three-stdlib 2.24.2 → 2.25.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (540) hide show
  1. package/controls/OrbitControls.d.ts +2 -0
  2. package/index.cjs +116401 -611
  3. package/index.js +116037 -263
  4. package/package.json +17 -4
  5. package/_polyfill/CapsuleGeometry.cjs +0 -22
  6. package/_polyfill/CapsuleGeometry.js +0 -22
  7. package/_polyfill/CompressedArrayTexture.cjs +0 -12
  8. package/_polyfill/CompressedArrayTexture.js +0 -12
  9. package/_polyfill/Data3DTexture.cjs +0 -17
  10. package/_polyfill/Data3DTexture.js +0 -17
  11. package/animation/AnimationClipCreator.cjs +0 -56
  12. package/animation/AnimationClipCreator.js +0 -56
  13. package/animation/CCDIKSolver.cjs +0 -269
  14. package/animation/CCDIKSolver.js +0 -269
  15. package/animation/MMDAnimationHelper.cjs +0 -688
  16. package/animation/MMDAnimationHelper.js +0 -688
  17. package/animation/MMDPhysics.cjs +0 -830
  18. package/animation/MMDPhysics.js +0 -830
  19. package/cameras/CinematicCamera.cjs +0 -131
  20. package/cameras/CinematicCamera.js +0 -131
  21. package/controls/ArcballControls.cjs +0 -2033
  22. package/controls/ArcballControls.js +0 -2033
  23. package/controls/DeviceOrientationControls.cjs +0 -85
  24. package/controls/DeviceOrientationControls.js +0 -85
  25. package/controls/DragControls.cjs +0 -182
  26. package/controls/DragControls.js +0 -182
  27. package/controls/FirstPersonControls.cjs +0 -229
  28. package/controls/FirstPersonControls.js +0 -229
  29. package/controls/FlyControls.cjs +0 -248
  30. package/controls/FlyControls.js +0 -248
  31. package/controls/OrbitControls.cjs +0 -787
  32. package/controls/OrbitControls.js +0 -787
  33. package/controls/PointerLockControls.cjs +0 -103
  34. package/controls/PointerLockControls.js +0 -103
  35. package/controls/TrackballControls.cjs +0 -502
  36. package/controls/TrackballControls.js +0 -502
  37. package/controls/TransformControls.cjs +0 -1089
  38. package/controls/TransformControls.js +0 -1089
  39. package/controls/experimental/CameraControls.cjs +0 -736
  40. package/controls/experimental/CameraControls.js +0 -736
  41. package/csm/CSM.cjs +0 -244
  42. package/csm/CSM.js +0 -244
  43. package/csm/CSMFrustum.cjs +0 -75
  44. package/csm/CSMFrustum.js +0 -75
  45. package/csm/CSMHelper.cjs +0 -114
  46. package/csm/CSMHelper.js +0 -114
  47. package/csm/CSMShader.cjs +0 -261
  48. package/csm/CSMShader.js +0 -261
  49. package/curves/CurveExtras.cjs +0 -214
  50. package/curves/CurveExtras.js +0 -214
  51. package/curves/NURBSCurve.cjs +0 -35
  52. package/curves/NURBSCurve.js +0 -35
  53. package/curves/NURBSSurface.cjs +0 -28
  54. package/curves/NURBSSurface.js +0 -28
  55. package/curves/NURBSUtils.cjs +0 -226
  56. package/curves/NURBSUtils.js +0 -226
  57. package/deprecated/Geometry.cjs +0 -971
  58. package/deprecated/Geometry.js +0 -971
  59. package/effects/AnaglyphEffect.cjs +0 -102
  60. package/effects/AnaglyphEffect.js +0 -102
  61. package/effects/AsciiEffect.cjs +0 -155
  62. package/effects/AsciiEffect.js +0 -155
  63. package/effects/OutlineEffect.cjs +0 -275
  64. package/effects/OutlineEffect.js +0 -275
  65. package/effects/ParallaxBarrierEffect.cjs +0 -65
  66. package/effects/ParallaxBarrierEffect.js +0 -65
  67. package/effects/PeppersGhostEffect.cjs +0 -88
  68. package/effects/PeppersGhostEffect.js +0 -88
  69. package/effects/StereoEffect.cjs +0 -35
  70. package/effects/StereoEffect.js +0 -35
  71. package/environments/RoomEnvironment.cjs +0 -95
  72. package/environments/RoomEnvironment.js +0 -78
  73. package/exporters/ColladaExporter.cjs +0 -331
  74. package/exporters/ColladaExporter.js +0 -331
  75. package/exporters/DRACOExporter.cjs +0 -141
  76. package/exporters/DRACOExporter.js +0 -141
  77. package/exporters/GLTFExporter.cjs +0 -1909
  78. package/exporters/GLTFExporter.js +0 -1909
  79. package/exporters/MMDExporter.cjs +0 -131
  80. package/exporters/MMDExporter.js +0 -131
  81. package/exporters/OBJExporter.cjs +0 -181
  82. package/exporters/OBJExporter.js +0 -181
  83. package/exporters/PLYExporter.cjs +0 -280
  84. package/exporters/PLYExporter.js +0 -280
  85. package/exporters/STLExporter.cjs +0 -146
  86. package/exporters/STLExporter.js +0 -146
  87. package/exporters/USDZExporter.cjs +0 -340
  88. package/exporters/USDZExporter.js +0 -340
  89. package/geometries/BoxLineGeometry.cjs +0 -45
  90. package/geometries/BoxLineGeometry.js +0 -45
  91. package/geometries/ConvexGeometry.cjs +0 -26
  92. package/geometries/ConvexGeometry.js +0 -26
  93. package/geometries/DecalGeometry.cjs +0 -184
  94. package/geometries/DecalGeometry.js +0 -184
  95. package/geometries/LightningStrike.cjs +0 -553
  96. package/geometries/LightningStrike.js +0 -553
  97. package/geometries/ParametricGeometries.cjs +0 -130
  98. package/geometries/ParametricGeometries.js +0 -130
  99. package/geometries/ParametricGeometry.cjs +0 -63
  100. package/geometries/ParametricGeometry.js +0 -63
  101. package/geometries/RoundedBoxGeometry.cjs +0 -91
  102. package/geometries/RoundedBoxGeometry.js +0 -91
  103. package/geometries/TeapotGeometry.cjs +0 -1563
  104. package/geometries/TeapotGeometry.js +0 -1563
