three-stdlib 2.25.0 → 2.25.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (539) hide show
  1. package/index.cjs +116401 -611
  2. package/index.js +116037 -263
  3. package/package.json +17 -4
  4. package/_polyfill/CapsuleGeometry.cjs +0 -22
  5. package/_polyfill/CapsuleGeometry.js +0 -22
  6. package/_polyfill/CompressedArrayTexture.cjs +0 -12
  7. package/_polyfill/CompressedArrayTexture.js +0 -12
  8. package/_polyfill/Data3DTexture.cjs +0 -17
  9. package/_polyfill/Data3DTexture.js +0 -17
  10. package/animation/AnimationClipCreator.cjs +0 -56
  11. package/animation/AnimationClipCreator.js +0 -56
  12. package/animation/CCDIKSolver.cjs +0 -269
  13. package/animation/CCDIKSolver.js +0 -269
  14. package/animation/MMDAnimationHelper.cjs +0 -688
  15. package/animation/MMDAnimationHelper.js +0 -688
  16. package/animation/MMDPhysics.cjs +0 -830
  17. package/animation/MMDPhysics.js +0 -830
  18. package/cameras/CinematicCamera.cjs +0 -131
  19. package/cameras/CinematicCamera.js +0 -131
  20. package/controls/ArcballControls.cjs +0 -2033
  21. package/controls/ArcballControls.js +0 -2033
  22. package/controls/DeviceOrientationControls.cjs +0 -85
  23. package/controls/DeviceOrientationControls.js +0 -85
  24. package/controls/DragControls.cjs +0 -182
  25. package/controls/DragControls.js +0 -182
  26. package/controls/FirstPersonControls.cjs +0 -229
  27. package/controls/FirstPersonControls.js +0 -229
  28. package/controls/FlyControls.cjs +0 -248
  29. package/controls/FlyControls.js +0 -248
  30. package/controls/OrbitControls.cjs +0 -791
  31. package/controls/OrbitControls.js +0 -791
  32. package/controls/PointerLockControls.cjs +0 -103
  33. package/controls/PointerLockControls.js +0 -103
  34. package/controls/TrackballControls.cjs +0 -502
  35. package/controls/TrackballControls.js +0 -502
  36. package/controls/TransformControls.cjs +0 -1089
  37. package/controls/TransformControls.js +0 -1089
  38. package/controls/experimental/CameraControls.cjs +0 -736
  39. package/controls/experimental/CameraControls.js +0 -736
  40. package/csm/CSM.cjs +0 -244
  41. package/csm/CSM.js +0 -244
  42. package/csm/CSMFrustum.cjs +0 -75
  43. package/csm/CSMFrustum.js +0 -75
  44. package/csm/CSMHelper.cjs +0 -114
  45. package/csm/CSMHelper.js +0 -114
  46. package/csm/CSMShader.cjs +0 -261
  47. package/csm/CSMShader.js +0 -261
  48. package/curves/CurveExtras.cjs +0 -214
  49. package/curves/CurveExtras.js +0 -214
  50. package/curves/NURBSCurve.cjs +0 -35
  51. package/curves/NURBSCurve.js +0 -35
  52. package/curves/NURBSSurface.cjs +0 -28
  53. package/curves/NURBSSurface.js +0 -28
  54. package/curves/NURBSUtils.cjs +0 -226
  55. package/curves/NURBSUtils.js +0 -226
  56. package/deprecated/Geometry.cjs +0 -971
  57. package/deprecated/Geometry.js +0 -971
  58. package/effects/AnaglyphEffect.cjs +0 -102
  59. package/effects/AnaglyphEffect.js +0 -102
  60. package/effects/AsciiEffect.cjs +0 -155
  61. package/effects/AsciiEffect.js +0 -155
  62. package/effects/OutlineEffect.cjs +0 -275
  63. package/effects/OutlineEffect.js +0 -275
  64. package/effects/ParallaxBarrierEffect.cjs +0 -65
  65. package/effects/ParallaxBarrierEffect.js +0 -65
  66. package/effects/PeppersGhostEffect.cjs +0 -88
  67. package/effects/PeppersGhostEffect.js +0 -88
  68. package/effects/StereoEffect.cjs +0 -35
  69. package/effects/StereoEffect.js +0 -35
  70. package/environments/RoomEnvironment.cjs +0 -95
  71. package/environments/RoomEnvironment.js +0 -78
  72. package/exporters/ColladaExporter.cjs +0 -331
  73. package/exporters/ColladaExporter.js +0 -331
  74. package/exporters/DRACOExporter.cjs +0 -141
  75. package/exporters/DRACOExporter.js +0 -141
  76. package/exporters/GLTFExporter.cjs +0 -1909
  77. package/exporters/GLTFExporter.js +0 -1909
  78. package/exporters/MMDExporter.cjs +0 -131
  79. package/exporters/MMDExporter.js +0 -131
  80. package/exporters/OBJExporter.cjs +0 -181
  81. package/exporters/OBJExporter.js +0 -181
  82. package/exporters/PLYExporter.cjs +0 -280
  83. package/exporters/PLYExporter.js +0 -280
  84. package/exporters/STLExporter.cjs +0 -146
  85. package/exporters/STLExporter.js +0 -146
  86. package/exporters/USDZExporter.cjs +0 -340
  87. package/exporters/USDZExporter.js +0 -340
  88. package/geometries/BoxLineGeometry.cjs +0 -45
  89. package/geometries/BoxLineGeometry.js +0 -45
  90. package/geometries/ConvexGeometry.cjs +0 -26
