three-stdlib 2.25.0 → 2.25.1
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- 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 -791
- package/controls/OrbitControls.js +0 -791
- 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/BokehShader2.cjs
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const BokehShader2 = {
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uniforms: {
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textureWidth: { value: 1 },
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textureHeight: { value: 1 },
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focalDepth: { value: 1 },
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focalLength: { value: 24 },
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fstop: { value: 0.9 },
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tColor: { value: null },
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tDepth: { value: null },
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maxblur: { value: 1 },
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showFocus: { value: 0 },
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manualdof: { value: 0 },
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vignetting: { value: 0 },
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depthblur: { value: 0 },
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threshold: { value: 0.5 },
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gain: { value: 2 },
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bias: { value: 0.5 },
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fringe: { value: 0.7 },
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znear: { value: 0.1 },
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zfar: { value: 100 },
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noise: { value: 1 },
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dithering: { value: 1e-4 },
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pentagon: { value: 0 },
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shaderFocus: { value: 1 },
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focusCoords: { value: /* @__PURE__ */ new THREE.Vector2() }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"#include <common>",
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"varying vec2 vUv;",
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"uniform sampler2D tColor;",
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"uniform sampler2D tDepth;",
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"uniform float textureWidth;",
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"uniform float textureHeight;",
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"uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
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"uniform float focalLength; //focal length in mm",
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"uniform float fstop; //f-stop value",
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"uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
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"/*",
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"make sure that these two values are the same for your camera, otherwise distances will be wrong.",
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"*/",
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"uniform float znear; // camera clipping start",
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"uniform float zfar; // camera clipping end",
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"//------------------------------------------",
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"//user variables",
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"const int samples = SAMPLES; //samples on the first ring",
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"const int rings = RINGS; //ring count",
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"const int maxringsamples = rings * samples;",
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"uniform bool manualdof; // manual dof calculation",
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"float ndofstart = 1.0; // near dof blur start",
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"float ndofdist = 2.0; // near dof blur falloff distance",
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"float fdofstart = 1.0; // far dof blur start",
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"float fdofdist = 3.0; // far dof blur falloff distance",
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"float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
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"uniform bool vignetting; // use optical lens vignetting",
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"float vignout = 1.3; // vignetting outer border",
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"float vignin = 0.0; // vignetting inner border",
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"float vignfade = 22.0; // f-stops till vignete fades",
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"uniform bool shaderFocus;",
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"// disable if you use external focalDepth value",
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"uniform vec2 focusCoords;",
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"// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
