three-stdlib 2.24.2 → 2.25.1

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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
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  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
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  379. package/postprocessing/TexturePass.cjs +0 -42
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  381. package/postprocessing/UnrealBloomPass.cjs +0 -277
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  383. package/postprocessing/WaterPass.cjs +0 -72
  384. package/postprocessing/WaterPass.js +0 -72
  385. package/renderers/CSS2DRenderer.cjs +0 -122
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  389. package/renderers/Projector.cjs +0 -499
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  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
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  415. package/shaders/CopyShader.cjs +0 -25
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  435. package/shaders/GammaCorrectionShader.cjs +0 -23
  436. package/shaders/GammaCorrectionShader.js +0 -23
  437. package/shaders/GodRaysShader.cjs +0 -183
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  439. package/shaders/HalftoneShader.cjs +0 -228
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  457. package/shaders/ParallaxShader.cjs +0 -133
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  475. package/shaders/SubsurfaceScatteringShader.cjs +0 -98
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  479. package/shaders/ToneMapShader.cjs +0 -51
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  481. package/shaders/ToonShader.cjs +0 -188
  482. package/shaders/ToonShader.js +0 -188
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  487. package/shaders/VerticalBlurShader.cjs +0 -50
  488. package/shaders/VerticalBlurShader.js +0 -50
  489. package/shaders/VerticalTiltShiftShader.cjs +0 -37
  490. package/shaders/VerticalTiltShiftShader.js +0 -37
  491. package/shaders/VignetteShader.cjs +0 -38
  492. package/shaders/VignetteShader.js +0 -38
  493. package/shaders/VolumeShader.cjs +0 -225
  494. package/shaders/VolumeShader.js +0 -225
  495. package/shaders/WaterRefractionShader.cjs +0 -59
  496. package/shaders/WaterRefractionShader.js +0 -59
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  501. package/types/helpers.cjs +0 -4
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  509. package/utils/RoughnessMipmapper.cjs +0 -223
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  515. package/utils/SkeletonUtils.cjs +0 -211
  516. package/utils/SkeletonUtils.js +0 -211
  517. package/utils/UVsDebug.cjs +0 -80
  518. package/utils/UVsDebug.js +0 -80
  519. package/utils/WorkerPool.cjs +0 -62
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  521. package/webxr/ARButton.cjs +0 -119
  522. package/webxr/ARButton.js +0 -119
  523. package/webxr/OculusHandModel.cjs +0 -82
  524. package/webxr/OculusHandModel.js +0 -82
  525. package/webxr/OculusHandPointerModel.cjs +0 -241
  526. package/webxr/OculusHandPointerModel.js +0 -224
  527. package/webxr/Text2D.cjs +0 -48
  528. package/webxr/Text2D.js +0 -31
  529. package/webxr/VRButton.cjs +0 -111
  530. package/webxr/VRButton.js +0 -111
  531. package/webxr/XRControllerModelFactory.cjs +0 -174
  532. package/webxr/XRControllerModelFactory.js +0 -174
  533. package/webxr/XREstimatedLight.cjs +0 -126
  534. package/webxr/XREstimatedLight.js +0 -126
  535. package/webxr/XRHandMeshModel.cjs +0 -82
  536. package/webxr/XRHandMeshModel.js +0 -82
  537. package/webxr/XRHandModelFactory.cjs +0 -61
  538. package/webxr/XRHandModelFactory.js +0 -61
  539. package/webxr/XRHandPrimitiveModel.cjs +0 -68
  540. package/webxr/XRHandPrimitiveModel.js +0 -68
@@ -1,183 +0,0 @@
1
- import { Vector3, Color } from "three";
2
- const GodRaysDepthMaskShader = {
3
- uniforms: {
4
- tInput: {
5
- value: null
6
- }
7
- },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "varying vec2 vUv;",
17
- "uniform sampler2D tInput;",
18
- "void main() {",
19
- " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
20
- "}"
21
- ].join("\n")
22
- };
23
- const GodRaysGenerateShader = {
24
- uniforms: {
25
- tInput: {
26
- value: null
27
- },
28
- fStepSize: {
29
- value: 1
30
- },
31
- vSunPositionScreenSpace: {
32
- value: /* @__PURE__ */ new Vector3()
33
- }
34
- },
35
- vertexShader: [
36
- "varying vec2 vUv;",
37
- "void main() {",
38
- " vUv = uv;",
39
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
40
- "}"
41
- ].join("\n"),
42
- fragmentShader: [
43
- "#define TAPS_PER_PASS 6.0",
44
- "varying vec2 vUv;",
45
- "uniform sampler2D tInput;",
46
- "uniform vec3 vSunPositionScreenSpace;",
47
- "uniform float fStepSize;",
48
- // filter step size
49
- "void main() {",
50
- // delta from current pixel to "sun" position
51
- " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
52
- " float dist = length( delta );",
53
- // Step vector (uv space)
54
- " vec2 stepv = fStepSize * delta / dist;",
55
- // Number of iterations between pixel and sun
56
- " float iters = dist/fStepSize;",
57
- " vec2 uv = vUv.xy;",
58
- " float col = 0.0;",
59
- // This breaks ANGLE in Chrome 22
60
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
61
- /*
62
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
63
- // so i've just left the loop
64
-
65
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
66
-
67
- // Accumulate samples, making sure we dont walk past the light source.