  91. package/geometries/ConvexGeometry.js +0 -26
  92. package/geometries/DecalGeometry.cjs +0 -184
  93. package/geometries/DecalGeometry.js +0 -184
  94. package/geometries/LightningStrike.cjs +0 -553
  95. package/geometries/LightningStrike.js +0 -553
  96. package/geometries/ParametricGeometries.cjs +0 -130
  97. package/geometries/ParametricGeometries.js +0 -130
  98. package/geometries/ParametricGeometry.cjs +0 -63
  99. package/geometries/ParametricGeometry.js +0 -63
  100. package/geometries/RoundedBoxGeometry.cjs +0 -91
  101. package/geometries/RoundedBoxGeometry.js +0 -91
  102. package/geometries/TeapotGeometry.cjs +0 -1563
  103. package/geometries/TeapotGeometry.js +0 -1563
  104. package/geometries/TextGeometry.cjs +0 -27
  105. package/geometries/TextGeometry.js +0 -27
  106. package/helpers/LightProbeHelper.cjs +0 -73
  107. package/helpers/LightProbeHelper.js +0 -73
  108. package/helpers/PositionalAudioHelper.cjs +0 -68
  109. package/helpers/PositionalAudioHelper.js +0 -68
  110. package/helpers/RectAreaLightHelper.cjs +0 -44
  111. package/helpers/RectAreaLightHelper.js +0 -44
  112. package/helpers/VertexNormalsHelper.cjs +0 -47
  113. package/helpers/VertexNormalsHelper.js +0 -47
  114. package/helpers/VertexTangentsHelper.cjs +0 -43
  115. package/helpers/VertexTangentsHelper.js +0 -43
  116. package/interactive/HTMLMesh.cjs +0 -325
  117. package/interactive/HTMLMesh.js +0 -325
  118. package/interactive/InteractiveGroup.cjs +0 -68
  119. package/interactive/InteractiveGroup.js +0 -68
  120. package/interactive/SelectionBox.cjs +0 -134
  121. package/interactive/SelectionBox.js +0 -134
  122. package/interactive/SelectionHelper.cjs +0 -51
  123. package/interactive/SelectionHelper.js +0 -51
  124. package/libs/MeshoptDecoder.cjs +0 -221
  125. package/libs/MeshoptDecoder.js +0 -221
  126. package/libs/MotionControllers.cjs +0 -325
  127. package/libs/MotionControllers.js +0 -325
  128. package/lights/LightProbeGenerator.cjs +0 -145
  129. package/lights/LightProbeGenerator.js +0 -145
  130. package/lights/RectAreaLightUniformsLib.cjs +0 -32846
  131. package/lights/RectAreaLightUniformsLib.js +0 -32846
  132. package/lines/Line2.cjs +0 -13
  133. package/lines/Line2.js +0 -13
  134. package/lines/LineGeometry.cjs +0 -44
  135. package/lines/LineGeometry.js +0 -44
  136. package/lines/LineMaterial.cjs +0 -547
  137. package/lines/LineMaterial.js +0 -547
  138. package/lines/LineSegments2.cjs +0 -203
  139. package/lines/LineSegments2.js +0 -203
  140. package/lines/LineSegmentsGeometry.cjs +0 -124
  141. package/lines/LineSegmentsGeometry.js +0 -124
  142. package/lines/Wireframe.cjs +0 -32
  143. package/lines/Wireframe.js +0 -32
  144. package/lines/WireframeGeometry2.cjs +0 -13
  145. package/lines/WireframeGeometry2.js +0 -13
  146. package/loaders/3DMLoader.cjs +0 -803
  147. package/loaders/3DMLoader.js +0 -803
  148. package/loaders/3MFLoader.cjs +0 -854
  149. package/loaders/3MFLoader.js +0 -854
  150. package/loaders/AMFLoader.cjs +0 -284
  151. package/loaders/AMFLoader.js +0 -284
  152. package/loaders/AssimpLoader.cjs +0 -1434
  153. package/loaders/AssimpLoader.js +0 -1434
  154. package/loaders/BVHLoader.cjs +0 -207
  155. package/loaders/BVHLoader.js +0 -207
  156. package/loaders/BasisTextureLoader.cjs +0 -489
  157. package/loaders/BasisTextureLoader.js +0 -489
  158. package/loaders/ColladaLoader.cjs +0 -2405
  159. package/loaders/ColladaLoader.js +0 -2405
  160. package/loaders/DDSLoader.cjs +0 -148
  161. package/loaders/DDSLoader.js +0 -148
  162. package/loaders/DRACOLoader.cjs +0 -341
  163. package/loaders/DRACOLoader.js +0 -341
  164. package/loaders/EXRLoader.cjs +0 -1356
  165. package/loaders/EXRLoader.js +0 -1356
  166. package/loaders/FBXLoader.cjs +0 -2457
  167. package/loaders/FBXLoader.js +0 -2457
  168. package/loaders/FontLoader.cjs +0 -123
  169. package/loaders/FontLoader.js +0 -123
  170. package/loaders/GCodeLoader.cjs +0 -141
  171. package/loaders/GCodeLoader.js +0 -141
  172. package/loaders/GLTFLoader.cjs +0 -2504
  173. package/loaders/GLTFLoader.js +0 -2504
  174. package/loaders/HDRCubeTextureLoader.cjs +0 -75
  175. package/loaders/HDRCubeTextureLoader.js +0 -75
  176. package/loaders/KMZLoader.cjs +0 -75
  177. package/loaders/KMZLoader.js +0 -75
  178. package/loaders/KTX2Loader.cjs +0 -480
  179. package/loaders/KTX2Loader.js +0 -480
  180. package/loaders/KTXLoader.cjs +0 -93
  181. package/loaders/KTXLoader.js +0 -93
