader.cjs +0 -34
- package/shaders/KaleidoShader.js +0 -34
- package/shaders/LuminosityHighPassShader.cjs +0 -37
- package/shaders/LuminosityHighPassShader.js +0 -37
- package/shaders/LuminosityShader.cjs +0 -25
- package/shaders/LuminosityShader.js +0 -25
- package/shaders/MirrorShader.cjs +0 -35
- package/shaders/MirrorShader.js +0 -35
- package/shaders/NormalMapShader.cjs +0 -31
- package/shaders/NormalMapShader.js +0 -31
- package/shaders/ParallaxShader.cjs +0 -133
- package/shaders/ParallaxShader.js +0 -133
- package/shaders/PixelShader.cjs +0 -28
- package/shaders/PixelShader.js +0 -28
- package/shaders/RGBShiftShader.cjs +0 -30
- package/shaders/RGBShiftShader.js +0 -30
- package/shaders/SAOShader.cjs +0 -144
- package/shaders/SAOShader.js +0 -144
- package/shaders/SMAAShader.cjs +0 -358
- package/shaders/SMAAShader.js +0 -358
- package/shaders/SSAOShader.cjs +0 -182
- package/shaders/SSAOShader.js +0 -182
- package/shaders/SSRShader.cjs +0 -342
- package/shaders/SSRShader.js +0 -342
- package/shaders/SepiaShader.cjs +0 -29
- package/shaders/SepiaShader.js +0 -29
- package/shaders/SobelOperatorShader.cjs +0 -54
- package/shaders/SobelOperatorShader.js +0 -54
- package/shaders/SubsurfaceScatteringShader.cjs +0 -98
- package/shaders/SubsurfaceScatteringShader.js +0 -98
- package/shaders/TechnicolorShader.cjs +0 -24
- package/shaders/TechnicolorShader.js +0 -24
- package/shaders/ToneMapShader.cjs +0 -51
- package/shaders/ToneMapShader.js +0 -51
- package/shaders/ToonShader.cjs +0 -188
- package/shaders/ToonShader.js +0 -188
- package/shaders/TriangleBlurShader.cjs +0 -37
- package/shaders/TriangleBlurShader.js +0 -37
- package/shaders/UnpackDepthRGBAShader.cjs +0 -26
- package/shaders/UnpackDepthRGBAShader.js +0 -26
- package/shaders/VerticalBlurShader.cjs +0 -50
- package/shaders/VerticalBlurShader.js +0 -50
- package/shaders/VerticalTiltShiftShader.cjs +0 -37
- package/shaders/VerticalTiltShiftShader.js +0 -37
- package/shaders/VignetteShader.cjs +0 -38
- package/shaders/VignetteShader.js +0 -38
- package/shaders/VolumeShader.cjs +0 -225
- package/shaders/VolumeShader.js +0 -225
- package/shaders/WaterRefractionShader.cjs +0 -59
- package/shaders/WaterRefractionShader.js +0 -59
- package/shaders/types.cjs +0 -1
- package/shaders/types.js +0 -1
- package/textures/FlakesTexture.cjs +0 -30
- package/textures/FlakesTexture.js +0 -30
- package/types/helpers.cjs +0 -4
- package/types/helpers.js +0 -4
- package/utils/BufferGeometryUtils.cjs +0 -636
- package/utils/BufferGeometryUtils.js +0 -636
- package/utils/GeometryCompressionUtils.cjs +0 -573
- package/utils/GeometryCompressionUtils.js +0 -573
- package/utils/GeometryUtils.cjs +0 -109
- package/utils/GeometryUtils.js +0 -109
- package/utils/RoughnessMipmapper.cjs +0 -223
- package/utils/RoughnessMipmapper.js +0 -223
- package/utils/SceneUtils.cjs +0 -36
- package/utils/SceneUtils.js +0 -36
- package/utils/ShadowMapViewer.cjs +0 -111
- package/utils/ShadowMapViewer.js +0 -111
- package/utils/SkeletonUtils.cjs +0 -211
- package/utils/SkeletonUtils.js +0 -211
- package/utils/UVsDebug.cjs +0 -80
- package/utils/UVsDebug.js +0 -80
- package/utils/WorkerPool.cjs +0 -62
- package/utils/WorkerPool.js +0 -62
- package/webxr/ARButton.cjs +0 -119
- package/webxr/ARButton.js +0 -119
- package/webxr/OculusHandModel.cjs +0 -82
- package/webxr/OculusHandModel.js +0 -82
- package/webxr/OculusHandPointerModel.cjs +0 -241
- package/webxr/OculusHandPointerModel.js +0 -224
- package/webxr/Text2D.cjs +0 -48
- package/webxr/Text2D.js +0 -31
- package/webxr/VRButton.cjs +0 -111
- package/webxr/VRButton.js +0 -111
- package/webxr/XRControllerModelFactory.cjs +0 -174
- package/webxr/XRControllerModelFactory.js +0 -174
- package/webxr/XREstimatedLight.cjs +0 -126
- package/webxr/XREstimatedLight.js +0 -126
- package/webxr/XRHandMeshModel.cjs +0 -82
- package/webxr/XRHandMeshModel.js +0 -82
- package/webxr/XRHandModelFactory.cjs +0 -61
- package/webxr/XRHandModelFactory.js +0 -61
- package/webxr/XRHandPrimitiveModel.cjs +0 -68
- package/webxr/XRHandPrimitiveModel.js +0 -68
package/shaders/FilmShader.cjs
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const FilmShader = {
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uniforms: {
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tDiffuse: { value: null },
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time: { value: 0 },
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nIntensity: { value: 0.5 },
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sIntensity: { value: 0.05 },
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sCount: { value: 4096 },
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grayscale: { value: 1 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"#include <common>",
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// control parameter
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"uniform float time;",
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"uniform bool grayscale;",
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// noise effect intensity value (0 = no effect, 1 = full effect)
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"uniform float nIntensity;",
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// scanlines effect intensity value (0 = no effect, 1 = full effect)
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"uniform float sIntensity;",
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// scanlines effect count value (0 = no effect, 4096 = full effect)
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"uniform float sCount;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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// sample the source
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" vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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// make some noise
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" float dx = rand( vUv + time );",
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// add noise