68
-
69
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
70
- // mode, with a black border color. I don't think this is currently
71
- // exposed by three.js. As a result there might be artifacts when the
72
- // sun is to the left, right or bottom of screen as these cases are
73
- // not specifically handled.
74
-
75
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
76
- " uv += stepv;",
77
-
78
- "}",
79
- */
80
- // Unrolling loop manually makes it work in ANGLE
81
- " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
82
- // used to fade out godrays
83
- " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
84
- " uv += stepv;",
85
- " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
86
- " uv += stepv;",
87
- " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
88
- " uv += stepv;",
89
- " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
90
- " uv += stepv;",
91
- " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
92
- " uv += stepv;",
93
- " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
94
- " uv += stepv;",
95
- // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
96
- // objectionable artifacts, in particular near the sun position. The side
97
- // effect is that the result is darker than it should be around the sun, as
98
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
99
- // When the result is inverted (in the shader 'godrays_combine', this produces
100
- // a slight bright spot at the position of the sun, even when it is occluded.
101
- " gl_FragColor = vec4( col/TAPS_PER_PASS );",
102
- " gl_FragColor.a = 1.0;",
103
- "}"
104
- ].join("\n")
105
- };
106
- const GodRaysCombineShader = {
107
- uniforms: {
108
- tColors: {
109
- value: null
110
- },
111
- tGodRays: {
112
- value: null
113
- },
114
- fGodRayIntensity: {
115
- value: 0.69
116
- }
117
- },
118
- vertexShader: [
119
- "varying vec2 vUv;",
120
- "void main() {",
121
- " vUv = uv;",
122
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
123
- "}"
124
- ].join("\n"),
125
- fragmentShader: [
126
- "varying vec2 vUv;",
127
- "uniform sampler2D tColors;",
128
- "uniform sampler2D tGodRays;",
129
- "uniform float fGodRayIntensity;",
130
- "void main() {",
131
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
132
- // objects black, the god-rays will be white streaks. Therefore value is inverted
133
- // before being combined with tColors
134
- " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
135
- " gl_FragColor.a = 1.0;",
136
- "}"
137
- ].join("\n")
138
- };
139
- const GodRaysFakeSunShader = {
140
- uniforms: {
141
- vSunPositionScreenSpace: {
142
- value: /* @__PURE__ */ new Vector3()
143
- },
144
- fAspect: {
145
- value: 1
146
- },
147
- sunColor: {
148
- value: /* @__PURE__ */ new Color(16772608)
149
- },
150
- bgColor: {
151
- value: /* @__PURE__ */ new Color(0)
152
- }
153
- },
154
- vertexShader: [
155
- "varying vec2 vUv;",
156
- "void main() {",
157
- " vUv = uv;",
158
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
159
- "}"
160
- ].join("\n"),
161
- fragmentShader: [
162
- "varying vec2 vUv;",
163
- "uniform vec3 vSunPositionScreenSpace;",
164
- "uniform float fAspect;",
165
- "uniform vec3 sunColor;",
166
- "uniform vec3 bgColor;",
167
- "void main() {",
168
- " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
169
- // Correct for aspect ratio
170
- " diff.x *= fAspect;",
171
- " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
172
- " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
173
- " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
174
- " gl_FragColor.w = 1.0;",
175
- "}"
176
- ].join("\n")
177
- };
178
- export {
179
- GodRaysCombineShader,
180
- GodRaysDepthMaskShader,
181
- GodRaysFakeSunShader,
182
- GodRaysGenerateShader
183
- };
@@ -1,228 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const HalftoneShader = {
4
- uniforms: {
5
- tDiffuse: { value: null },
6
- shape: { value: 1 },
7
- radius: { value: 4 },
8
- rotateR: { value: Math.PI / 12 * 1 },
9
- rotateG: { value: Math.PI / 12 * 2 },
10
- rotateB: { value: Math.PI / 12 * 3 },
11
- scatter: { value: 0 },
12
- width: { value: 1 },
13
- height: { value: 1 },
14
- blending: { value: 1 },
15
- blendingMode: { value: 1 },
16
- greyscale: { value: false },
17
- disable: { value: false }
18
- },
19
- vertexShader: [
20
- "varying vec2 vUV;",
21
- "void main() {",
22
- " vUV = uv;",
23
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