  182. package/loaders/LDrawLoader.cjs +0 -1424
  183. package/loaders/LDrawLoader.js +0 -1424
  184. package/loaders/LUT3dlLoader.cjs +0 -103
  185. package/loaders/LUT3dlLoader.js +0 -103
  186. package/loaders/LUTCubeLoader.cjs +0 -107
  187. package/loaders/LUTCubeLoader.js +0 -107
  188. package/loaders/LWOLoader.cjs +0 -645
  189. package/loaders/LWOLoader.js +0 -645
  190. package/loaders/LottieLoader.cjs +0 -47
  191. package/loaders/LottieLoader.js +0 -47
  192. package/loaders/MD2Loader.cjs +0 -359
  193. package/loaders/MD2Loader.js +0 -359
  194. package/loaders/MDDLoader.cjs +0 -58
  195. package/loaders/MDDLoader.js +0 -58
  196. package/loaders/MMDLoader.cjs +0 -1121
  197. package/loaders/MMDLoader.js +0 -1121
  198. package/loaders/MTLLoader.cjs +0 -304
  199. package/loaders/MTLLoader.js +0 -304
  200. package/loaders/NRRDLoader.cjs +0 -401
  201. package/loaders/NRRDLoader.js +0 -401
  202. package/loaders/OBJLoader.cjs +0 -487
  203. package/loaders/OBJLoader.js +0 -487
  204. package/loaders/PCDLoader.cjs +0 -248
  205. package/loaders/PCDLoader.js +0 -248
  206. package/loaders/PDBLoader.cjs +0 -247
  207. package/loaders/PDBLoader.js +0 -247
  208. package/loaders/PLYLoader.cjs +0 -317
  209. package/loaders/PLYLoader.js +0 -317
  210. package/loaders/PRWMLoader.cjs +0 -160
  211. package/loaders/PRWMLoader.js +0 -160
  212. package/loaders/PVRLoader.cjs +0 -131
  213. package/loaders/PVRLoader.js +0 -131
  214. package/loaders/RGBELoader.cjs +0 -252
  215. package/loaders/RGBELoader.js +0 -252
  216. package/loaders/RGBMLoader.cjs +0 -1004
  217. package/loaders/RGBMLoader.js +0 -1004
  218. package/loaders/STLLoader.cjs +0 -190
  219. package/loaders/STLLoader.js +0 -190
  220. package/loaders/SVGLoader.cjs +0 -1712
  221. package/loaders/SVGLoader.js +0 -1712
  222. package/loaders/TDSLoader.cjs +0 -650
  223. package/loaders/TDSLoader.js +0 -650
  224. package/loaders/TGALoader.cjs +0 -285
  225. package/loaders/TGALoader.js +0 -285
  226. package/loaders/TTFLoader.cjs +0 -131
  227. package/loaders/TTFLoader.js +0 -131
  228. package/loaders/TiltLoader.cjs +0 -375
  229. package/loaders/TiltLoader.js +0 -375
  230. package/loaders/VOXLoader.cjs +0 -432
  231. package/loaders/VOXLoader.js +0 -432
  232. package/loaders/VRMLLoader.cjs +0 -2105
  233. package/loaders/VRMLLoader.js +0 -2105
  234. package/loaders/VRMLoader.cjs +0 -38
  235. package/loaders/VRMLoader.js +0 -38
  236. package/loaders/VTKLoader.cjs +0 -648
  237. package/loaders/VTKLoader.js +0 -648
  238. package/loaders/XLoader.cjs +0 -1258
  239. package/loaders/XLoader.js +0 -1258
  240. package/loaders/XYZLoader.cjs +0 -60
  241. package/loaders/XYZLoader.js +0 -60
  242. package/loaders/lwo/IFFParser.cjs +0 -743
  243. package/loaders/lwo/IFFParser.js +0 -743
  244. package/loaders/lwo/LWO2Parser.cjs +0 -312
  245. package/loaders/lwo/LWO2Parser.js +0 -312
  246. package/loaders/lwo/LWO3Parser.cjs +0 -282
  247. package/loaders/lwo/LWO3Parser.js +0 -282
  248. package/math/Capsule.cjs +0 -98
  249. package/math/Capsule.js +0 -98
  250. package/math/ColorConverter.cjs +0 -42
  251. package/math/ColorConverter.js +0 -42
  252. package/math/ConvexHull.cjs +0 -596
  253. package/math/ConvexHull.js +0 -596
  254. package/math/ImprovedNoise.cjs +0 -304
  255. package/math/ImprovedNoise.js +0 -304
  256. package/math/Lut.cjs +0 -137
  257. package/math/Lut.js +0 -137
  258. package/math/MeshSurfaceSampler.cjs +0 -103
  259. package/math/MeshSurfaceSampler.js +0 -103
  260. package/math/OBB.cjs +0 -242
  261. package/math/OBB.js +0 -242
  262. package/math/Octree.cjs +0 -273
  263. package/math/Octree.js +0 -273
  264. package/math/SimplexNoise.cjs +0 -440
  265. package/math/SimplexNoise.js +0 -440
  266. package/misc/ConvexObjectBreaker.cjs +0 -292
  267. package/misc/ConvexObjectBreaker.js +0 -292
  268. package/misc/GPUComputationRenderer.cjs +0 -205
  269. package/misc/GPUComputationRenderer.js +0 -205
  270. package/misc/Gyroscope.cjs +0 -33
  271. package/misc/Gyroscope.js +0 -33
  272. package/misc/MD2Character.cjs +0 -167
  273. package/misc/MD2Character.js +0 -167
  274. package/misc/MD2CharacterComplex.cjs +0 -332
  275. package/misc/MD2CharacterComplex.js +0 -332
  276. package/misc/MorphAnimMesh.cjs +0 -40
  277. package/misc/MorphAnimMesh.js +0 -40
  278. package/misc/MorphBlendMesh.cjs +0 -179
  279. package/misc/MorphBlendMesh.js +0 -179