  105. package/geometries/TextGeometry.cjs +0 -27
  106. package/geometries/TextGeometry.js +0 -27
  107. package/helpers/LightProbeHelper.cjs +0 -73
  108. package/helpers/LightProbeHelper.js +0 -73
  109. package/helpers/PositionalAudioHelper.cjs +0 -68
  110. package/helpers/PositionalAudioHelper.js +0 -68
  111. package/helpers/RectAreaLightHelper.cjs +0 -44
  112. package/helpers/RectAreaLightHelper.js +0 -44
  113. package/helpers/VertexNormalsHelper.cjs +0 -47
  114. package/helpers/VertexNormalsHelper.js +0 -47
  115. package/helpers/VertexTangentsHelper.cjs +0 -43
  116. package/helpers/VertexTangentsHelper.js +0 -43
  117. package/interactive/HTMLMesh.cjs +0 -325
  118. package/interactive/HTMLMesh.js +0 -325
  119. package/interactive/InteractiveGroup.cjs +0 -68
  120. package/interactive/InteractiveGroup.js +0 -68
  121. package/interactive/SelectionBox.cjs +0 -134
  122. package/interactive/SelectionBox.js +0 -134
  123. package/interactive/SelectionHelper.cjs +0 -51
  124. package/interactive/SelectionHelper.js +0 -51
  125. package/libs/MeshoptDecoder.cjs +0 -221
  126. package/libs/MeshoptDecoder.js +0 -221
  127. package/libs/MotionControllers.cjs +0 -325
  128. package/libs/MotionControllers.js +0 -325
  129. package/lights/LightProbeGenerator.cjs +0 -145
  130. package/lights/LightProbeGenerator.js +0 -145
  131. package/lights/RectAreaLightUniformsLib.cjs +0 -32846
  132. package/lights/RectAreaLightUniformsLib.js +0 -32846
  133. package/lines/Line2.cjs +0 -13
  134. package/lines/Line2.js +0 -13
  135. package/lines/LineGeometry.cjs +0 -44
  136. package/lines/LineGeometry.js +0 -44
  137. package/lines/LineMaterial.cjs +0 -547
  138. package/lines/LineMaterial.js +0 -547
  139. package/lines/LineSegments2.cjs +0 -203
  140. package/lines/LineSegments2.js +0 -203
  141. package/lines/LineSegmentsGeometry.cjs +0 -124
  142. package/lines/LineSegmentsGeometry.js +0 -124
  143. package/lines/Wireframe.cjs +0 -32
  144. package/lines/Wireframe.js +0 -32
  145. package/lines/WireframeGeometry2.cjs +0 -13
  146. package/lines/WireframeGeometry2.js +0 -13
  147. package/loaders/3DMLoader.cjs +0 -803
  148. package/loaders/3DMLoader.js +0 -803
  149. package/loaders/3MFLoader.cjs +0 -854
  150. package/loaders/3MFLoader.js +0 -854
  151. package/loaders/AMFLoader.cjs +0 -284
  152. package/loaders/AMFLoader.js +0 -284
  153. package/loaders/AssimpLoader.cjs +0 -1434
  154. package/loaders/AssimpLoader.js +0 -1434
  155. package/loaders/BVHLoader.cjs +0 -207
  156. package/loaders/BVHLoader.js +0 -207
  157. package/loaders/BasisTextureLoader.cjs +0 -489
  158. package/loaders/BasisTextureLoader.js +0 -489
  159. package/loaders/ColladaLoader.cjs +0 -2405
  160. package/loaders/ColladaLoader.js +0 -2405
  161. package/loaders/DDSLoader.cjs +0 -148
  162. package/loaders/DDSLoader.js +0 -148
  163. package/loaders/DRACOLoader.cjs +0 -341
  164. package/loaders/DRACOLoader.js +0 -341
  165. package/loaders/EXRLoader.cjs +0 -1356
  166. package/loaders/EXRLoader.js +0 -1356
  167. package/loaders/FBXLoader.cjs +0 -2457
  168. package/loaders/FBXLoader.js +0 -2457
  169. package/loaders/FontLoader.cjs +0 -123
  170. package/loaders/FontLoader.js +0 -123
  171. package/loaders/GCodeLoader.cjs +0 -141
  172. package/loaders/GCodeLoader.js +0 -141
  173. package/loaders/GLTFLoader.cjs +0 -2504
  174. package/loaders/GLTFLoader.js +0 -2504
  175. package/loaders/HDRCubeTextureLoader.cjs +0 -75
  176. package/loaders/HDRCubeTextureLoader.js +0 -75
  177. package/loaders/KMZLoader.cjs +0 -75
  178. package/loaders/KMZLoader.js +0 -75
  179. package/loaders/KTX2Loader.cjs +0 -480
  180. package/loaders/KTX2Loader.js +0 -480
  181. package/loaders/KTXLoader.cjs +0 -93
  182. package/loaders/KTXLoader.js +0 -93
  183. package/loaders/LDrawLoader.cjs +0 -1424
  184. package/loaders/LDrawLoader.js +0 -1424
  185. package/loaders/LUT3dlLoader.cjs +0 -103
  186. package/loaders/LUT3dlLoader.js +0 -103
  187. package/loaders/LUTCubeLoader.cjs +0 -107
  188. package/loaders/LUTCubeLoader.js +0 -107
  189. package/loaders/LWOLoader.cjs +0 -645
  190. package/loaders/LWOLoader.js +0 -645
  191. package/loaders/LottieLoader.cjs +0 -47
  192. package/loaders/LottieLoader.js +0 -47
  193. package/loaders/MD2Loader.cjs +0 -359
  194. package/loaders/MD2Loader.js +0 -359
  195. package/loaders/MDDLoader.cjs +0 -58
  196. package/loaders/MDDLoader.js +0 -58
  197. package/loaders/MMDLoader.cjs +0 -1121
  198. package/loaders/MMDLoader.js +0 -1121
  199. package/loaders/MTLLoader.cjs +0 -304
  200. package/loaders/MTLLoader.js +0 -304
  201. package/loaders/NRRDLoader.cjs +0 -401
  202. package/loaders/NRRDLoader.js +0 -401
  203. package/loaders/OBJLoader.cjs +0 -487
  204. package/loaders/OBJLoader.js +0 -487
  205. package/loaders/PCDLoader.cjs +0 -248
  206. package/loaders/PCDLoader.js +0 -248
  207. package/loaders/PDBLoader.cjs +0 -247
  208. package/loaders/PDBLoader.js +0 -247
  209. package/loaders/PLYLoader.cjs +0 -317
  210. package/loaders/PLYLoader.js +0 -317
  211. package/loaders/PRWMLoader.cjs +0 -160
  212. package/loaders/PRWMLoader.js +0 -160