24
- "}"
25
- ].join("\n"),
26
- fragmentShader: [
27
- "#define SQRT2_MINUS_ONE 0.41421356",
28
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
29
- "#define PI2 6.28318531",
30
- "#define SHAPE_DOT 1",
31
- "#define SHAPE_ELLIPSE 2",
32
- "#define SHAPE_LINE 3",
33
- "#define SHAPE_SQUARE 4",
34
- "#define BLENDING_LINEAR 1",
35
- "#define BLENDING_MULTIPLY 2",
36
- "#define BLENDING_ADD 3",
37
- "#define BLENDING_LIGHTER 4",
38
- "#define BLENDING_DARKER 5",
39
- "uniform sampler2D tDiffuse;",
40
- "uniform float radius;",
41
- "uniform float rotateR;",
42
- "uniform float rotateG;",
43
- "uniform float rotateB;",
44
- "uniform float scatter;",
45
- "uniform float width;",
46
- "uniform float height;",
47
- "uniform int shape;",
48
- "uniform bool disable;",
49
- "uniform float blending;",
50
- "uniform int blendingMode;",
51
- "varying vec2 vUV;",
52
- "uniform bool greyscale;",
53
- "const int samples = 8;",
54
- "float blend( float a, float b, float t ) {",
55
- // linear blend
56
- " return a * ( 1.0 - t ) + b * t;",
57
- "}",
58
- "float hypot( float x, float y ) {",
59
- // vector magnitude
60
- " return sqrt( x * x + y * y );",
61
- "}",
62
- "float rand( vec2 seed ){",
63
- // get pseudo-random number
64
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
65
- "}",
66
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
67
- // apply shape-specific transforms
68
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
69
- " float rad = channel;",
70
- " if ( shape == SHAPE_DOT ) {",
71
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
- " } else if ( shape == SHAPE_ELLIPSE ) {",
73
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
74
- " if ( dist != 0.0 ) {",
75
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
76
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
77
- " }",
78
- " } else if ( shape == SHAPE_LINE ) {",
79
- " rad = pow( abs( rad ), 1.5) * rad_max;",
80
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
81
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
82
- " } else if ( shape == SHAPE_SQUARE ) {",
83
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
84
- " float sin_t = abs( sin( theta ) );",
85
- " float cos_t = abs( cos( theta ) );",
86
- " rad = pow( abs( rad ), 1.4 );",
87
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
88
- " }",
89
- " return rad - dist;",
90
- "}",
91
- "struct Cell {",
92
- // grid sample positions
93
- " vec2 normal;",
94
- " vec2 p1;",
95
- " vec2 p2;",
96
- " vec2 p3;",
97
- " vec2 p4;",
98
- " float samp2;",
99
- " float samp1;",
100
- " float samp3;",
101
- " float samp4;",
102
- "};",
103
- "vec4 getSample( vec2 point ) {",
104
- // multi-sampled point
105
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
106
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
107
- " float step = PI2 / float( samples );",
108
- " float dist = radius * 0.66;",
109
- " for ( int i = 0; i < samples; ++i ) {",
110
- " float r = base + step * float( i );",
111
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
112
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
113
- " }",
114
- " tex /= float( samples ) + 1.0;",
115
- " return tex;",
116
- "}",
117
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
118
- // get colour for given point
119
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
120
- " if ( channel == 0 ) {",
121
- " c.samp1 = getSample( c.p1 ).r;",
122
- " c.samp2 = getSample( c.p2 ).r;",
123
- " c.samp3 = getSample( c.p3 ).r;",
124
- " c.samp4 = getSample( c.p4 ).r;",
125
- " } else if (channel == 1) {",
126
- " c.samp1 = getSample( c.p1 ).g;",
127
- " c.samp2 = getSample( c.p2 ).g;",
128
- " c.samp3 = getSample( c.p3 ).g;",
129
- " c.samp4 = getSample( c.p4 ).g;",
130
- " } else {",
131
- " c.samp1 = getSample( c.p1 ).b;",
132
- " c.samp3 = getSample( c.p3 ).b;",
133
- " c.samp2 = getSample( c.p2 ).b;",
134
- " c.samp4 = getSample( c.p4 ).b;",
135
- " }",
136
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
137
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
138
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
139
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
140
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
141
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
142
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
143
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