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" vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );",
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// get us a sine and cosine
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" vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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// add scanlines
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" cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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// interpolate between source and result by intensity
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" cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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// convert to grayscale if desired
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" if( grayscale ) {",
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" cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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" }",
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" gl_FragColor = vec4( cResult, cTextureScreen.a );",
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"}"
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].join("\n")
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};
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exports.FilmShader = FilmShader;
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const FilmShader = {
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uniforms: {
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tDiffuse: { value: null },
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time: { value: 0 },
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nIntensity: { value: 0.5 },
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sIntensity: { value: 0.05 },
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sCount: { value: 4096 },
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grayscale: { value: 1 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"#include <common>",
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// control parameter
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"uniform float time;",
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"uniform bool grayscale;",
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// noise effect intensity value (0 = no effect, 1 = full effect)
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"uniform float nIntensity;",
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// scanlines effect intensity value (0 = no effect, 1 = full effect)
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"uniform float sIntensity;",
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// scanlines effect count value (0 = no effect, 4096 = full effect)
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"uniform float sCount;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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// sample the source
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" vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
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// make some noise
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" float dx = rand( vUv + time );",
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// add noise
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" vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );",
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// get us a sine and cosine
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" vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
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// add scanlines
|
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" cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
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// interpolate between source and result by intensity
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" cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
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// convert to grayscale if desired
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" if( grayscale ) {",
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" cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
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" }",
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" gl_FragColor = vec4( cResult, cTextureScreen.a );",
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"}"
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].join("\n")
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};
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export {
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FilmShader
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};
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const FocusShader = {
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uniforms: {
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tDiffuse: { value: null },
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screenWidth: { value: 1024 },
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screenHeight: { value: 1024 },
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sampleDistance: { value: 0.94 },
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waveFactor: { value: 125e-5 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform float screenWidth;",
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"uniform float screenHeight;",
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"uniform float sampleDistance;",
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"uniform float waveFactor;",
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"void main() {",
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" vec4 color, org, tmp, add;",
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" float sample_dist, f;",
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" vec2 vin;",
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" vec2 uv = vUv;",