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"// if center of screen use vec2(0.5, 0.5);",
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"uniform float maxblur;",
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"//clamp value of max blur (0.0 = no blur, 1.0 default)",
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"uniform float threshold; // highlight threshold;",
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"uniform float gain; // highlight gain;",
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"uniform float bias; // bokeh edge bias",
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"uniform float fringe; // bokeh chromatic aberration / fringing",
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"uniform bool noise; //use noise instead of pattern for sample dithering",
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"uniform float dithering;",
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"uniform bool depthblur; // blur the depth buffer",
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"float dbsize = 1.25; // depth blur size",
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"/*",
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"next part is experimental",
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"not looking good with small sample and ring count",
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"looks okay starting from samples = 4, rings = 4",
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"*/",
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"uniform bool pentagon; //use pentagon as bokeh shape?",
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"float feather = 0.4; //pentagon shape feather",
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"//------------------------------------------",
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"float penta(vec2 coords) {",
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" //pentagonal shape",
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" float scale = float(rings) - 1.3;",
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" vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
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" vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
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" vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
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" vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
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" vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
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" vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
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" vec4 one = vec4( 1.0 );",
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" vec4 P = vec4((coords),vec2(scale, scale));",
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" vec4 dist = vec4(0.0);",
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" float inorout = -4.0;",
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" dist.x = dot( P, HS0 );",
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" dist.y = dot( P, HS1 );",
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" dist.z = dot( P, HS2 );",
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" dist.w = dot( P, HS3 );",
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" dist = smoothstep( -feather, feather, dist );",
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" inorout += dot( dist, one );",
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" dist.x = dot( P, HS4 );",
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" dist.y = HS5.w - abs( P.z );",
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" dist = smoothstep( -feather, feather, dist );",
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" inorout += dist.x;",
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" return clamp( inorout, 0.0, 1.0 );",
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"}",
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"float bdepth(vec2 coords) {",
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" vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
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" offset[0] = vec2(-wh.x,-wh.y);",
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" offset[1] = vec2( 0.0, -wh.y);",
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" offset[2] = vec2( wh.x -wh.y);",
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" offset[3] = vec2(-wh.x, 0.0);",
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" offset[4] = vec2( 0.0, 0.0);",
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" offset[5] = vec2( wh.x, 0.0);",
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" offset[6] = vec2(-wh.x, wh.y);",
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" offset[7] = vec2( 0.0, wh.y);",
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" offset[8] = vec2( wh.x, wh.y);",
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" kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
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" kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
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" kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
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" for( int i=0; i<9; i++ ) {",
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" float tmp = texture2D(tDepth, coords + offset[i]).r;",