  280. package/misc/ProgressiveLightmap.cjs +0 -186
  281. package/misc/ProgressiveLightmap.js +0 -186
  282. package/misc/RollerCoaster.cjs +0 -353
  283. package/misc/RollerCoaster.js +0 -353
  284. package/misc/Timer.cjs +0 -101
  285. package/misc/Timer.js +0 -101
  286. package/misc/TubePainter.cjs +0 -123
  287. package/misc/TubePainter.js +0 -123
  288. package/misc/Volume.cjs +0 -305
  289. package/misc/Volume.js +0 -305
  290. package/misc/VolumeSlice.cjs +0 -114
  291. package/misc/VolumeSlice.js +0 -114
  292. package/misc/WebGL.cjs +0 -74
  293. package/misc/WebGL.js +0 -74
  294. package/modifiers/CurveModifier.cjs +0 -232
  295. package/modifiers/CurveModifier.js +0 -232
  296. package/modifiers/EdgeSplitModifier.cjs +0 -167
  297. package/modifiers/EdgeSplitModifier.js +0 -168
  298. package/modifiers/SimplifyModifier.cjs +0 -301
  299. package/modifiers/SimplifyModifier.js +0 -301
  300. package/modifiers/TessellateModifier.cjs +0 -214
  301. package/modifiers/TessellateModifier.js +0 -214
  302. package/objects/GroundProjectedEnv.cjs +0 -134
  303. package/objects/GroundProjectedEnv.js +0 -134
  304. package/objects/Lensflare.cjs +0 -291
  305. package/objects/Lensflare.js +0 -291
  306. package/objects/LightningStorm.cjs +0 -110
  307. package/objects/LightningStorm.js +0 -110
  308. package/objects/MarchingCubes.cjs +0 -4809
  309. package/objects/MarchingCubes.js +0 -4809
  310. package/objects/Reflector.cjs +0 -202
  311. package/objects/Reflector.js +0 -202
  312. package/objects/ReflectorForSSRPass.cjs +0 -260
  313. package/objects/ReflectorForSSRPass.js +0 -260
  314. package/objects/ReflectorRTT.cjs +0 -10
  315. package/objects/ReflectorRTT.js +0 -10
  316. package/objects/Refractor.cjs +0 -215
  317. package/objects/Refractor.js +0 -215
  318. package/objects/ShadowMesh.cjs +0 -45
  319. package/objects/ShadowMesh.js +0 -45
  320. package/objects/Sky.cjs +0 -200
  321. package/objects/Sky.js +0 -200
  322. package/objects/Water.cjs +0 -242
  323. package/objects/Water.js +0 -242
  324. package/objects/Water2.cjs +0 -256
  325. package/objects/Water2.js +0 -256
  326. package/physics/AmmoPhysics.cjs +0 -166
  327. package/physics/AmmoPhysics.js +0 -166
  328. package/postprocessing/AdaptiveToneMappingPass.cjs +0 -218
  329. package/postprocessing/AdaptiveToneMappingPass.js +0 -218
  330. package/postprocessing/AfterimagePass.cjs +0 -68
  331. package/postprocessing/AfterimagePass.js +0 -68
  332. package/postprocessing/BloomPass.cjs +0 -109
  333. package/postprocessing/BloomPass.js +0 -109
  334. package/postprocessing/BokehPass.cjs +0 -90
  335. package/postprocessing/BokehPass.js +0 -90
  336. package/postprocessing/ClearPass.cjs +0 -36
  337. package/postprocessing/ClearPass.js +0 -36
  338. package/postprocessing/CubeTexturePass.cjs +0 -53
  339. package/postprocessing/CubeTexturePass.js +0 -53
  340. package/postprocessing/DotScreenPass.cjs +0 -49
  341. package/postprocessing/DotScreenPass.js +0 -49
  342. package/postprocessing/EffectComposer.cjs +0 -157
  343. package/postprocessing/EffectComposer.js +0 -157
  344. package/postprocessing/FilmPass.cjs +0 -51
  345. package/postprocessing/FilmPass.js +0 -51
  346. package/postprocessing/GlitchPass.cjs +0 -84
  347. package/postprocessing/GlitchPass.js +0 -84
  348. package/postprocessing/HalftonePass.cjs +0 -53
  349. package/postprocessing/HalftonePass.js +0 -53
  350. package/postprocessing/LUTPass.cjs +0 -142
  351. package/postprocessing/LUTPass.js +0 -142
  352. package/postprocessing/MaskPass.cjs +0 -69
  353. package/postprocessing/MaskPass.js +0 -69
  354. package/postprocessing/OutlinePass.cjs +0 -479
  355. package/postprocessing/OutlinePass.js +0 -479
  356. package/postprocessing/Pass.cjs +0 -48
  357. package/postprocessing/Pass.js +0 -48
  358. package/postprocessing/RenderPass.cjs +0 -59
  359. package/postprocessing/RenderPass.js +0 -59
  360. package/postprocessing/RenderPixelatedPass.cjs +0 -199
  361. package/postprocessing/RenderPixelatedPass.js +0 -199
  362. package/postprocessing/SAOPass.cjs +0 -288
  363. package/postprocessing/SAOPass.js +0 -288
  364. package/postprocessing/SMAAPass.cjs +0 -112
  365. package/postprocessing/SMAAPass.js +0 -112
  366. package/postprocessing/SSAARenderPass.cjs +0 -189
  367. package/postprocessing/SSAARenderPass.js +0 -189
  368. package/postprocessing/SSAOPass.cjs +0 -272
  369. package/postprocessing/SSAOPass.js +0 -272
  370. package/postprocessing/SSRPass.cjs +0 -411