  213. package/loaders/PVRLoader.cjs +0 -131
  214. package/loaders/PVRLoader.js +0 -131
  215. package/loaders/RGBELoader.cjs +0 -252
  216. package/loaders/RGBELoader.js +0 -252
  217. package/loaders/RGBMLoader.cjs +0 -1004
  218. package/loaders/RGBMLoader.js +0 -1004
  219. package/loaders/STLLoader.cjs +0 -190
  220. package/loaders/STLLoader.js +0 -190
  221. package/loaders/SVGLoader.cjs +0 -1712
  222. package/loaders/SVGLoader.js +0 -1712
  223. package/loaders/TDSLoader.cjs +0 -650
  224. package/loaders/TDSLoader.js +0 -650
  225. package/loaders/TGALoader.cjs +0 -285
  226. package/loaders/TGALoader.js +0 -285
  227. package/loaders/TTFLoader.cjs +0 -131
  228. package/loaders/TTFLoader.js +0 -131
  229. package/loaders/TiltLoader.cjs +0 -375
  230. package/loaders/TiltLoader.js +0 -375
  231. package/loaders/VOXLoader.cjs +0 -432
  232. package/loaders/VOXLoader.js +0 -432
  233. package/loaders/VRMLLoader.cjs +0 -2105
  234. package/loaders/VRMLLoader.js +0 -2105
  235. package/loaders/VRMLoader.cjs +0 -38
  236. package/loaders/VRMLoader.js +0 -38
  237. package/loaders/VTKLoader.cjs +0 -648
  238. package/loaders/VTKLoader.js +0 -648
  239. package/loaders/XLoader.cjs +0 -1258
  240. package/loaders/XLoader.js +0 -1258
  241. package/loaders/XYZLoader.cjs +0 -60
  242. package/loaders/XYZLoader.js +0 -60
  243. package/loaders/lwo/IFFParser.cjs +0 -743
  244. package/loaders/lwo/IFFParser.js +0 -743
  245. package/loaders/lwo/LWO2Parser.cjs +0 -312
  246. package/loaders/lwo/LWO2Parser.js +0 -312
  247. package/loaders/lwo/LWO3Parser.cjs +0 -282
  248. package/loaders/lwo/LWO3Parser.js +0 -282
  249. package/math/Capsule.cjs +0 -98
  250. package/math/Capsule.js +0 -98
  251. package/math/ColorConverter.cjs +0 -42
  252. package/math/ColorConverter.js +0 -42
  253. package/math/ConvexHull.cjs +0 -596
  254. package/math/ConvexHull.js +0 -596
  255. package/math/ImprovedNoise.cjs +0 -304
  256. package/math/ImprovedNoise.js +0 -304
  257. package/math/Lut.cjs +0 -137
  258. package/math/Lut.js +0 -137
  259. package/math/MeshSurfaceSampler.cjs +0 -103
  260. package/math/MeshSurfaceSampler.js +0 -103
  261. package/math/OBB.cjs +0 -242
  262. package/math/OBB.js +0 -242
  263. package/math/Octree.cjs +0 -273
  264. package/math/Octree.js +0 -273
  265. package/math/SimplexNoise.cjs +0 -440
  266. package/math/SimplexNoise.js +0 -440
  267. package/misc/ConvexObjectBreaker.cjs +0 -292
  268. package/misc/ConvexObjectBreaker.js +0 -292
  269. package/misc/GPUComputationRenderer.cjs +0 -205
  270. package/misc/GPUComputationRenderer.js +0 -205
  271. package/misc/Gyroscope.cjs +0 -33
  272. package/misc/Gyroscope.js +0 -33
  273. package/misc/MD2Character.cjs +0 -167
  274. package/misc/MD2Character.js +0 -167
  275. package/misc/MD2CharacterComplex.cjs +0 -332
  276. package/misc/MD2CharacterComplex.js +0 -332
  277. package/misc/MorphAnimMesh.cjs +0 -40
  278. package/misc/MorphAnimMesh.js +0 -40
  279. package/misc/MorphBlendMesh.cjs +0 -179
  280. package/misc/MorphBlendMesh.js +0 -179
  281. package/misc/ProgressiveLightmap.cjs +0 -186
  282. package/misc/ProgressiveLightmap.js +0 -186
  283. package/misc/RollerCoaster.cjs +0 -353
  284. package/misc/RollerCoaster.js +0 -353
  285. package/misc/Timer.cjs +0 -101
  286. package/misc/Timer.js +0 -101
  287. package/misc/TubePainter.cjs +0 -123
  288. package/misc/TubePainter.js +0 -123
  289. package/misc/Volume.cjs +0 -305
  290. package/misc/Volume.js +0 -305
  291. package/misc/VolumeSlice.cjs +0 -114
  292. package/misc/VolumeSlice.js +0 -114
  293. package/misc/WebGL.cjs +0 -74
  294. package/misc/WebGL.js +0 -74
  295. package/modifiers/CurveModifier.cjs +0 -232
  296. package/modifiers/CurveModifier.js +0 -232
  297. package/modifiers/EdgeSplitModifier.cjs +0 -167
  298. package/modifiers/EdgeSplitModifier.js +0 -168
  299. package/modifiers/SimplifyModifier.cjs +0 -301
  300. package/modifiers/SimplifyModifier.js +0 -301
  301. package/modifiers/TessellateModifier.cjs +0 -214
  302. package/modifiers/TessellateModifier.js +0 -214
  303. package/objects/GroundProjectedEnv.cjs +0 -134
  304. package/objects/GroundProjectedEnv.js +0 -134
  305. package/objects/Lensflare.cjs +0 -291
  306. package/objects/Lensflare.js +0 -291
  307. package/objects/LightningStorm.cjs +0 -110
  308. package/objects/LightningStorm.js +0 -110
  309. package/objects/MarchingCubes.cjs +0 -4809
  310. package/objects/MarchingCubes.js +0 -4809
  311. package/objects/Reflector.cjs +0 -202
  312. package/objects/Reflector.js +0 -202
  313. package/objects/ReflectorForSSRPass.cjs +0 -260
  314. package/objects/ReflectorForSSRPass.js +0 -260
  315. package/objects/ReflectorRTT.cjs +0 -10
  316. package/objects/ReflectorRTT.js +0 -10
  317. package/objects/Refractor.cjs +0 -215
  318. package/objects/Refractor.js +0 -215
  319. package/objects/ShadowMesh.cjs +0 -45
  320. package/objects/ShadowMesh.js +0 -45
  321. package/objects/Sky.cjs +0 -200
  322. package/objects/Sky.js +0 -200
  323. package/objects/Water.cjs +0 -242
  324. package/objects/Water.js +0 -242
  325. package/objects/Water2.cjs +0 -256
  326. package/objects/Water2.js +0 -256