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" add = color = org = texture2D( tDiffuse, uv );",
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" vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
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" sample_dist = dot( vin, vin ) * 2.0;",
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" f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
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" vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
|
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" color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
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" color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
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" gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
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"}"
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].join("\n")
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};
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exports.FocusShader = FocusShader;
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package/shaders/FocusShader.js
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const FocusShader = {
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uniforms: {
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tDiffuse: { value: null },
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screenWidth: { value: 1024 },
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screenHeight: { value: 1024 },
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sampleDistance: { value: 0.94 },
|
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waveFactor: { value: 125e-5 }
|
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},
|
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
|
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].join("\n"),
|
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fragmentShader: [
|
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"uniform float screenWidth;",
|
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"uniform float screenHeight;",
|
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"uniform float sampleDistance;",
|
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"uniform float waveFactor;",
|
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"uniform sampler2D tDiffuse;",
|
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"varying vec2 vUv;",
|
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"void main() {",
|
24
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" vec4 color, org, tmp, add;",
|
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" float sample_dist, f;",
|
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" vec2 vin;",
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" vec2 uv = vUv;",
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" add = color = org = texture2D( tDiffuse, uv );",
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" vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
|
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" sample_dist = dot( vin, vin ) * 2.0;",
|
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" f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
|
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" vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
|
36
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
|
40
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
|
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
|
44
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" if( tmp.b < color.b ) color = tmp;",
|
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" add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
|
46
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" if( tmp.b < color.b ) color = tmp;",
|
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" color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
|
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" color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
|
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" gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
|
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"}"
|
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].join("\n")
|
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};
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export {
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FocusShader
|
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};
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@@ -1,64 +0,0 @@
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
|
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const FreiChenShader = {
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uniforms: {
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tDiffuse: { value: null },
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aspect: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
|
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"uniform vec2 aspect;",
|
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"vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
|
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"mat3 G[9];",
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// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
|
23
|
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"const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
|
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"const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
|
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|
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"const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
|
26
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"const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
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"const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