  371. package/postprocessing/SSRPass.js +0 -411
  372. package/postprocessing/SavePass.cjs +0 -38
  373. package/postprocessing/SavePass.js +0 -38
  374. package/postprocessing/ShaderPass.cjs +0 -49
  375. package/postprocessing/ShaderPass.js +0 -49
  376. package/postprocessing/TAARenderPass.cjs +0 -174
  377. package/postprocessing/TAARenderPass.js +0 -174
  378. package/postprocessing/TexturePass.cjs +0 -42
  379. package/postprocessing/TexturePass.js +0 -42
  380. package/postprocessing/UnrealBloomPass.cjs +0 -277
  381. package/postprocessing/UnrealBloomPass.js +0 -277
  382. package/postprocessing/WaterPass.cjs +0 -72
  383. package/postprocessing/WaterPass.js +0 -72
  384. package/renderers/CSS2DRenderer.cjs +0 -122
  385. package/renderers/CSS2DRenderer.js +0 -122
  386. package/renderers/CSS3DRenderer.cjs +0 -167
  387. package/renderers/CSS3DRenderer.js +0 -167
  388. package/renderers/Projector.cjs +0 -499
  389. package/renderers/Projector.js +0 -499
  390. package/renderers/SVGRenderer.cjs +0 -311
  391. package/renderers/SVGRenderer.js +0 -311
  392. package/shaders/ACESFilmicToneMappingShader.cjs +0 -55
  393. package/shaders/ACESFilmicToneMappingShader.js +0 -55
  394. package/shaders/AfterimageShader.cjs +0 -32
  395. package/shaders/AfterimageShader.js +0 -32
  396. package/shaders/BasicShader.cjs +0 -12
  397. package/shaders/BasicShader.js +0 -12
  398. package/shaders/BleachBypassShader.cjs +0 -35
  399. package/shaders/BleachBypassShader.js +0 -35
  400. package/shaders/BlendShader.cjs +0 -30
  401. package/shaders/BlendShader.js +0 -30
  402. package/shaders/BokehShader.cjs +0 -109
  403. package/shaders/BokehShader.js +0 -109
  404. package/shaders/BokehShader2.cjs +0 -269
  405. package/shaders/BokehShader2.js +0 -269
  406. package/shaders/BrightnessContrastShader.cjs +0 -32
  407. package/shaders/BrightnessContrastShader.js +0 -32
  408. package/shaders/ColorCorrectionShader.cjs +0 -30
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  410. package/shaders/ColorifyShader.cjs +0 -28
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  412. package/shaders/ConvolutionShader.cjs +0 -55
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  414. package/shaders/CopyShader.cjs +0 -25
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  420. package/shaders/DigitalGlitch.cjs +0 -85
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  422. package/shaders/DotScreenShader.cjs +0 -39
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  426. package/shaders/FilmShader.cjs +0 -53
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  430. package/shaders/FreiChenShader.cjs +0 -64
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  432. package/shaders/FresnelShader.cjs +0 -47
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  434. package/shaders/GammaCorrectionShader.cjs +0 -23
  435. package/shaders/GammaCorrectionShader.js +0 -23
  436. package/shaders/GodRaysShader.cjs +0 -183
  437. package/shaders/GodRaysShader.js +0 -183
  438. package/shaders/HalftoneShader.cjs +0 -228
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  440. package/shaders/HorizontalBlurShader.cjs +0 -49
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  442. package/shaders/HorizontalTiltShiftShader.cjs +0 -37
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  454. package/shaders/NormalMapShader.cjs +0 -31
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  456. package/shaders/ParallaxShader.cjs +0 -133
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  458. package/shaders/PixelShader.cjs +0 -28
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  460. package/shaders/RGBShiftShader.cjs +0 -30
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  462. package/shaders/SAOShader.cjs +0 -144
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  469. package/shaders/SSRShader.js +0 -342
  470. package/shaders/SepiaShader.cjs +0 -29
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  472. package/shaders/SobelOperatorShader.cjs +0 -54
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  474. package/shaders/SubsurfaceScatteringShader.cjs +0 -98
  475. package/shaders/SubsurfaceScatteringShader.js +0 -98
  476. package/shaders/TechnicolorShader.cjs +0 -24
  477. package/shaders/TechnicolorShader.js +0 -24
  478. package/shaders/ToneMapShader.cjs +0 -51
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  480. package/shaders/ToonShader.cjs +0 -188