  327. package/physics/AmmoPhysics.cjs +0 -166
  328. package/physics/AmmoPhysics.js +0 -166
  329. package/postprocessing/AdaptiveToneMappingPass.cjs +0 -218
  330. package/postprocessing/AdaptiveToneMappingPass.js +0 -218
  331. package/postprocessing/AfterimagePass.cjs +0 -68
  332. package/postprocessing/AfterimagePass.js +0 -68
  333. package/postprocessing/BloomPass.cjs +0 -109
  334. package/postprocessing/BloomPass.js +0 -109
  335. package/postprocessing/BokehPass.cjs +0 -90
  336. package/postprocessing/BokehPass.js +0 -90
  337. package/postprocessing/ClearPass.cjs +0 -36
  338. package/postprocessing/ClearPass.js +0 -36
  339. package/postprocessing/CubeTexturePass.cjs +0 -53
  340. package/postprocessing/CubeTexturePass.js +0 -53
  341. package/postprocessing/DotScreenPass.cjs +0 -49
  342. package/postprocessing/DotScreenPass.js +0 -49
  343. package/postprocessing/EffectComposer.cjs +0 -157
  344. package/postprocessing/EffectComposer.js +0 -157
  345. package/postprocessing/FilmPass.cjs +0 -51
  346. package/postprocessing/FilmPass.js +0 -51
  347. package/postprocessing/GlitchPass.cjs +0 -84
  348. package/postprocessing/GlitchPass.js +0 -84
  349. package/postprocessing/HalftonePass.cjs +0 -53
  350. package/postprocessing/HalftonePass.js +0 -53
  351. package/postprocessing/LUTPass.cjs +0 -142
  352. package/postprocessing/LUTPass.js +0 -142
  353. package/postprocessing/MaskPass.cjs +0 -69
  354. package/postprocessing/MaskPass.js +0 -69
  355. package/postprocessing/OutlinePass.cjs +0 -479
  356. package/postprocessing/OutlinePass.js +0 -479
  357. package/postprocessing/Pass.cjs +0 -48
  358. package/postprocessing/Pass.js +0 -48
  359. package/postprocessing/RenderPass.cjs +0 -59
  360. package/postprocessing/RenderPass.js +0 -59
  361. package/postprocessing/RenderPixelatedPass.cjs +0 -199
  362. package/postprocessing/RenderPixelatedPass.js +0 -199
  363. package/postprocessing/SAOPass.cjs +0 -288
  364. package/postprocessing/SAOPass.js +0 -288
  365. package/postprocessing/SMAAPass.cjs +0 -112
  366. package/postprocessing/SMAAPass.js +0 -112
  367. package/postprocessing/SSAARenderPass.cjs +0 -189
  368. package/postprocessing/SSAARenderPass.js +0 -189
  369. package/postprocessing/SSAOPass.cjs +0 -272
  370. package/postprocessing/SSAOPass.js +0 -272
  371. package/postprocessing/SSRPass.cjs +0 -411
  372. package/postprocessing/SSRPass.js +0 -411
  373. package/postprocessing/SavePass.cjs +0 -38
  374. package/postprocessing/SavePass.js +0 -38
  375. package/postprocessing/ShaderPass.cjs +0 -49
  376. package/postprocessing/ShaderPass.js +0 -49
  377. package/postprocessing/TAARenderPass.cjs +0 -174
  378. package/postprocessing/TAARenderPass.js +0 -174
  379. package/postprocessing/TexturePass.cjs +0 -42
  380. package/postprocessing/TexturePass.js +0 -42
  381. package/postprocessing/UnrealBloomPass.cjs +0 -277
  382. package/postprocessing/UnrealBloomPass.js +0 -277
  383. package/postprocessing/WaterPass.cjs +0 -72
  384. package/postprocessing/WaterPass.js +0 -72
  385. package/renderers/CSS2DRenderer.cjs +0 -122
  386. package/renderers/CSS2DRenderer.js +0 -122
  387. package/renderers/CSS3DRenderer.cjs +0 -167
  388. package/renderers/CSS3DRenderer.js +0 -167
  389. package/renderers/Projector.cjs +0 -499
  390. package/renderers/Projector.js +0 -499
  391. package/renderers/SVGRenderer.cjs +0 -311
  392. package/renderers/SVGRenderer.js +0 -311
  393. package/shaders/ACESFilmicToneMappingShader.cjs +0 -55
  394. package/shaders/ACESFilmicToneMappingShader.js +0 -55
  395. package/shaders/AfterimageShader.cjs +0 -32
  396. package/shaders/AfterimageShader.js +0 -32
  397. package/shaders/BasicShader.cjs +0 -12
  398. package/shaders/BasicShader.js +0 -12
  399. package/shaders/BleachBypassShader.cjs +0 -35
  400. package/shaders/BleachBypassShader.js +0 -35
  401. package/shaders/BlendShader.cjs +0 -30
  402. package/shaders/BlendShader.js +0 -30
  403. package/shaders/BokehShader.cjs +0 -109
  404. package/shaders/BokehShader.js +0 -109
  405. package/shaders/BokehShader2.cjs +0 -269
  406. package/shaders/BokehShader2.js +0 -269
  407. package/shaders/BrightnessContrastShader.cjs +0 -32
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  517. package/utils/UVsDebug.cjs +0 -80
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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
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  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
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  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
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  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
@@ -1,358 +0,0 @@
1
- import { Vector2 } from "three";
2
- const SMAAEdgesShader = {
3
- defines: {
4
- SMAA_THRESHOLD: "0.1"
5
- },
6
- uniforms: {
7
- tDiffuse: { value: null },
8
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
9
- },
10
- vertexShader: [
11
- "uniform vec2 resolution;",
12
- "varying vec2 vUv;",
13
- "varying vec4 vOffset[ 3 ];",
14
- "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
