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.
- 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/SMAAShader.js
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import { Vector2 } from "three";
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const SMAAEdgesShader = {
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defines: {
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SMAA_THRESHOLD: "0.1"
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},
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uniforms: {
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tDiffuse: { value: null },
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resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
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},
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vertexShader: [
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"uniform vec2 resolution;",
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"varying vec2 vUv;",
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"varying vec4 vOffset[ 3 ];",
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"void SMAAEdgeDetectionVS( vec2 texcoord ) {",
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" vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
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// WebGL port note: Changed sign in W component
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" vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
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// WebGL port note: Changed sign in W component
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" vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
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// WebGL port note: Changed sign in W component
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"}",
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"void main() {",
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" vUv = uv;",
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" SMAAEdgeDetectionVS( vUv );",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"varying vec2 vUv;",
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"varying vec4 vOffset[ 3 ];",
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"vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
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" vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
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// Calculate color deltas:
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" vec4 delta;",
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" vec3 C = texture2D( colorTex, texcoord ).rgb;",
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" vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
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" vec3 t = abs( C - Cleft );",
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" delta.x = max( max( t.r, t.g ), t.b );",
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" vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
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" t = abs( C - Ctop );",
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" delta.y = max( max( t.r, t.g ), t.b );",
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// We do the usual threshold:
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" vec2 edges = step( threshold, delta.xy );",
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// Then discard if there is no edge:
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" if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
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" discard;",
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// Calculate right and bottom deltas:
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" vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
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" t = abs( C - Cright );",
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" delta.z = max( max( t.r, t.g ), t.b );",
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" vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
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" t = abs( C - Cbottom );",
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" delta.w = max( max( t.r, t.g ), t.b );",
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// Calculate the maximum delta in the direct neighborhood:
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" float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
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// Calculate left-left and top-top deltas:
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" vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
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" t = abs( C - Cleftleft );",
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" delta.z = max( max( t.r, t.g ), t.b );",
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" vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
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" t = abs( C - Ctoptop );",
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" delta.w = max( max( t.r, t.g ), t.b );",
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// Calculate the final maximum delta:
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" maxDelta = max( max( maxDelta, delta.z ), delta.w );",
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// Local contrast adaptation in action:
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" edges.xy *= step( 0.5 * maxDelta, delta.xy );",
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" return vec4( edges, 0.0, 0.0 );",
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"}",
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"void main() {",
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" gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
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"}"
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].join("\n")
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};
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const SMAAWeightsShader = {
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defines: {
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SMAA_MAX_SEARCH_STEPS: "8",
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SMAA_AREATEX_MAX_DISTANCE: "16",
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SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
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SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
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},
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uniforms: {
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tDiffuse: { value: null },
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tArea: { value: null },
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tSearch: { value: null },
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resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
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},
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vertexShader: [
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"uniform vec2 resolution;",
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"varying vec2 vUv;",
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"varying vec4 vOffset[ 3 ];",
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"varying vec2 vPixcoord;",
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"void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
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" vPixcoord = texcoord / resolution;",
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// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
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" vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
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// WebGL port note: Changed sign in Y and W components
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" vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
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// WebGL port note: Changed sign in Y and W components
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// And these for the searches, they indicate the ends of the loops:
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" 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 );",
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"}",
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"void main() {",
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" vUv = uv;",
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" SMAABlendingWeightCalculationVS( vUv );",
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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 SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tArea;",
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"uniform sampler2D tSearch;",
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"uniform vec2 resolution;",
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"varying vec2 vUv;",
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"varying vec4 vOffset[3];",
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"varying vec2 vPixcoord;",
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"#if __VERSION__ == 100",
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"vec2 round( vec2 x ) {",
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" return sign( x ) * floor( abs( x ) + 0.5 );",
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"}",
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"#endif",
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"float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
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// Not required if searchTex accesses are set to point:
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// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
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// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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" e.r = bias + e.r * scale;",
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" return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
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"}",
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"float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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" vec2 e = vec2( 0.0, 1.0 );",
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" for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
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// WebGL port note: Changed while to for
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" e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
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" texcoord -= vec2( 2.0, 0.0 ) * resolution;",
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" if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
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" }",
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// We correct the previous (-0.25, -0.125) offset we applied:
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" texcoord.x += 0.25 * resolution.x;",
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// The searches are bias by 1, so adjust the coords accordingly:
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" texcoord.x += resolution.x;",
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// Disambiguate the length added by the last step:
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" texcoord.x += 2.0 * resolution.x;",
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// Undo last step
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" texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
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" return texcoord.x;",
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"}",
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"float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
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" vec2 e = vec2( 0.0, 1.0 );",
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" for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
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// WebGL port note: Changed while to for
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" e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
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" texcoord += vec2( 2.0, 0.0 ) * resolution;",
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" if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
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" }",
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" texcoord.x -= 0.25 * resolution.x;",
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" texcoord.x -= resolution.x;",
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" texcoord.x -= 2.0 * resolution.x;",
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" texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
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" return texcoord.x;",
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"}",
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"float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
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" vec2 e = vec2( 1.0, 0.0 );",
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" for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
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// WebGL port note: Changed while to for
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" e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
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" texcoord += vec2( 0.0, 2.0 ) * resolution;",
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// WebGL port note: Changed sign
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" if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
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" }",
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" texcoord.y -= 0.25 * resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y -= resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y -= 2.0 * resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
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// WebGL port note: Changed sign
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" return texcoord.y;",
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"}",
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"float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
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" vec2 e = vec2( 1.0, 0.0 );",
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" for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
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// WebGL port note: Changed while to for
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" e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
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" texcoord -= vec2( 0.0, 2.0 ) * resolution;",
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// WebGL port note: Changed sign
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" if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
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" }",
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" texcoord.y += 0.25 * resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y += resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y += 2.0 * resolution.y;",
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// WebGL port note: Changed sign
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" texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
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// WebGL port note: Changed sign
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" 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
|
-
};
|
package/shaders/SSAOShader.cjs
DELETED
|
@@ -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;
|