  481. package/shaders/ToonShader.js +0 -188
  482. package/shaders/TriangleBlurShader.cjs +0 -37
  483. package/shaders/TriangleBlurShader.js +0 -37
  484. package/shaders/UnpackDepthRGBAShader.cjs +0 -26
  485. package/shaders/UnpackDepthRGBAShader.js +0 -26
  486. package/shaders/VerticalBlurShader.cjs +0 -50
  487. package/shaders/VerticalBlurShader.js +0 -50
  488. package/shaders/VerticalTiltShiftShader.cjs +0 -37
  489. package/shaders/VerticalTiltShiftShader.js +0 -37
  490. package/shaders/VignetteShader.cjs +0 -38
  491. package/shaders/VignetteShader.js +0 -38
  492. package/shaders/VolumeShader.cjs +0 -225
  493. package/shaders/VolumeShader.js +0 -225
  494. package/shaders/WaterRefractionShader.cjs +0 -59
  495. package/shaders/WaterRefractionShader.js +0 -59
  496. package/shaders/types.cjs +0 -1
  497. package/shaders/types.js +0 -1
  498. package/textures/FlakesTexture.cjs +0 -30
  499. package/textures/FlakesTexture.js +0 -30
  500. package/types/helpers.cjs +0 -4
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  502. package/utils/BufferGeometryUtils.cjs +0 -636
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  504. package/utils/GeometryCompressionUtils.cjs +0 -573
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  508. package/utils/RoughnessMipmapper.cjs +0 -223
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  510. package/utils/SceneUtils.cjs +0 -36
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  514. package/utils/SkeletonUtils.cjs +0 -211
  515. package/utils/SkeletonUtils.js +0 -211
  516. package/utils/UVsDebug.cjs +0 -80
  517. package/utils/UVsDebug.js +0 -80
  518. package/utils/WorkerPool.cjs +0 -62
  519. package/utils/WorkerPool.js +0 -62
  520. package/webxr/ARButton.cjs +0 -119
  521. package/webxr/ARButton.js +0 -119
  522. package/webxr/OculusHandModel.cjs +0 -82
  523. package/webxr/OculusHandModel.js +0 -82
  524. package/webxr/OculusHandPointerModel.cjs +0 -241
  525. package/webxr/OculusHandPointerModel.js +0 -224
  526. package/webxr/Text2D.cjs +0 -48
  527. package/webxr/Text2D.js +0 -31
  528. package/webxr/VRButton.cjs +0 -111
  529. package/webxr/VRButton.js +0 -111
  530. package/webxr/XRControllerModelFactory.cjs +0 -174
  531. package/webxr/XRControllerModelFactory.js +0 -174
  532. package/webxr/XREstimatedLight.cjs +0 -126
  533. package/webxr/XREstimatedLight.js +0 -126
  534. package/webxr/XRHandMeshModel.cjs +0 -82
  535. package/webxr/XRHandMeshModel.js +0 -82
  536. package/webxr/XRHandModelFactory.cjs +0 -61
  537. package/webxr/XRHandModelFactory.js +0 -61
  538. package/webxr/XRHandPrimitiveModel.cjs +0 -68
  539. package/webxr/XRHandPrimitiveModel.js +0 -68
@@ -1,183 +0,0 @@
1
- import { Vector3, Color } from "three";
2
- const GodRaysDepthMaskShader = {
3
- uniforms: {
4
- tInput: {
5
- value: null
6
- }
7
- },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "varying vec2 vUv;",
17
- "uniform sampler2D tInput;",
18
- "void main() {",
19
- " gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
20
- "}"
21
- ].join("\n")
22
- };
23
- const GodRaysGenerateShader = {
24
- uniforms: {
25
- tInput: {
26
- value: null
27
- },
28
- fStepSize: {
29
- value: 1
30
- },
31
- vSunPositionScreenSpace: {
32
- value: /* @__PURE__ */ new Vector3()
33
- }
34
- },
35
- vertexShader: [
36
- "varying vec2 vUv;",
37
- "void main() {",
38
- " vUv = uv;",
39
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
40
- "}"
41
- ].join("\n"),
42
- fragmentShader: [
43
- "#define TAPS_PER_PASS 6.0",
44
- "varying vec2 vUv;",
45
- "uniform sampler2D tInput;",
46
- "uniform vec3 vSunPositionScreenSpace;",
47
- "uniform float fStepSize;",
48
- // filter step size
49
- "void main() {",
50
- // delta from current pixel to "sun" position
51
- " vec2 delta = vSunPositionScreenSpace.xy - vUv;",
52
- " float dist = length( delta );",
53
- // Step vector (uv space)
54
- " vec2 stepv = fStepSize * delta / dist;",
55
- // Number of iterations between pixel and sun
56
- " float iters = dist/fStepSize;",
57
- " vec2 uv = vUv.xy;",
58
- " float col = 0.0;",
59
- // This breaks ANGLE in Chrome 22
60
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
61
- /*
62
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
63
- // so i've just left the loop
64
-
65
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
66
-
67
- // Accumulate samples, making sure we dont walk past the light source.