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"const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
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"const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
|
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"const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
|
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"const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
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"void main(void)",
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"{",
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" G[0] = g0,",
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" G[1] = g1,",
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" G[2] = g2,",
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" G[3] = g3,",
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" G[4] = g4,",
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" G[5] = g5,",
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" G[6] = g6,",
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" G[7] = g7,",
|
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" G[8] = g8;",
|
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" mat3 I;",
|
44
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-
" float cnv[9];",
|
45
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-
" vec3 sample;",
|
46
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-
/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
|
47
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-
" for (float i=0.0; i<3.0; i++) {",
|
48
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-
" for (float j=0.0; j<3.0; j++) {",
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" sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
|
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" I[int(i)][int(j)] = length(sample);",
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" }",
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" }",
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/* calculate the convolution values for all the masks */
|
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|
-
" for (int i=0; i<9; i++) {",
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" float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
|
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" cnv[i] = dp3 * dp3;",
|
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" }",
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-
" float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
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" float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
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" gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
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"}"
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].join("\n")
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};
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exports.FreiChenShader = FreiChenShader;
|
@@ -1,64 +0,0 @@
|
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1
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import { Vector2 } from "three";
|
2
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const FreiChenShader = {
|
3
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uniforms: {
|
4
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tDiffuse: { value: null },
|
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aspect: { value: /* @__PURE__ */ new Vector2(512, 512) }
|
6
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},
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vertexShader: [
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8
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"varying vec2 vUv;",
|
9
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"uniform vec2 aspect;",
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"vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
|
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"mat3 G[9];",
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// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
|
21
|
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"const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
|
22
|
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"const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
|
23
|
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"const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
|
24
|
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"const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
|
25
|
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"const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
|
26
|
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"const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
|
27
|
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"const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
|
28
|
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"const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
|
29
|
-
"const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
|
30
|
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"void main(void)",
|
31
|
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"{",
|
32
|
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" G[0] = g0,",
|
33
|
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" G[1] = g1,",
|
34
|
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" G[2] = g2,",
|
35
|
-
" G[3] = g3,",
|
36
|
-
" G[4] = g4,",
|
37
|
-
" G[5] = g5,",
|
38
|
-
" G[6] = g6,",
|
39
|
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" G[7] = g7,",
|
40
|
-
" G[8] = g8;",
|
41
|
-
" mat3 I;",
|
42
|
-
" float cnv[9];",
|
43
|
-
" vec3 sample;",
|
44
|
-
/* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
|
45
|
-
" for (float i=0.0; i<3.0; i++) {",
|
46
|
-
" for (float j=0.0; j<3.0; j++) {",
|
47
|
-
" sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