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" d += tmp * kernel[i];",
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" }",
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"}",
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"vec3 color(vec2 coords,float blur) {",
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" vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
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" col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
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" col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
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" col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
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" vec3 lumcoeff = vec3(0.299,0.587,0.114);",
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" float thresh = max((lum-threshold)*gain, 0.0);",
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"}",
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"vec3 debugFocus(vec3 col, float blur, float depth) {",
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" float edge = 0.002*depth; //distance based edge smoothing",
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" float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
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" float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
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" col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
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" col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
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"}",
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"}",
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" float dist = distance(vUv.xy, vec2(0.5,0.5));",
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" dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
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"}",
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"float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
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" float rings2 = float(rings);",
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" float step = PI*2.0 / float(ringsamples);",
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" float pw = cos(j*step)*i;",
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" float ph = sin(j*step)*i;",
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" float p = 1.0;",
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" }",
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" col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
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" return 1.0 * mix(1.0, i /rings2, bias) * p;",
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"}",
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"void main() {",
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" //scene depth calculation",
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" float depth = linearize(texture2D(tDepth,vUv.xy).x);",
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" // Blur depth?",
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" depth = linearize(bdepth(vUv.xy));",
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" float fDepth = focalDepth;",
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" if (shaderFocus) {",
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" fDepth = linearize(texture2D(tDepth,focusCoords).x);",
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" float blur = 0.0;",
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" if (manualdof) {",
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" float a = depth-fDepth; // Focal plane",
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" float b = (a-fdofstart)/fdofdist; // Far DoF",
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" float c = (-a-ndofstart)/ndofdist; // Near Dof",
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" blur = (a>0.0) ? b : c;",
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" } else {",
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" float f = focalLength; // focal length in mm",
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" float d = fDepth*1000.0; // focal plane in mm",
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" float o = depth*1000.0; // depth in mm",
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" float a = (o*f)/(o-f);",
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" float b = (d*f)/(d-f);",
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" float c = (d-f)/(d*fstop*CoC);",
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" blur = abs(a-b)*c;",
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" // calculation of pattern for dithering",
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" vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
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" // getting blur x and y step factor",
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" float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
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" float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
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" // calculation of final color",
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" vec3 col = vec3(0.0);",