144
- " res = clamp( res, 0.0, 1.0 );",
145
- " return res;",
146
- "}",
147
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
148
- // get containing cell
149
- " Cell c;",
150
- // calc grid
151
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
152
- " float threshold = step * 0.5;",
153
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
154
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
155
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
156
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
157
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
158
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
159
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
160
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
161
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
162
- // get closest corner
163
- " c.normal = n;",
164
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
165
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
166
- // scatter
167
- " if ( scatter != 0.0 ) {",
168
- " float off_mag = scatter * threshold * 0.5;",
169
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
170
- " c.p1.x += cos( off_angle ) * off_mag;",
171
- " c.p1.y += sin( off_angle ) * off_mag;",
172
- " }",
173
- // find corners
174
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
175
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
176
- " c.p2.x = c.p1.x - n.x * normal_step;",
177
- " c.p2.y = c.p1.y - n.y * normal_step;",
178
- " c.p3.x = c.p1.x + n.y * line_step;",
179
- " c.p3.y = c.p1.y - n.x * line_step;",
180
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
181
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
182
- " return c;",
183
- "}",
184
- "float blendColour( float a, float b, float t ) {",
185
- // blend colours
186
- " if ( blendingMode == BLENDING_LINEAR ) {",
187
- " return blend( a, b, 1.0 - t );",
188
- " } else if ( blendingMode == BLENDING_ADD ) {",
189
- " return blend( a, min( 1.0, a + b ), t );",
190
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
191
- " return blend( a, max( 0.0, a * b ), t );",
192
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
193
- " return blend( a, max( a, b ), t );",
194
- " } else if ( blendingMode == BLENDING_DARKER ) {",
195
- " return blend( a, min( a, b ), t );",
196
- " } else {",
197
- " return blend( a, b, 1.0 - t );",
198
- " }",
199
- "}",
200
- "void main() {",
201
- " if ( ! disable ) {",
202
- // setup
203
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
204
- " vec2 origin = vec2( 0, 0 );",
205
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
206
- // get channel samples
207
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
208
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
209
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
210
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
211
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
212
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
213
- // blend with original
214
- " vec4 colour = texture2D( tDiffuse, vUV );",
215
- " r = blendColour( r, colour.r, blending );",
216
- " g = blendColour( g, colour.g, blending );",
217
- " b = blendColour( b, colour.b, blending );",
218
- " if ( greyscale ) {",
219
- " r = g = b = (r + b + g) / 3.0;",
220
- " }",
221
- " gl_FragColor = vec4( r, g, b, 1.0 );",
222
- " } else {",
223
- " gl_FragColor = texture2D( tDiffuse, vUV );",
224
- " }",
225
- "}"
226
- ].join("\n")
227
- };
228
- exports.HalftoneShader = HalftoneShader;
@@ -1,228 +0,0 @@
1
- const HalftoneShader = {
2
- uniforms: {
3
- tDiffuse: { value: null },
4
- shape: { value: 1 },
5
- radius: { value: 4 },
6
- rotateR: { value: Math.PI / 12 * 1 },
7
- rotateG: { value: Math.PI / 12 * 2 },
8
- rotateB: { value: Math.PI / 12 * 3 },
9
- scatter: { value: 0 },
10
- width: { value: 1 },
11
- height: { value: 1 },
12
- blending: { value: 1 },
13
- blendingMode: { value: 1 },
14
- greyscale: { value: false },
15
- disable: { value: false }
16
- },
17
- vertexShader: [
18
- "varying vec2 vUV;",
19
- "void main() {",
20
- " vUV = uv;",
21
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
22
- "}"
23
- ].join("\n"),
24
- fragmentShader: [
25
- "#define SQRT2_MINUS_ONE 0.41421356",
26
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
27
- "#define PI2 6.28318531",
28
- "#define SHAPE_DOT 1",
29
- "#define SHAPE_ELLIPSE 2",