15
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
16
- // WebGL port note: Changed sign in W component
17
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
18
- // WebGL port note: Changed sign in W component
19
- " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
20
- // WebGL port note: Changed sign in W component
21
- "}",
22
- "void main() {",
23
- " vUv = uv;",
24
- " SMAAEdgeDetectionVS( vUv );",
25
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
26
- "}"
27
- ].join("\n"),
28
- fragmentShader: [
29
- "uniform sampler2D tDiffuse;",
30
- "varying vec2 vUv;",
31
- "varying vec4 vOffset[ 3 ];",
32
- "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
33
- " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
34
- // Calculate color deltas:
35
- " vec4 delta;",
36
- " vec3 C = texture2D( colorTex, texcoord ).rgb;",
37
- " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
38
- " vec3 t = abs( C - Cleft );",
39
- " delta.x = max( max( t.r, t.g ), t.b );",
40
- " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
41
- " t = abs( C - Ctop );",
42
- " delta.y = max( max( t.r, t.g ), t.b );",
43
- // We do the usual threshold:
44
- " vec2 edges = step( threshold, delta.xy );",
45
- // Then discard if there is no edge:
46
- " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
47
- " discard;",
48
- // Calculate right and bottom deltas:
49
- " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
50
- " t = abs( C - Cright );",
51
- " delta.z = max( max( t.r, t.g ), t.b );",
52
- " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
53
- " t = abs( C - Cbottom );",
54
- " delta.w = max( max( t.r, t.g ), t.b );",
55
- // Calculate the maximum delta in the direct neighborhood:
56
- " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
57
- // Calculate left-left and top-top deltas:
58
- " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
59
- " t = abs( C - Cleftleft );",
60
- " delta.z = max( max( t.r, t.g ), t.b );",
61
- " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
62
- " t = abs( C - Ctoptop );",
63
- " delta.w = max( max( t.r, t.g ), t.b );",
64
- // Calculate the final maximum delta:
65
- " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
66
- // Local contrast adaptation in action:
67
- " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
68
- " return vec4( edges, 0.0, 0.0 );",
69
- "}",
70
- "void main() {",
71
- " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
72
- "}"
73
- ].join("\n")
74
- };
75
- const SMAAWeightsShader = {
76
- defines: {
77
- SMAA_MAX_SEARCH_STEPS: "8",
78
- SMAA_AREATEX_MAX_DISTANCE: "16",
79
- SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
80
- SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
81
- },
82
- uniforms: {
83
- tDiffuse: { value: null },
84
- tArea: { value: null },
85
- tSearch: { value: null },
86
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
87
- },
88
- vertexShader: [
89
- "uniform vec2 resolution;",
90
- "varying vec2 vUv;",
91
- "varying vec4 vOffset[ 3 ];",
92
- "varying vec2 vPixcoord;",
93
- "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
94
- " vPixcoord = texcoord / resolution;",
95
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
96
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
97
- // WebGL port note: Changed sign in Y and W components
98
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
99
- // WebGL port note: Changed sign in Y and W components
100
- // And these for the searches, they indicate the ends of the loops:
101
- " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
102
- "}",
103
- "void main() {",
104
- " vUv = uv;",
105
- " SMAABlendingWeightCalculationVS( vUv );",
106
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
107
- "}"
108
- ].join("\n"),
109
- fragmentShader: [
110
- "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
111
- "uniform sampler2D tDiffuse;",
112
- "uniform sampler2D tArea;",
113
- "uniform sampler2D tSearch;",
114
- "uniform vec2 resolution;",
115
- "varying vec2 vUv;",
116
- "varying vec4 vOffset[3];",
117
- "varying vec2 vPixcoord;",
118
- "#if __VERSION__ == 100",
119
- "vec2 round( vec2 x ) {",
120
- " return sign( x ) * floor( abs( x ) + 0.5 );",
121
- "}",
122
- "#endif",
123
- "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
124
- // Not required if searchTex accesses are set to point:
125
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
126
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
127
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
128
- " e.r = bias + e.r * scale;",
129
- " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
130
- "}",
131
- "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
132
- /**
133
- * @PSEUDO_GATHER4
134
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
135
- * sample between edge, thus fetching four edges in a row.
136
- * Sampling with different offsets in each direction allows to disambiguate
137
- * which edges are active from the four fetched ones.
138
- */
139
- " vec2 e = vec2( 0.0, 1.0 );",
140
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
141
- // WebGL port note: Changed while to for