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" if(blur < 0.05) {",
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" //some optimization thingy",
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" col = texture2D(tColor, vUv.xy).rgb;",
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" } else {",
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" col = texture2D(tColor, vUv.xy).rgb;",
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" float s = 1.0;",
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" int ringsamples;",
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" for (int i = 1; i <= rings; i++) {",
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" /*unboxstart*/",
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" ringsamples = i * samples;",
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" for (int j = 0 ; j < maxringsamples ; j++) {",
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" if (j >= ringsamples) break;",
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" s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
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" }",
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" /*unboxend*/",
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" }",
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" col /= s; //divide by sample count",
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" }",
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" if (showFocus) {",
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" col = debugFocus(col, blur, depth);",
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" }",
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" if (vignetting) {",
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" col *= vignette();",
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|
-
" }",
|
240
|
-
" gl_FragColor.rgb = col;",
|
241
|
-
" gl_FragColor.a = 1.0;",
|
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|
-
"} "
|
243
|
-
].join("\n")
|
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|
-
};
|
245
|
-
const BokehDepthShader = {
|
246
|
-
uniforms: {
|
247
|
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mNear: { value: 1 },
|
248
|
-
mFar: { value: 1e3 }
|
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|
-
},
|
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|
-
vertexShader: [
|
251
|
-
"varying float vViewZDepth;",
|
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|
-
"void main() {",
|
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|
-
" #include <begin_vertex>",
|
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|
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" #include <project_vertex>",
|
255
|
-
" vViewZDepth = - mvPosition.z;",
|
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|
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"}"
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257
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].join("\n"),
|
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fragmentShader: [
|
259
|
-
"uniform float mNear;",
|
260
|
-
"uniform float mFar;",
|
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|
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"varying float vViewZDepth;",
|
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|
-
"void main() {",
|
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|
-
" float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
|
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" gl_FragColor = vec4( vec3( color ), 1.0 );",
|
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"} "
|
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].join("\n")
|
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|
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};
|
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exports.BokehDepthShader = BokehDepthShader;
|
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|
-
exports.BokehShader2 = BokehShader2;
|
package/shaders/BokehShader2.js
DELETED
@@ -1,269 +0,0 @@
|
|
1
|
-
import { Vector2 } from "three";
|
2
|
-
const BokehShader2 = {
|
3
|
-
uniforms: {
|
4
|
-
textureWidth: { value: 1 },
|
5
|
-
textureHeight: { value: 1 },
|
6
|
-
focalDepth: { value: 1 },
|
7
|
-
focalLength: { value: 24 },
|
8
|
-
fstop: { value: 0.9 },
|
9
|
-
tColor: { value: null },
|
10
|
-
tDepth: { value: null },
|
11
|
-
maxblur: { value: 1 },
|
12
|
-
showFocus: { value: 0 },
|
13
|
-
manualdof: { value: 0 },
|
14
|
-
vignetting: { value: 0 },
|
15
|
-
depthblur: { value: 0 },
|
16
|
-
threshold: { value: 0.5 },
|
17
|
-
gain: { value: 2 },
|
18
|
-
bias: { value: 0.5 },
|
19
|
-
fringe: { value: 0.7 },
|
20
|
-
znear: { value: 0.1 },
|
21
|
-
zfar: { value: 100 },
|
22
|
-
noise: { value: 1 },
|
23
|
-
dithering: { value: 1e-4 },
|
24
|
-
pentagon: { value: 0 },
|
25
|
-
shaderFocus: { value: 1 },
|
26
|
-
focusCoords: { value: /* @__PURE__ */ new Vector2() }
|
27
|
-
},
|
28
|
-
vertexShader: [
|
29
|
-
"varying vec2 vUv;",
|
30
|
-
"void main() {",
|
31
|
-
" vUv = uv;",
|
32
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
33
|
-
"}"
|
34
|
-
].join("\n"),
|
35
|
-
fragmentShader: [
|
36
|
-
"#include <common>",
|
37
|
-
"varying vec2 vUv;",
|
38
|
-
"uniform sampler2D tColor;",
|
39
|
-
"uniform sampler2D tDepth;",
|
40
|
-
"uniform float textureWidth;",
|
41
|
-
"uniform float textureHeight;",
|
42
|
-
"uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
|
43
|
-
"uniform float focalLength; //focal length in mm",