|
48
|
-
" I[int(i)][int(j)] = length(sample);",
|
49
|
-
" }",
|
50
|
-
" }",
|
51
|
-
/* calculate the convolution values for all the masks */
|
52
|
-
" for (int i=0; i<9; i++) {",
|
53
|
-
" float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
|
54
|
-
" cnv[i] = dp3 * dp3;",
|
55
|
-
" }",
|
56
|
-
" float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
|
57
|
-
" float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
|
58
|
-
" gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
|
59
|
-
"}"
|
60
|
-
].join("\n")
|
61
|
-
};
|
62
|
-
export {
|
63
|
-
FreiChenShader
|
64
|
-
};
|
@@ -1,47 +0,0 @@
|
|
1
|
-
"use strict";
|
2
|
-
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
-
const FresnelShader = {
|
4
|
-
uniforms: {
|
5
|
-
mRefractionRatio: { value: 1.02 },
|
6
|
-
mFresnelBias: { value: 0.1 },
|
7
|
-
mFresnelPower: { value: 2 },
|
8
|
-
mFresnelScale: { value: 1 },
|
9
|
-
tCube: { value: null }
|
10
|
-
},
|
11
|
-
vertexShader: [
|
12
|
-
"uniform float mRefractionRatio;",
|
13
|
-
"uniform float mFresnelBias;",
|
14
|
-
"uniform float mFresnelScale;",
|
15
|
-
"uniform float mFresnelPower;",
|
16
|
-
"varying vec3 vReflect;",
|
17
|
-
"varying vec3 vRefract[3];",
|
18
|
-
"varying float vReflectionFactor;",
|
19
|
-
"void main() {",
|
20
|
-
" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
21
|
-
" vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
22
|
-
" vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
|
23
|
-
" vec3 I = worldPosition.xyz - cameraPosition;",
|
24
|
-
" vReflect = reflect( I, worldNormal );",
|
25
|
-
" vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
|
26
|
-
" vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
|
27
|
-
" vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
|
28
|
-
" vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
|
29
|
-
" gl_Position = projectionMatrix * mvPosition;",
|
30
|
-
"}"
|
31
|
-
].join("\n"),
|
32
|
-
fragmentShader: [
|
33
|
-
"uniform samplerCube tCube;",
|
34
|
-
"varying vec3 vReflect;",
|
35
|
-
"varying vec3 vRefract[3];",
|
36
|
-
"varying float vReflectionFactor;",
|
37
|
-
"void main() {",
|
38
|
-
" vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
39
|
-
" vec4 refractedColor = vec4( 1.0 );",
|
40
|
-
" refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
|
41
|
-
" refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
|
42
|
-
" refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
|
43
|
-
" gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
|
44
|
-
"}"
|
45
|
-
].join("\n")
|
46
|
-
};
|
47
|
-
exports.FresnelShader = FresnelShader;
|
package/shaders/FresnelShader.js
DELETED
@@ -1,47 +0,0 @@
|
|
1
|
-
const FresnelShader = {
|
2
|
-
uniforms: {
|
3
|
-
mRefractionRatio: { value: 1.02 },
|
4
|
-
mFresnelBias: { value: 0.1 },
|
5
|
-
mFresnelPower: { value: 2 },
|
6
|
-
mFresnelScale: { value: 1 },
|
7
|
-
tCube: { value: null }
|
8
|
-
},
|
9
|
-
vertexShader: [
|
10
|
-
"uniform float mRefractionRatio;",
|
11
|
-
"uniform float mFresnelBias;",
|
12
|
-
"uniform float mFresnelScale;",
|
13
|
-
"uniform float mFresnelPower;",
|
14
|
-
"varying vec3 vReflect;",
|
15
|
-
"varying vec3 vRefract[3];",
|
16
|
-
"varying float vReflectionFactor;",
|
17
|
-
"void main() {",
|
18
|
-
" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
19
|
-
" vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
20
|
-
" vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
|
21
|
-
" vec3 I = worldPosition.xyz - cameraPosition;",
|
22
|
-
" vReflect = reflect( I, worldNormal );",
|
23
|
-
" vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
|
24
|
-
" vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
|
25
|
-
" vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
|
26
|
-
" vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
|
27
|
-
" gl_Position = projectionMatrix * mvPosition;",
|
28
|
-
"}"
|
29
|
-
].join("\n"),
|
30
|
-
fragmentShader: [
|
31
|
-
"uniform samplerCube tCube;",
|
32
|
-
"varying vec3 vReflect;",
|
33
|
-
"varying vec3 vRefract[3];",
|
34
|
-
"varying float vReflectionFactor;",
|
35
|
-
"void main() {",
|
36
|
-
" vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
37
|
-
" vec4 refractedColor = vec4( 1.0 );",
|
38
|
-
" refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
|
39
|
-
" refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
|
40
|
-
" refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
|
41
|
-
" gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
|
42
|
-
"}"
|
43
|
-
].join("\n")
|
44
|
-
};
|
45
|
-
export {
|
46
|
-
FresnelShader
|
47
|
-
};
|
@@ -1,23 +0,0 @@
|
|
1
|
-
"use strict";
|
2
|
-
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
-
const GammaCorrectionShader = {
|
4
|
-
uniforms: {
|
5
|
-
tDiffuse: { value: null }
|
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
|
-
"varying vec2 vUv;",
|
17
|
-
"void main() {",
|
18
|
-
" vec4 tex = texture2D( tDiffuse, vUv );",
|
19
|
-
" gl_FragColor = LinearTosRGB( tex );",
|
20
|
-
"}"
|
21
|
-
].join("\n")
|
22
|
-
};
|
23
|
-
exports.GammaCorrectionShader = GammaCorrectionShader;
|
@@ -1,23 +0,0 @@
|
|
1
|
-
const GammaCorrectionShader = {
|
2
|
-
uniforms: {
|
3
|
-
tDiffuse: { value: null }
|
4
|
-
},
|
5
|
-
vertexShader: [
|
6
|
-
"varying vec2 vUv;",
|
7
|
-
"void main() {",
|
8
|
-
" vUv = uv;",
|
9
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
10
|
-
"}"
|
11
|
-
].join("\n"),
|
12
|
-
fragmentShader: [
|
13
|
-
"uniform sampler2D tDiffuse;",
|
14
|
-
"varying vec2 vUv;",
|
15
|
-
"void main() {",
|
16
|
-
" vec4 tex = texture2D( tDiffuse, vUv );",
|
17
|
-
" gl_FragColor = LinearTosRGB( tex );",
|
18
|
-
"}"
|
19
|
-
].join("\n")
|
20
|
-
};
|
21
|
-
export {
|
22
|
-
GammaCorrectionShader
|
23
|
-
};
|
@@ -1,183 +0,0 @@
|
|
1
|
-
"use strict";
|
2
|
-
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
-
const THREE = require("three");
|
4
|
-
const GodRaysDepthMaskShader = {
|
5
|
-
uniforms: {
|
6
|
-
tInput: {
|
7
|
-
value: null
|
8
|
-
}
|
9
|
-
},
|
10
|
-
vertexShader: [
|
11
|
-
"varying vec2 vUv;",