142
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
143
- " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
144
- " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
145
- " }",
146
- // We correct the previous (-0.25, -0.125) offset we applied:
147
- " texcoord.x += 0.25 * resolution.x;",
148
- // The searches are bias by 1, so adjust the coords accordingly:
149
- " texcoord.x += resolution.x;",
150
- // Disambiguate the length added by the last step:
151
- " texcoord.x += 2.0 * resolution.x;",
152
- // Undo last step
153
- " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
154
- " return texcoord.x;",
155
- "}",
156
- "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
157
- " vec2 e = vec2( 0.0, 1.0 );",
158
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
159
- // WebGL port note: Changed while to for
160
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
161
- " texcoord += vec2( 2.0, 0.0 ) * resolution;",
162
- " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
163
- " }",
164
- " texcoord.x -= 0.25 * resolution.x;",
165
- " texcoord.x -= resolution.x;",
166
- " texcoord.x -= 2.0 * resolution.x;",
167
- " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
168
- " return texcoord.x;",
169
- "}",
170
- "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
171
- " vec2 e = vec2( 1.0, 0.0 );",
172
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
173
- // WebGL port note: Changed while to for
174
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
175
- " texcoord += vec2( 0.0, 2.0 ) * resolution;",
176
- // WebGL port note: Changed sign
177
- " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
178
- " }",
179
- " texcoord.y -= 0.25 * resolution.y;",
180
- // WebGL port note: Changed sign
181
- " texcoord.y -= resolution.y;",
182
- // WebGL port note: Changed sign
183
- " texcoord.y -= 2.0 * resolution.y;",
184
- // WebGL port note: Changed sign
185
- " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
186
- // WebGL port note: Changed sign
187
- " return texcoord.y;",
188
- "}",
189
- "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
190
- " vec2 e = vec2( 1.0, 0.0 );",
191
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
192
- // WebGL port note: Changed while to for
193
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
194
- " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
195
- // WebGL port note: Changed sign
196
- " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
197
- " }",
198
- " texcoord.y += 0.25 * resolution.y;",
199
- // WebGL port note: Changed sign
200
- " texcoord.y += resolution.y;",
201
- // WebGL port note: Changed sign
202
- " texcoord.y += 2.0 * resolution.y;",
203
- // WebGL port note: Changed sign
204
- " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
205
- // WebGL port note: Changed sign
206
- " return texcoord.y;",
207
- "}",
208
- "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
209
- // Rounding prevents precision errors of bilinear filtering:
210
- " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
211
- // We do a scale and bias for mapping to texel space:
212
- " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
213
- // Move to proper place, according to the subpixel offset:
214
- " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
215
- " return texture2D( areaTex, texcoord, 0.0 ).rg;",
216
- "}",
217
- "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
218
- " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
219
- " vec2 e = texture2D( edgesTex, texcoord ).rg;",
220
- " if ( e.g > 0.0 ) {",
221
- // Edge at north
222
- " vec2 d;",
223
- // Find the distance to the left:
224
- " vec2 coords;",
225
- " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
226
- " coords.y = offset[ 1 ].y;",
227
- // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
228
- " d.x = coords.x;",
229
- // Now fetch the left crossing edges, two at a time using bilinear
230
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
231
- // discern what value each edge has:
232
- " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
233
- // Find the distance to the right:
234
- " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
235
- " d.y = coords.x;",
236
- // We want the distances to be in pixel units (doing this here allow to
237
- // better interleave arithmetic and memory accesses):
238
- " d = d / resolution.x - pixcoord.x;",
239
- // SMAAArea below needs a sqrt, as the areas texture is compressed
240
- // quadratically:
241
- " vec2 sqrt_d = sqrt( abs( d ) );",
242
- // Fetch the right crossing edges:
243
- " coords.y -= 1.0 * resolution.y;",
244
- // WebGL port note: Added
245
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
246
- // Ok, we know how this pattern looks like, now it is time for getting
247
- // the actual area:
248
- " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
249
- " }",
250
- " if ( e.r > 0.0 ) {",
251
- // Edge at west
252
- " vec2 d;",
253
- // Find the distance to the top:
254
- " vec2 coords;",
255
- " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
256
- " coords.x = offset[ 0 ].x;",
257
