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/GodRaysShader.js
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import { Vector3, Color } from "three";
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const GodRaysDepthMaskShader = {
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uniforms: {
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tInput: {
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value: null
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}
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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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"varying vec2 vUv;",
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"uniform sampler2D tInput;",
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"void main() {",
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" gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
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"}"
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].join("\n")
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};
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const GodRaysGenerateShader = {
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uniforms: {
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tInput: {
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value: null
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},
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fStepSize: {
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value: 1
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},
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vSunPositionScreenSpace: {
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value: /* @__PURE__ */ new Vector3()
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}
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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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"#define TAPS_PER_PASS 6.0",
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"varying vec2 vUv;",
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"uniform sampler2D tInput;",
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"uniform vec3 vSunPositionScreenSpace;",
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"uniform float fStepSize;",
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// filter step size
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"void main() {",
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// delta from current pixel to "sun" position
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" vec2 delta = vSunPositionScreenSpace.xy - vUv;",
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" float dist = length( delta );",
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// Step vector (uv space)
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" vec2 stepv = fStepSize * delta / dist;",
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// Number of iterations between pixel and sun
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" float iters = dist/fStepSize;",
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" vec2 uv = vUv.xy;",
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" float col = 0.0;",
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// This breaks ANGLE in Chrome 22
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// - see http://code.google.com/p/chromium/issues/detail?id=153105
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/*
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// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
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// so i've just left the loop
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"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
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// Accumulate samples, making sure we dont walk past the light source.
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// The check for uv.y < 1 would not be necessary with "border" UV wrap
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// mode, with a black border color. I don't think this is currently
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// exposed by three.js. As a result there might be artifacts when the
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// sun is to the left, right or bottom of screen as these cases are
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// not specifically handled.
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" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
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" uv += stepv;",
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"}",
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*/
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// Unrolling loop manually makes it work in ANGLE
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" float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
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// used to fade out godrays
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" if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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" if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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" if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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" if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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" if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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" if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
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" uv += stepv;",
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// Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
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// objectionable artifacts, in particular near the sun position. The side
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// effect is that the result is darker than it should be around the sun, as
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// TAPS_PER_PASS is greater than the number of samples actually accumulated.
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// When the result is inverted (in the shader 'godrays_combine', this produces
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// a slight bright spot at the position of the sun, even when it is occluded.
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" gl_FragColor = vec4( col/TAPS_PER_PASS );",
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" gl_FragColor.a = 1.0;",
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"}"
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].join("\n")
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};
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const GodRaysCombineShader = {
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uniforms: {
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tColors: {
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value: null
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},
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tGodRays: {
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value: null
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},
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fGodRayIntensity: {
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value: 0.69
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}
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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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"varying vec2 vUv;",
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"uniform sampler2D tColors;",
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"uniform sampler2D tGodRays;",
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"uniform float fGodRayIntensity;",
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"void main() {",
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// Since THREE.MeshDepthMaterial renders foreground objects white and background
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// objects black, the god-rays will be white streaks. Therefore value is inverted
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// before being combined with tColors
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" gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
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" gl_FragColor.a = 1.0;",
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"}"
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].join("\n")
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};
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const GodRaysFakeSunShader = {
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uniforms: {
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vSunPositionScreenSpace: {
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value: /* @__PURE__ */ new Vector3()
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},
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fAspect: {
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value: 1
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},
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sunColor: {
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value: /* @__PURE__ */ new Color(16772608)
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},
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bgColor: {
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value: /* @__PURE__ */ new Color(0)
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}
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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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"varying vec2 vUv;",
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"uniform vec3 vSunPositionScreenSpace;",
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"uniform float fAspect;",
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"uniform vec3 sunColor;",
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"uniform vec3 bgColor;",
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"void main() {",
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" vec2 diff = vUv - vSunPositionScreenSpace.xy;",
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// Correct for aspect ratio
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" diff.x *= fAspect;",
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" float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
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" prop = 0.35 * pow( 1.0 - prop, 3.0 );",
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" gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
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" gl_FragColor.w = 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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GodRaysCombineShader,
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GodRaysDepthMaskShader,
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GodRaysFakeSunShader,
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GodRaysGenerateShader
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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 HalftoneShader = {
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uniforms: {
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tDiffuse: { value: null },
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shape: { value: 1 },
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radius: { value: 4 },
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rotateR: { value: Math.PI / 12 * 1 },
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rotateG: { value: Math.PI / 12 * 2 },
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rotateB: { value: Math.PI / 12 * 3 },
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scatter: { value: 0 },
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width: { value: 1 },
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height: { value: 1 },
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blending: { value: 1 },
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blendingMode: { value: 1 },
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greyscale: { value: false },
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disable: { value: false }
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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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"#define SQRT2_MINUS_ONE 0.41421356",
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"#define SQRT2_HALF_MINUS_ONE 0.20710678",
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"#define PI2 6.28318531",
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"#define SHAPE_DOT 1",
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"#define SHAPE_ELLIPSE 2",
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"#define SHAPE_LINE 3",
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"#define SHAPE_SQUARE 4",
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"#define BLENDING_LINEAR 1",
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"#define BLENDING_MULTIPLY 2",
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"#define BLENDING_ADD 3",
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"#define BLENDING_LIGHTER 4",
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"#define BLENDING_DARKER 5",
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"uniform sampler2D tDiffuse;",
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"uniform float radius;",
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"uniform float rotateR;",
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"uniform float rotateG;",
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"uniform float rotateB;",
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"uniform float scatter;",
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"uniform float width;",
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"uniform float height;",
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"uniform int shape;",
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"uniform bool disable;",
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"uniform float blending;",
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"uniform int blendingMode;",
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"varying vec2 vUV;",
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"uniform bool greyscale;",
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"const int samples = 8;",
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"float blend( float a, float b, float t ) {",
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// linear blend
|
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" return a * ( 1.0 - t ) + b * t;",
|
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"}",
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"float hypot( float x, float y ) {",
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// vector magnitude
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" return sqrt( x * x + y * y );",
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"}",
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"float rand( vec2 seed ){",
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// get pseudo-random number
|
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"return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
|
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"}",
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"float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
|
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// apply shape-specific transforms
|
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" float dist = hypot( coord.x - p.x, coord.y - p.y );",
|
69
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" float rad = channel;",
|
70
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" if ( shape == SHAPE_DOT ) {",
|
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" rad = pow( abs( rad ), 1.125 ) * rad_max;",
|
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" } else if ( shape == SHAPE_ELLIPSE ) {",
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73
|
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" rad = pow( abs( rad ), 1.125 ) * rad_max;",
|
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" if ( dist != 0.0 ) {",
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75
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" float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
|
76
|
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" dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
|
77
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" }",
|
78
|
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" } else if ( shape == SHAPE_LINE ) {",
|
79
|
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" rad = pow( abs( rad ), 1.5) * rad_max;",
|
80
|
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" float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
|
81
|
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" dist = hypot( normal.x * dot_p, normal.y * dot_p );",
|
82
|
-
" } else if ( shape == SHAPE_SQUARE ) {",
|
83
|
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" 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
|
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" rad = pow( abs( rad ), 1.4 );",
|
87
|
-
" rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
|
88
|
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" }",
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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
|
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// get containing cell
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147
|
-
" Cell c;",
|
148
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// calc grid
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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 );",
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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;
|