|
12
|
-
"void main() {",
|
13
|
-
" vUv = uv;",
|
14
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
15
|
-
"}"
|
16
|
-
].join("\n"),
|
17
|
-
fragmentShader: [
|
18
|
-
"varying vec2 vUv;",
|
19
|
-
"uniform sampler2D tInput;",
|
20
|
-
"void main() {",
|
21
|
-
" gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
|
22
|
-
"}"
|
23
|
-
].join("\n")
|
24
|
-
};
|
25
|
-
const GodRaysGenerateShader = {
|
26
|
-
uniforms: {
|
27
|
-
tInput: {
|
28
|
-
value: null
|
29
|
-
},
|
30
|
-
fStepSize: {
|
31
|
-
value: 1
|
32
|
-
},
|
33
|
-
vSunPositionScreenSpace: {
|
34
|
-
value: /* @__PURE__ */ new THREE.Vector3()
|
35
|
-
}
|
36
|
-
},
|
37
|
-
vertexShader: [
|
38
|
-
"varying vec2 vUv;",
|
39
|
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"void main() {",
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40
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" vUv = uv;",
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41
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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42
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"}"
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43
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].join("\n"),
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44
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fragmentShader: [
|
45
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"#define TAPS_PER_PASS 6.0",
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46
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"varying vec2 vUv;",
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47
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"uniform sampler2D tInput;",
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48
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"uniform vec3 vSunPositionScreenSpace;",
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49
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"uniform float fStepSize;",
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50
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// filter step size
|
51
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"void main() {",
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52
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// delta from current pixel to "sun" position
|
53
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" vec2 delta = vSunPositionScreenSpace.xy - vUv;",
|
54
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" float dist = length( delta );",
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55
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// Step vector (uv space)
|
56
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" vec2 stepv = fStepSize * delta / dist;",
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57
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// Number of iterations between pixel and sun
|
58
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" float iters = dist/fStepSize;",
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59
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" vec2 uv = vUv.xy;",
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60
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" float col = 0.0;",
|
61
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// This breaks ANGLE in Chrome 22
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62
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-
// - see http://code.google.com/p/chromium/issues/detail?id=153105
|
63
|
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/*
|
64
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// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
|
65
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// so i've just left the loop
|
66
|
-
|
67
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"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
|
68
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-
|
69
|
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// Accumulate samples, making sure we dont walk past the light source.
|
70
|
-
|
71
|
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// The check for uv.y < 1 would not be necessary with "border" UV wrap
|
72
|
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// mode, with a black border color. I don't think this is currently
|
73
|
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// exposed by three.js. As a result there might be artifacts when the
|
74
|
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// sun is to the left, right or bottom of screen as these cases are
|
75
|
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// not specifically handled.
|
76
|
-
|
77
|
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" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
|
78
|
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" uv += stepv;",
|
79
|
-
|
80
|
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"}",
|
81
|
-
*/
|
82
|
-
// Unrolling loop manually makes it work in ANGLE
|
83
|
-
" float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
|
84
|
-
// used to fade out godrays
|
85
|
-
" if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
86
|
-
" uv += stepv;",
|
87
|
-
" if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
88
|
-
" uv += stepv;",
|
89
|
-
" if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
90
|
-
" uv += stepv;",
|
91
|
-
" if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
92
|
-
" uv += stepv;",
|
93
|
-
" if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
94
|
-
" uv += stepv;",
|
95
|
-
" if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
96
|
-
" uv += stepv;",
|
97
|
-
// Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
|
98
|
-
// objectionable artifacts, in particular near the sun position. The side
|
99
|
-
// effect is that the result is darker than it should be around the sun, as
|
100
|
-
// TAPS_PER_PASS is greater than the number of samples actually accumulated.