- // offset[1].x = texcoord.x - 0.25 * resolution.x;
258
- " d.x = coords.y;",
259
- // Fetch the top crossing edges:
260
- " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
261
- // Find the distance to the bottom:
262
- " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
263
- " d.y = coords.y;",
264
- // We want the distances to be in pixel units:
265
- " d = d / resolution.y - pixcoord.y;",
266
- // SMAAArea below needs a sqrt, as the areas texture is compressed
267
- // quadratically:
268
- " vec2 sqrt_d = sqrt( abs( d ) );",
269
- // Fetch the bottom crossing edges:
270
- " coords.y -= 1.0 * resolution.y;",
271
- // WebGL port note: Added
272
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
273
- // Get the area for this direction:
274
- " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
275
- " }",
276
- " return weights;",
277
- "}",
278
- "void main() {",
279
- " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
280
- "}"
281
- ].join("\n")
282
- };
283
- const SMAABlendShader = {
284
- uniforms: {
285
- tDiffuse: { value: null },
286
- tColor: { value: null },
287
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
288
- },
289
- vertexShader: [
290
- "uniform vec2 resolution;",
291
- "varying vec2 vUv;",
292
- "varying vec4 vOffset[ 2 ];",
293
- "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
294
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
295
- // WebGL port note: Changed sign in W component
296
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
297
- // WebGL port note: Changed sign in W component
298
- "}",
299
- "void main() {",
300
- " vUv = uv;",
301
- " SMAANeighborhoodBlendingVS( vUv );",
302
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
303
- "}"
304
- ].join("\n"),
305
- fragmentShader: [
306
- "uniform sampler2D tDiffuse;",
307
- "uniform sampler2D tColor;",
308
- "uniform vec2 resolution;",
309
- "varying vec2 vUv;",
310
- "varying vec4 vOffset[ 2 ];",
311
- "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
312
- // Fetch the blending weights for current pixel:
313
- " vec4 a;",
314
- " a.xz = texture2D( blendTex, texcoord ).xz;",
315
- " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
316
- " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
317
- // Is there any blending weight with a value greater than 0.0?
318
- " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
319
- " return texture2D( colorTex, texcoord, 0.0 );",
320
- " } else {",
321
- // Up to 4 lines can be crossing a pixel (one through each edge). We
322
- // favor blending by choosing the line with the maximum weight for each
323
- // direction:
324
- " vec2 offset;",
325
- " offset.x = a.a > a.b ? a.a : -a.b;",
326
- // left vs. right
327
- " offset.y = a.g > a.r ? -a.g : a.r;",
328
- // top vs. bottom // WebGL port note: Changed signs
329
- // Then we go in the direction that has the maximum weight:
330
- " if ( abs( offset.x ) > abs( offset.y )) {",
331
- // horizontal vs. vertical
332
- " offset.y = 0.0;",
333
- " } else {",
334
- " offset.x = 0.0;",
335
- " }",
336
- // Fetch the opposite color and lerp by hand:
337
- " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
338
- " texcoord += sign( offset ) * resolution;",
339
- " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
340
- " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
341
- // WebGL port note: Added gamma correction
342
- " C.xyz = pow(C.xyz, vec3(2.2));",
343
- " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
344
- " vec4 mixed = mix(C, Cop, s);",
345
- " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
346
- " return mixed;",
347
- " }",
348
- "}",
349
- "void main() {",
350
- " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
351
- "}"
352
- ].join("\n")
353
- };
354
- export {
355
- SMAABlendShader,
356
- SMAAEdgesShader,
357
- SMAAWeightsShader
358
- };
@@ -1,182 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const THREE = require("three");
4
- const SSAOShader = {
5
- defines: {
6
- PERSPECTIVE_CAMERA: 1,
7
- KERNEL_SIZE: 32
8
- },
9
- uniforms: {
10
- tDiffuse: { value: null },
11
- tNormal: { value: null },
12
- tDepth: { value: null },
13
- tNoise: { value: null },
14
- kernel: { value: null },
15
- cameraNear: { value: null },
16
- cameraFar: { value: null },
17
- resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
18
- cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
19
- cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
20
- kernelRadius: { value: 8 },
21
- minDistance: { value: 5e-3 },
22
- maxDistance: { value: 0.05 }
23
- },
24
- vertexShader: [
25
- "varying vec2 vUv;",
26
- "void main() {",
27
- " vUv = uv;",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "uniform sampler2D tDiffuse;",
33
- "uniform sampler2D tNormal;",
34
- "uniform sampler2D tDepth;",
35
- "uniform sampler2D tNoise;",
36
- "uniform vec3 kernel[ KERNEL_SIZE ];",
37
- "uniform vec2 resolution;",
38
- "uniform float cameraNear;",
39
- "uniform float cameraFar;",
40
- "uniform mat4 cameraProjectionMatrix;",
41
- "uniform mat4 cameraInverseProjectionMatrix;",
42
- "uniform float kernelRadius;",
43
- "uniform float minDistance;",
44