30
- "#define SHAPE_LINE 3",
31
- "#define SHAPE_SQUARE 4",
32
- "#define BLENDING_LINEAR 1",
33
- "#define BLENDING_MULTIPLY 2",
34
- "#define BLENDING_ADD 3",
35
- "#define BLENDING_LIGHTER 4",
36
- "#define BLENDING_DARKER 5",
37
- "uniform sampler2D tDiffuse;",
38
- "uniform float radius;",
39
- "uniform float rotateR;",
40
- "uniform float rotateG;",
41
- "uniform float rotateB;",
42
- "uniform float scatter;",
43
- "uniform float width;",
44
- "uniform float height;",
45
- "uniform int shape;",
46
- "uniform bool disable;",
47
- "uniform float blending;",
48
- "uniform int blendingMode;",
49
- "varying vec2 vUV;",
50
- "uniform bool greyscale;",
51
- "const int samples = 8;",
52
- "float blend( float a, float b, float t ) {",
53
- // linear blend
54
- " return a * ( 1.0 - t ) + b * t;",
55
- "}",
56
- "float hypot( float x, float y ) {",
57
- // vector magnitude
58
- " return sqrt( x * x + y * y );",
59
- "}",
60
- "float rand( vec2 seed ){",
61
- // get pseudo-random number
62
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
63
- "}",
64
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
65
- // apply shape-specific transforms
66
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
67
- " float rad = channel;",
68
- " if ( shape == SHAPE_DOT ) {",
69
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
- " } else if ( shape == SHAPE_ELLIPSE ) {",
71
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
- " if ( dist != 0.0 ) {",
73
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
74
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
75
- " }",
76
- " } else if ( shape == SHAPE_LINE ) {",
77
- " rad = pow( abs( rad ), 1.5) * rad_max;",
78
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
79
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
80
- " } else if ( shape == SHAPE_SQUARE ) {",
81
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
82
- " float sin_t = abs( sin( theta ) );",
83
- " float cos_t = abs( cos( theta ) );",
84
- " rad = pow( abs( rad ), 1.4 );",
85
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
86
- " }",
87
- " return rad - dist;",
88
- "}",
89
- "struct Cell {",
90
- // grid sample positions
91
- " vec2 normal;",
92
- " vec2 p1;",
93
- " vec2 p2;",
94
- " vec2 p3;",
95
- " vec2 p4;",
96
- " float samp2;",
97
- " float samp1;",
98
- " float samp3;",
99
- " float samp4;",
100
- "};",
101
- "vec4 getSample( vec2 point ) {",
102
- // multi-sampled point
103
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
104
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
105
- " float step = PI2 / float( samples );",
106
- " float dist = radius * 0.66;",
107
- " for ( int i = 0; i < samples; ++i ) {",
108
- " float r = base + step * float( i );",
109
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
110
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
111
- " }",
112
- " tex /= float( samples ) + 1.0;",
113
- " return tex;",
114
- "}",
115
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
116
- // get colour for given point
117
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
118
- " if ( channel == 0 ) {",
119
- " c.samp1 = getSample( c.p1 ).r;",
120
- " c.samp2 = getSample( c.p2 ).r;",
121
- " c.samp3 = getSample( c.p3 ).r;",
122
- " c.samp4 = getSample( c.p4 ).r;",
123
- " } else if (channel == 1) {",
124
- " c.samp1 = getSample( c.p1 ).g;",
125
- " c.samp2 = getSample( c.p2 ).g;",
126
- " c.samp3 = getSample( c.p3 ).g;",
127
- " c.samp4 = getSample( c.p4 ).g;",
128
- " } else {",
129
- " c.samp1 = getSample( c.p1 ).b;",
130
- " c.samp3 = getSample( c.p3 ).b;",
131
- " c.samp2 = getSample( c.p2 ).b;",
132
- " c.samp4 = getSample( c.p4 ).b;",
133
- " }",
134
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
135
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
136
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
137
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
138
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
139
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
140
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
141
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
142
- " res = clamp( res, 0.0, 1.0 );",
143
- " return res;",
144
- "}",
145
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
146
- // get containing cell
147
- " Cell c;",
148
- // calc grid
149
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