|
101
|
-
// When the result is inverted (in the shader 'godrays_combine', this produces
|
102
|
-
// a slight bright spot at the position of the sun, even when it is occluded.
|
103
|
-
" gl_FragColor = vec4( col/TAPS_PER_PASS );",
|
104
|
-
" gl_FragColor.a = 1.0;",
|
105
|
-
"}"
|
106
|
-
].join("\n")
|
107
|
-
};
|
108
|
-
const GodRaysCombineShader = {
|
109
|
-
uniforms: {
|
110
|
-
tColors: {
|
111
|
-
value: null
|
112
|
-
},
|
113
|
-
tGodRays: {
|
114
|
-
value: null
|
115
|
-
},
|
116
|
-
fGodRayIntensity: {
|
117
|
-
value: 0.69
|
118
|
-
}
|
119
|
-
},
|
120
|
-
vertexShader: [
|
121
|
-
"varying vec2 vUv;",
|
122
|
-
"void main() {",
|
123
|
-
" vUv = uv;",
|
124
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
125
|
-
"}"
|
126
|
-
].join("\n"),
|
127
|
-
fragmentShader: [
|
128
|
-
"varying vec2 vUv;",
|
129
|
-
"uniform sampler2D tColors;",
|
130
|
-
"uniform sampler2D tGodRays;",
|
131
|
-
"uniform float fGodRayIntensity;",
|
132
|
-
"void main() {",
|
133
|
-
// Since THREE.MeshDepthMaterial renders foreground objects white and background
|
134
|
-
// objects black, the god-rays will be white streaks. Therefore value is inverted
|
135
|
-
// before being combined with tColors
|
136
|
-
" gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
|
137
|
-
" gl_FragColor.a = 1.0;",
|
138
|
-
"}"
|
139
|
-
].join("\n")
|
140
|
-
};
|
141
|
-
const GodRaysFakeSunShader = {
|
142
|
-
uniforms: {
|
143
|
-
vSunPositionScreenSpace: {
|
144
|
-
value: /* @__PURE__ */ new THREE.Vector3()
|
145
|
-
},
|
146
|
-
fAspect: {
|
147
|
-
value: 1
|
148
|
-
},
|
149
|
-
sunColor: {
|
150
|
-
value: /* @__PURE__ */ new THREE.Color(16772608)
|
151
|
-
},
|
152
|
-
bgColor: {
|
153
|
-
value: /* @__PURE__ */ new THREE.Color(0)
|
154
|
-
}
|
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
|
-
"varying vec2 vUv;",
|
165
|
-
"uniform vec3 vSunPositionScreenSpace;",
|
166
|
-
"uniform float fAspect;",
|
167
|
-
"uniform vec3 sunColor;",
|
168
|
-
"uniform vec3 bgColor;",
|
169
|
-
"void main() {",
|
170
|
-
" vec2 diff = vUv - vSunPositionScreenSpace.xy;",
|
171
|
-
// Correct for aspect ratio
|
172
|
-
" diff.x *= fAspect;",
|
173
|
-
" float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
|
174
|
-
" prop = 0.35 * pow( 1.0 - prop, 3.0 );",
|
175
|
-
" gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
|
176
|
-
" gl_FragColor.w = 1.0;",
|
177
|
-
"}"
|
178
|
-
].join("\n")
|
179
|
-
};
|
180
|
-
exports.GodRaysCombineShader = GodRaysCombineShader;
|
181
|
-
exports.GodRaysDepthMaskShader = GodRaysDepthMaskShader;
|
182
|
-
exports.GodRaysFakeSunShader = GodRaysFakeSunShader;
|
183
|
-
exports.GodRaysGenerateShader = GodRaysGenerateShader;
|