|
44
|
-
"uniform float fstop; //f-stop value",
|
45
|
-
"uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
|
46
|
-
"/*",
|
47
|
-
"make sure that these two values are the same for your camera, otherwise distances will be wrong.",
|
48
|
-
"*/",
|
49
|
-
"uniform float znear; // camera clipping start",
|
50
|
-
"uniform float zfar; // camera clipping end",
|
51
|
-
"//------------------------------------------",
|
52
|
-
"//user variables",
|
53
|
-
"const int samples = SAMPLES; //samples on the first ring",
|
54
|
-
"const int rings = RINGS; //ring count",
|
55
|
-
"const int maxringsamples = rings * samples;",
|
56
|
-
"uniform bool manualdof; // manual dof calculation",
|
57
|
-
"float ndofstart = 1.0; // near dof blur start",
|
58
|
-
"float ndofdist = 2.0; // near dof blur falloff distance",
|
59
|
-
"float fdofstart = 1.0; // far dof blur start",
|
60
|
-
"float fdofdist = 3.0; // far dof blur falloff distance",
|
61
|
-
"float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
|
62
|
-
"uniform bool vignetting; // use optical lens vignetting",
|
63
|
-
"float vignout = 1.3; // vignetting outer border",
|
64
|
-
"float vignin = 0.0; // vignetting inner border",
|
65
|
-
"float vignfade = 22.0; // f-stops till vignete fades",
|
66
|
-
"uniform bool shaderFocus;",
|
67
|
-
"// disable if you use external focalDepth value",
|
68
|
-
"uniform vec2 focusCoords;",
|
69
|
-
"// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
|
70
|
-
"// if center of screen use vec2(0.5, 0.5);",
|
71
|
-
"uniform float maxblur;",
|
72
|
-
"//clamp value of max blur (0.0 = no blur, 1.0 default)",
|
73
|
-
"uniform float threshold; // highlight threshold;",
|
74
|
-
"uniform float gain; // highlight gain;",
|
75
|
-
"uniform float bias; // bokeh edge bias",
|
76
|
-
"uniform float fringe; // bokeh chromatic aberration / fringing",
|
77
|
-
"uniform bool noise; //use noise instead of pattern for sample dithering",
|
78
|
-
"uniform float dithering;",
|
79
|
-
"uniform bool depthblur; // blur the depth buffer",
|
80
|
-
"float dbsize = 1.25; // depth blur size",
|
81
|
-
"/*",
|
82
|
-
"next part is experimental",
|
83
|
-
"not looking good with small sample and ring count",
|
84
|
-
"looks okay starting from samples = 4, rings = 4",
|
85
|
-
"*/",
|
86
|
-
"uniform bool pentagon; //use pentagon as bokeh shape?",
|
87
|
-
"float feather = 0.4; //pentagon shape feather",
|
88
|
-
"//------------------------------------------",
|
89
|
-
"float penta(vec2 coords) {",
|
90
|
-
" //pentagonal shape",
|
91
|
-
" float scale = float(rings) - 1.3;",
|
92
|
-
" vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
|
93
|
-
" vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
|
94
|
-
" vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
|
95
|
-
" vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
|
96
|
-
" vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
|
97
|
-
" vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
|
98
|
-
" vec4 one = vec4( 1.0 );",
|
99
|
-
" vec4 P = vec4((coords),vec2(scale, scale));",
|
100
|
-
" vec4 dist = vec4(0.0);",
|
101
|
-
" float inorout = -4.0;",
|
102
|
-
" dist.x = dot( P, HS0 );",
|
103
|
-
" dist.y = dot( P, HS1 );",
|
104
|
-
" dist.z = dot( P, HS2 );",
|
105
|
-
" dist.w = dot( P, HS3 );",
|
106
|
-
" dist = smoothstep( -feather, feather, dist );",
|
107
|
-
" inorout += dot( dist, one );",
|
108
|
-
" dist.x = dot( P, HS4 );",
|
109
|
-
" dist.y = HS5.w - abs( P.z );",
|
110
|
-
" dist = smoothstep( -feather, feather, dist );",
|
111
|
-
" inorout += dist.x;",
|
112
|
-
" return clamp( inorout, 0.0, 1.0 );",
|
113
|
-
"}",
|
114
|
-
"float bdepth(vec2 coords) {",
|
115
|
-
" // Depth buffer blur",
|
116
|
-
" float d = 0.0;",
|
117
|
-
" float kernel[9];",
|
118
|
-
" vec2 offset[9];",
|
119
|
-
" vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
|
120
|
-
" offset[0] = vec2(-wh.x,-wh.y);",
|
121
|
-
" offset[1] = vec2( 0.0, -wh.y);",
|
122
|
-
" offset[2] = vec2( wh.x -wh.y);",
|
123
|
-
" offset[3] = vec2(-wh.x, 0.0);",
|
124
|
-
" offset[4] = vec2( 0.0, 0.0);",
|
125
|
-
" offset[5] = vec2( wh.x, 0.0);",
|
126
|
-
" offset[6] = vec2(-wh.x, wh.y);",
|
127
|
-
" offset[7] = vec2( 0.0, wh.y);",
|
128
|
-
" offset[8] = vec2( wh.x, wh.y);",
|
129
|
-
" kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
|
130
|
-
" kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
|
131
|
-
" kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
|
132
|
-
" for( int i=0; i<9; i++ ) {",
|
133
|
-
" float tmp = texture2D(tDepth, coords + offset[i]).r;",
|
134
|
-
" d += tmp * kernel[i];",
|
135
|
-
" }",
|
136
|
-
" return d;",
|
137
|
-
"}",
|
138
|
-
"vec3 color(vec2 coords,float blur) {",
|
139
|
-
" //processing the sample",
|
140
|
-
" vec3 col = vec3(0.0);",
|
141
|
-
" vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
|
142
|
-
" col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
|
143
|
-
" col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
|
144
|
-
" col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
|
145
|
-
" vec3 lumcoeff = vec3(0.299,0.587,0.114);",
|
146
|
-
" float lum = dot(col.rgb, lumcoeff);",
|
147
|
-
" float thresh = max((lum-threshold)*gain, 0.0);",
|
148
|
-
" return col+mix(vec3(0.0),col,thresh*blur);",
|
149
|
-
"}",
|
150
|
-
"vec3 debugFocus(vec3 col, float blur, float depth) {",
|
151
|
-
" float edge = 0.002*depth; //distance based edge smoothing",
|
152
|
-
" float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
|
153
|
-