68
-
69
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
70
- // mode, with a black border color. I don't think this is currently
71
- // exposed by three.js. As a result there might be artifacts when the
72
- // sun is to the left, right or bottom of screen as these cases are
73
- // not specifically handled.
74
-
75
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
76
- " uv += stepv;",
77
-
78
- "}",
79
- */
80
- // Unrolling loop manually makes it work in ANGLE
81
- " float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
82
- // used to fade out godrays
83
- " if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
84
- " uv += stepv;",
85
- " if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
86
- " uv += stepv;",
87
- " if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
88
- " uv += stepv;",
89
- " if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
90
- " uv += stepv;",
91
- " if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
92
- " uv += stepv;",
93
- " if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
94
- " uv += stepv;",
95
- // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
96
- // objectionable artifacts, in particular near the sun position. The side
97
- // effect is that the result is darker than it should be around the sun, as
98
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
99
- // When the result is inverted (in the shader 'godrays_combine', this produces
100
- // a slight bright spot at the position of the sun, even when it is occluded.
101
- " gl_FragColor = vec4( col/TAPS_PER_PASS );",
102
- " gl_FragColor.a = 1.0;",
103
- "}"
104
- ].join("\n")
105
- };
106
- const GodRaysCombineShader = {
107
- uniforms: {
108
- tColors: {
109
- value: null
110
- },
111
- tGodRays: {
112
- value: null
113
- },
114
- fGodRayIntensity: {
115
- value: 0.69
116
- }
117
- },
118
- vertexShader: [
119
- "varying vec2 vUv;",
120
- "void main() {",
121
- " vUv = uv;",
122
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
123
- "}"
124
- ].join("\n"),
125
- fragmentShader: [
126
- "varying vec2 vUv;",
127
- "uniform sampler2D tColors;",
128
- "uniform sampler2D tGodRays;",
129
- "uniform float fGodRayIntensity;",
130
- "void main() {",
131
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
132
- // objects black, the god-rays will be white streaks. Therefore value is inverted
133
- // before being combined with tColors
134
- " gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
135
- " gl_FragColor.a = 1.0;",
136
- "}"
137
- ].join("\n")
138
- };
139
- const GodRaysFakeSunShader = {
140
- uniforms: {
141
- vSunPositionScreenSpace: {
142
- value: /* @__PURE__ */ new Vector3()
143
- },
144
- fAspect: {
145
- value: 1
146
- },
147
- sunColor: {
148
- value: /* @__PURE__ */ new Color(16772608)
149
- },
150
- bgColor: {
151
- value: /* @__PURE__ */ new Color(0)
152
- }
153
- },
154
- vertexShader: [
155
- "varying vec2 vUv;",
156
- "void main() {",
157
- " vUv = uv;",
158
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
159
- "}"
160
- ].join("\n"),
161
- fragmentShader: [
162
- "varying vec2 vUv;",
163
- "uniform vec3 vSunPositionScreenSpace;",
164
- "uniform float fAspect;",
165
- "uniform vec3 sunColor;",
166
- "uniform vec3 bgColor;",
167
- "void main() {",
168
- " vec2 diff = vUv - vSunPositionScreenSpace.xy;",
169
- // Correct for aspect ratio
170
- " diff.x *= fAspect;",
171
- " float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
172
- " prop = 0.35 * pow( 1.0 - prop, 3.0 );",
173
- " gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
174
- " gl_FragColor.w = 1.0;",
175
- "}"
176
- ].join("\n")
177
- };
178
- export {
179
- GodRaysCombineShader,
180
- GodRaysDepthMaskShader,
181
- GodRaysFakeSunShader,
182
- GodRaysGenerateShader
183
- };
@@ -1,228 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const HalftoneShader = {
4
- uniforms: {
5
- tDiffuse: { value: null },
6
- shape: { value: 1 },
7
- radius: { value: 4 },
8
- rotateR: { value: Math.PI / 12 * 1 },
9
- rotateG: { value: Math.PI / 12 * 2 },
10
- rotateB: { value: Math.PI / 12 * 3 },
11
- scatter: { value: 0 },
12
- width: { value: 1 },
13
- height: { value: 1 },
14
- blending: { value: 1 },
15
- blendingMode: { value: 1 },
16
- greyscale: { value: false },
17
- disable: { value: false }
18
- },
19
- vertexShader: [
20
- "varying vec2 vUV;",
21
- "void main() {",
22
- " vUV = uv;",
23
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
24
- "}"
25
- ].join("\n"),
26
- fragmentShader: [
27
- "#define SQRT2_MINUS_ONE 0.41421356",
28
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
29
- "#define PI2 6.28318531",
30
- "#define SHAPE_DOT 1",
31
- "#define SHAPE_ELLIPSE 2",
32
- "#define SHAPE_LINE 3",
33
- "#define SHAPE_SQUARE 4",
34
- "#define BLENDING_LINEAR 1",
35
- "#define BLENDING_MULTIPLY 2",
36
- "#define BLENDING_ADD 3",
37
- "#define BLENDING_LIGHTER 4",
38
- "#define BLENDING_DARKER 5",
39
- "uniform sampler2D tDiffuse;",
40
- "uniform float radius;",
41
- "uniform float rotateR;",
42
- "uniform float rotateG;",
43
- "uniform float rotateB;",
44
- "uniform float scatter;",
45
- "uniform float width;",
46
- "uniform float height;",
47
- "uniform int shape;",
48
- "uniform bool disable;",
49
- "uniform float blending;",
50