150
- " float threshold = step * 0.5;",
151
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
152
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
153
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
154
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
155
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
156
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
157
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
158
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
159
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
160
- // get closest corner
161
- " c.normal = n;",
162
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
163
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
164
- // scatter
165
- " if ( scatter != 0.0 ) {",
166
- " float off_mag = scatter * threshold * 0.5;",
167
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
168
- " c.p1.x += cos( off_angle ) * off_mag;",
169
- " c.p1.y += sin( off_angle ) * off_mag;",
170
- " }",
171
- // find corners
172
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
173
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
174
- " c.p2.x = c.p1.x - n.x * normal_step;",
175
- " c.p2.y = c.p1.y - n.y * normal_step;",
176
- " c.p3.x = c.p1.x + n.y * line_step;",
177
- " c.p3.y = c.p1.y - n.x * line_step;",
178
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
179
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
180
- " return c;",
181
- "}",
182
- "float blendColour( float a, float b, float t ) {",
183
- // blend colours
184
- " if ( blendingMode == BLENDING_LINEAR ) {",
185
- " return blend( a, b, 1.0 - t );",
186
- " } else if ( blendingMode == BLENDING_ADD ) {",
187
- " return blend( a, min( 1.0, a + b ), t );",
188
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
189
- " return blend( a, max( 0.0, a * b ), t );",
190
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
191
- " return blend( a, max( a, b ), t );",
192
- " } else if ( blendingMode == BLENDING_DARKER ) {",
193
- " return blend( a, min( a, b ), t );",
194
- " } else {",
195
- " return blend( a, b, 1.0 - t );",
196
- " }",
197
- "}",
198
- "void main() {",
199
- " if ( ! disable ) {",
200
- // setup
201
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
202
- " vec2 origin = vec2( 0, 0 );",
203
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
204
- // get channel samples
205
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
206
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
207
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
208
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
209
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
210
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
211
- // blend with original
212
- " vec4 colour = texture2D( tDiffuse, vUV );",
213
- " r = blendColour( r, colour.r, blending );",
214
- " g = blendColour( g, colour.g, blending );",
215
- " b = blendColour( b, colour.b, blending );",
216
- " if ( greyscale ) {",
217
- " r = g = b = (r + b + g) / 3.0;",
218
- " }",
219
- " gl_FragColor = vec4( r, g, b, 1.0 );",
220
- " } else {",
221
- " gl_FragColor = texture2D( tDiffuse, vUV );",
222
- " }",
223
- "}"
224
- ].join("\n")
225
- };
226
- export {
227
- HalftoneShader
228
- };
@@ -1,49 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const HorizontalBlurShader = {
4
- uniforms: {
5
- tDiffuse: { value: null },
6
- h: { value: 1 / 512 }
7
- },
8
- vertexShader: (
9
- /* glsl */
10
- `
11
- varying vec2 vUv;
12
-
13
- void main() {
14
-
15
- vUv = uv;
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
22
- /* glsl */
23
- `
24
- uniform sampler2D tDiffuse;
25
- uniform float h;
26
-
27
- varying vec2 vUv;
28
-
29
- void main() {
30
-
31
- vec4 sum = vec4( 0.0 );
32
-
33
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
34
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
35
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
36
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
37
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
38
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
39
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
40
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
41
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
42
-
43
- gl_FragColor = sum;
44
-
45
- }
46
- `
47
- )
48
- };
49
- exports.HorizontalBlurShader = HorizontalBlurShader;