" float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
|
154
|
-
" col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
|
155
|
-
" col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
|
156
|
-
" return col;",
|
157
|
-
"}",
|
158
|
-
"float linearize(float depth) {",
|
159
|
-
" return -zfar * znear / (depth * (zfar - znear) - zfar);",
|
160
|
-
"}",
|
161
|
-
"float vignette() {",
|
162
|
-
" float dist = distance(vUv.xy, vec2(0.5,0.5));",
|
163
|
-
" dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
|
164
|
-
" return clamp(dist,0.0,1.0);",
|
165
|
-
"}",
|
166
|
-
"float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
|
167
|
-
" float rings2 = float(rings);",
|
168
|
-
" float step = PI*2.0 / float(ringsamples);",
|
169
|
-
" float pw = cos(j*step)*i;",
|
170
|
-
" float ph = sin(j*step)*i;",
|
171
|
-
" float p = 1.0;",
|
172
|
-
" if (pentagon) {",
|
173
|
-
" p = penta(vec2(pw,ph));",
|
174
|
-
" }",
|
175
|
-
" col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
|
176
|
-
" return 1.0 * mix(1.0, i /rings2, bias) * p;",
|
177
|
-
"}",
|
178
|
-
"void main() {",
|
179
|
-
" //scene depth calculation",
|
180
|
-
" float depth = linearize(texture2D(tDepth,vUv.xy).x);",
|
181
|
-
" // Blur depth?",
|
182
|
-
" if ( depthblur ) {",
|
183
|
-
" depth = linearize(bdepth(vUv.xy));",
|
184
|
-
" }",
|
185
|
-
" //focal plane calculation",
|
186
|
-
" float fDepth = focalDepth;",
|
187
|
-
" if (shaderFocus) {",
|
188
|
-
" fDepth = linearize(texture2D(tDepth,focusCoords).x);",
|
189
|
-
" }",
|
190
|
-
" // dof blur factor calculation",
|
191
|
-
" float blur = 0.0;",
|
192
|
-
" if (manualdof) {",
|
193
|
-
" float a = depth-fDepth; // Focal plane",
|
194
|
-
" float b = (a-fdofstart)/fdofdist; // Far DoF",
|
195
|
-
" float c = (-a-ndofstart)/ndofdist; // Near Dof",
|
196
|
-
" blur = (a>0.0) ? b : c;",
|
197
|
-
" } else {",
|
198
|
-
" float f = focalLength; // focal length in mm",
|
199
|
-
" float d = fDepth*1000.0; // focal plane in mm",
|
200
|
-
" float o = depth*1000.0; // depth in mm",
|
201
|
-
" float a = (o*f)/(o-f);",
|
202
|
-
" float b = (d*f)/(d-f);",
|
203
|
-
" float c = (d-f)/(d*fstop*CoC);",
|
204
|
-
" blur = abs(a-b)*c;",
|
205
|
-
" }",
|
206
|
-
" blur = clamp(blur,0.0,1.0);",
|
207
|
-
" // calculation of pattern for dithering",
|
208
|
-
" vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
|
209
|
-
" // getting blur x and y step factor",
|
210
|
-
" float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
|
211
|
-
" float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
|
212
|
-
" // calculation of final color",
|
213
|
-
" vec3 col = vec3(0.0);",
|
214
|
-
" if(blur < 0.05) {",
|
215
|
-
" //some optimization thingy",
|
216
|
-
" col = texture2D(tColor, vUv.xy).rgb;",
|
217
|
-
" } else {",
|
218
|
-
" col = texture2D(tColor, vUv.xy).rgb;",
|
219
|
-
" float s = 1.0;",
|
220
|
-
" int ringsamples;",
|
221
|
-
" for (int i = 1; i <= rings; i++) {",
|
222
|
-
" /*unboxstart*/",
|
223
|
-
" ringsamples = i * samples;",
|
224
|
-
" for (int j = 0 ; j < maxringsamples ; j++) {",
|
225
|
-
" if (j >= ringsamples) break;",
|
226
|
-
" s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
|
227
|
-
" }",
|
228
|
-
" /*unboxend*/",
|
229
|
-
" }",
|
230
|
-
" col /= s; //divide by sample count",
|
231
|
-
" }",
|
232
|
-
" if (showFocus) {",
|
233
|
-
" col = debugFocus(col, blur, depth);",
|
234
|
-
" }",
|
235
|
-
" if (vignetting) {",
|
236
|
-
" col *= vignette();",
|
237
|
-
" }",
|
238
|
-
" gl_FragColor.rgb = col;",
|
239
|
-
" gl_FragColor.a = 1.0;",
|
240
|
-
"} "
|
241
|
-
].join("\n")
|
242
|
-
};
|
243
|
-
const BokehDepthShader = {
|
244
|
-
uniforms: {
|
245
|
-
mNear: { value: 1 },
|
246
|
-
mFar: { value: 1e3 }
|
247
|
-
},
|
248
|
-
vertexShader: [
|
249
|
-
"varying float vViewZDepth;",
|
250
|
-
"void main() {",
|
251
|
-
" #include <begin_vertex>",
|
252
|
-
" #include <project_vertex>",
|
253
|
-
" vViewZDepth = - mvPosition.z;",
|
254
|
-
"}"
|
255
|
-
].join("\n"),
|
256
|
-
fragmentShader: [
|
257
|
-
"uniform float mNear;",
|
258
|
-
"uniform float mFar;",
|
259
|
-
"varying float vViewZDepth;",
|
260
|
-
"void main() {",
|
261
|
-
" float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
|
262
|
-
" gl_FragColor = vec4( vec3( color ), 1.0 );",
|
263
|
-
"} "
|
264
|
-
].join("\n")
|
265
|
-
};
|
266
|
-
export {
|
267
|
-
BokehDepthShader,
|
268
|
-
BokehShader2
|
269
|
-
};
|
@@ -1,32 +0,0 @@
|
|
1
|
-
"use strict";
|
2
|
-
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
-
const BrightnessContrastShader = {
|
4
|
-
uniforms: {
|
5
|
-
tDiffuse: { value: null },
|
6
|
-
brightness: { value: 0 },
|
7
|
-
contrast: { value: 0 }
|
8
|
-
},
|
9
|
-
vertexShader: [
|
10
|
-
"varying vec2 vUv;",
|
11
|
-
"void main() {",
|
12
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform float brightness;",
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"uniform float contrast;",
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"varying vec2 vUv;",
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"void main() {",
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" gl_FragColor = texture2D( tDiffuse, vUv );",
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" gl_FragColor.rgb += brightness;",
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|
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" if (contrast > 0.0) {",
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" gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