- // avoid artifacts caused by neighbour fragments with minimal depth difference
45
- "uniform float maxDistance;",
46
- // avoid the influence of fragments which are too far away
47
- "varying vec2 vUv;",
48
- "#include <packing>",
49
- "float getDepth( const in vec2 screenPosition ) {",
50
- " return texture2D( tDepth, screenPosition ).x;",
51
- "}",
52
- "float getLinearDepth( const in vec2 screenPosition ) {",
53
- " #if PERSPECTIVE_CAMERA == 1",
54
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
55
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
56
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
57
- " #else",
58
- " return texture2D( tDepth, screenPosition ).x;",
59
- " #endif",
60
- "}",
61
- "float getViewZ( const in float depth ) {",
62
- " #if PERSPECTIVE_CAMERA == 1",
63
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
64
- " #else",
65
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
66
- " #endif",
67
- "}",
68
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
69
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
70
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
71
- " clipPosition *= clipW; // unprojection.",
72
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
73
- "}",
74
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
75
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
76
- "}",
77
- "void main() {",
78
- " float depth = getDepth( vUv );",
79
- " float viewZ = getViewZ( depth );",
80
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
81
- " vec3 viewNormal = getViewNormal( vUv );",
82
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
83
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
84
- // compute matrix used to reorient a kernel vector
85
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
86
- " vec3 bitangent = cross( viewNormal, tangent );",
87
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
88
- " float occlusion = 0.0;",
89
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
90
- " vec3 sampleVector = kernelMatrix * kernel[ i ];",
91
- // reorient sample vector in view space
92
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
93
- // calculate sample point
94
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
95
- // project point and calculate NDC
96
- " samplePointNDC /= samplePointNDC.w;",
97
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
98
- // compute uv coordinates
99
- " float realDepth = getLinearDepth( samplePointUv );",
100
- // get linear depth from depth texture
101
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
102
- // compute linear depth of the sample view Z value
103
- " float delta = sampleDepth - realDepth;",
104
- " if ( delta > minDistance && delta < maxDistance ) {",
105
- // if fragment is before sample point, increase occlusion
106
- " occlusion += 1.0;",
107
- " }",
108
- " }",
109
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
110
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
111
- "}"
112
- ].join("\n")
113
- };
114
- const SSAODepthShader = {
115
- defines: {
116
- PERSPECTIVE_CAMERA: 1
117
- },
118
- uniforms: {
119
- tDepth: { value: null },
120
- cameraNear: { value: null },
121
- cameraFar: { value: null }
122
- },
123
- vertexShader: [
124
- "varying vec2 vUv;",
125
- "void main() {",
126
- " vUv = uv;",
127
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
128
- "}"
129
- ].join("\n"),
130
- fragmentShader: [
131
- "uniform sampler2D tDepth;",
132
- "uniform float cameraNear;",
133
- "uniform float cameraFar;",
134
- "varying vec2 vUv;",
135
- "#include <packing>",
136
- "float getLinearDepth( const in vec2 screenPosition ) {",
137
- " #if PERSPECTIVE_CAMERA == 1",
138
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
139
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
140
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
141
- " #else",
142
- " return texture2D( tDepth, screenPosition ).x;",
143
- " #endif",
144
- "}",
145
- "void main() {",
146
- " float depth = getLinearDepth( vUv );",
147
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
148
- "}"
149
- ].join("\n")
150
- };
151
- const SSAOBlurShader = {
152
- uniforms: {
153
- tDiffuse: { value: null },
154
- resolution: { value: /* @__PURE__ */ new THREE.Vector2() }
155
- },
156
- vertexShader: [
157
- "varying vec2 vUv;",
158
- "void main() {",
159
- " vUv = uv;",
160
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
161
- "}"
162
- ].join("\n"),
163
- fragmentShader: [
164
- "uniform sampler2D tDiffuse;",
165
- "uniform vec2 resolution;",
166
- "varying vec2 vUv;",
167
- "void main() {",
168
- " vec2 texelSize = ( 1.0 / resolution );",
169
- " float result = 0.0;",
170
- " for ( int i = - 2; i <= 2; i ++ ) {",
171
- " for ( int j = - 2; j <= 2; j ++ ) {",
172
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
173
- " result += texture2D( tDiffuse, vUv + offset ).r;",
174
- " }",
175
- " }",
176
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
177
- "}"
178
- ].join("\n")
179
- };
180
- exports.SSAOBlurShader = SSAOBlurShader;
181
- exports.SSAODepthShader = SSAODepthShader;
182
- exports.SSAOShader = SSAOShader;