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" } else {",
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" gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
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" }",
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"}"
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].join("\n")
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};
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exports.BrightnessContrastShader = BrightnessContrastShader;
|
@@ -1,32 +0,0 @@
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1
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const BrightnessContrastShader = {
|
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uniforms: {
|
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tDiffuse: { value: null },
|
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brightness: { value: 0 },
|
5
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contrast: { value: 0 }
|
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},
|
7
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vertexShader: [
|
8
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"varying vec2 vUv;",
|
9
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"void main() {",
|
10
|
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" vUv = uv;",
|
11
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
|
13
|
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].join("\n"),
|
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fragmentShader: [
|
15
|
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"uniform sampler2D tDiffuse;",
|
16
|
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"uniform float brightness;",
|
17
|
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"uniform float contrast;",
|
18
|
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"varying vec2 vUv;",
|
19
|
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"void main() {",
|
20
|
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" gl_FragColor = texture2D( tDiffuse, vUv );",
|
21
|
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" gl_FragColor.rgb += brightness;",
|
22
|
-
" if (contrast > 0.0) {",
|
23
|
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" gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;",
|
24
|
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" } else {",
|
25
|
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" gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;",
|
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|
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" }",
|
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"}"
|
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].join("\n")
|
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};
|
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|
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export {
|
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BrightnessContrastShader
|
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|
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};
|
@@ -1,30 +0,0 @@
|
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1
|
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"use strict";
|
2
|
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
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const THREE = require("three");
|
4
|
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const ColorCorrectionShader = {
|
5
|
-
uniforms: {
|
6
|
-
tDiffuse: { value: null },
|
7
|
-
powRGB: { value: /* @__PURE__ */ new THREE.Vector3(2, 2, 2) },
|
8
|
-
mulRGB: { value: /* @__PURE__ */ new THREE.Vector3(1, 1, 1) },
|
9
|
-
addRGB: { value: /* @__PURE__ */ new THREE.Vector3(0, 0, 0) }
|
10
|
-
},
|
11
|
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vertexShader: [
|
12
|
-
"varying vec2 vUv;",
|
13
|
-
"void main() {",
|
14
|
-
" vUv = uv;",
|
15
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
16
|
-
"}"
|
17
|
-
].join("\n"),
|
18
|
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fragmentShader: [
|
19
|
-
"uniform sampler2D tDiffuse;",
|
20
|
-
"uniform vec3 powRGB;",
|
21
|
-
"uniform vec3 mulRGB;",
|
22
|
-
"uniform vec3 addRGB;",
|
23
|
-
"varying vec2 vUv;",
|
24
|
-
"void main() {",
|
25
|
-
" gl_FragColor = texture2D( tDiffuse, vUv );",
|
26
|
-
" gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
|
27
|
-
"}"
|
28
|
-
].join("\n")
|
29
|
-
};
|
30
|
-
exports.ColorCorrectionShader = ColorCorrectionShader;
|
@@ -1,30 +0,0 @@
|
|
1
|
-
import { Vector3 } from "three";
|
2
|
-
const ColorCorrectionShader = {
|
3
|
-
uniforms: {
|
4
|
-
tDiffuse: { value: null },
|
5
|
-
powRGB: { value: /* @__PURE__ */ new Vector3(2, 2, 2) },
|
6
|
-
mulRGB: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
|
7
|
-
addRGB: { value: /* @__PURE__ */ new Vector3(0, 0, 0) }
|
8
|
-
},
|
9
|
-
vertexShader: [
|
10
|
-
"varying vec2 vUv;",
|
11
|
-
"void main() {",
|
12
|
-
" vUv = uv;",
|
13
|
-
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
14
|
-
"}"
|
15
|
-
].join("\n"),
|
16
|
-
fragmentShader: [
|
17
|
-
"uniform sampler2D tDiffuse;",
|
18
|
-
"uniform vec3 powRGB;",
|
19
|
-
"uniform vec3 mulRGB;",
|
20
|
-
"uniform vec3 addRGB;",
|
21
|
-
"varying vec2 vUv;",
|
22
|
-
"void main() {",
|
23
|
-
" gl_FragColor = texture2D( tDiffuse, vUv );",
|
24
|
-
" gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );",
|
25
|
-
"}"
|
26
|
-
].join("\n")
|
27
|
-
};
|
28
|
-
export {
|
29
|
-
ColorCorrectionShader
|
30
|
-
};
|