- "uniform int blendingMode;",
51
- "varying vec2 vUV;",
52
- "uniform bool greyscale;",
53
- "const int samples = 8;",
54
- "float blend( float a, float b, float t ) {",
55
- // linear blend
56
- " return a * ( 1.0 - t ) + b * t;",
57
- "}",
58
- "float hypot( float x, float y ) {",
59
- // vector magnitude
60
- " return sqrt( x * x + y * y );",
61
- "}",
62
- "float rand( vec2 seed ){",
63
- // get pseudo-random number
64
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
65
- "}",
66
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
67
- // apply shape-specific transforms
68
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
69
- " float rad = channel;",
70
- " if ( shape == SHAPE_DOT ) {",
71
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
- " } else if ( shape == SHAPE_ELLIPSE ) {",
73
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
74
- " if ( dist != 0.0 ) {",
75
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
76
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
77
- " }",
78
- " } else if ( shape == SHAPE_LINE ) {",
79
- " rad = pow( abs( rad ), 1.5) * rad_max;",
80
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
81
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
82
- " } else if ( shape == SHAPE_SQUARE ) {",
83
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
84
- " float sin_t = abs( sin( theta ) );",
85
- " float cos_t = abs( cos( theta ) );",
86
- " rad = pow( abs( rad ), 1.4 );",
87
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
88
- " }",
89
- " return rad - dist;",
90
- "}",
91
- "struct Cell {",
92
- // grid sample positions
93
- " vec2 normal;",
94
- " vec2 p1;",
95
- " vec2 p2;",
96
- " vec2 p3;",
97
- " vec2 p4;",
98
- " float samp2;",
99
- " float samp1;",
100
- " float samp3;",
101
- " float samp4;",
102
- "};",
103
- "vec4 getSample( vec2 point ) {",
104
- // multi-sampled point
105
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
106
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
107
- " float step = PI2 / float( samples );",
108
- " float dist = radius * 0.66;",
109
- " for ( int i = 0; i < samples; ++i ) {",
110
- " float r = base + step * float( i );",
111
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
112
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
113
- " }",
114
- " tex /= float( samples ) + 1.0;",
115
- " return tex;",
116
- "}",
117
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
118
- // get colour for given point
119
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
120
- " if ( channel == 0 ) {",
121
- " c.samp1 = getSample( c.p1 ).r;",
122
- " c.samp2 = getSample( c.p2 ).r;",
123
- " c.samp3 = getSample( c.p3 ).r;",
124
- " c.samp4 = getSample( c.p4 ).r;",
125
- " } else if (channel == 1) {",
126
- " c.samp1 = getSample( c.p1 ).g;",
127
- " c.samp2 = getSample( c.p2 ).g;",
128
- " c.samp3 = getSample( c.p3 ).g;",
129
- " c.samp4 = getSample( c.p4 ).g;",
130
- " } else {",
131
- " c.samp1 = getSample( c.p1 ).b;",
132
- " c.samp3 = getSample( c.p3 ).b;",
133
- " c.samp2 = getSample( c.p2 ).b;",
134
- " c.samp4 = getSample( c.p4 ).b;",
135
- " }",
136
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
137
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
138
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
139
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
140
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
141
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
142
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
143
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
144
- " res = clamp( res, 0.0, 1.0 );",
145
- " return res;",
146
- "}",
147
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
148
- // get containing cell
149
- " Cell c;",
150
- // calc grid
151
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
152
- " float threshold = step * 0.5;",
153
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
154
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
155
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
156
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
157
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
158
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
159
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
160
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
161
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
162
- // get closest corner
163
- " c.normal = n;",
164
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
165
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
166
- // scatter
167
- " if ( scatter != 0.0 ) {",
168
- " float off_mag = scatter * threshold * 0.5;",
169
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
170
- " c.p1.x += cos( off_angle ) * off_mag;",
171
- " c.p1.y += sin( off_angle ) * off_mag;",
172
- " }",
173
- // find corners
174
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
175
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
176
- " c.p2.x = c.p1.x - n.x * normal_step;",
177
- " c.p2.y = c.p1.y - n.y * normal_step;",
178
- " c.p3.x = c.p1.x + n.y * line_step;",
179
- " c.p3.y = c.p1.y - n.x * line_step;",
180
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
181
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
182
- " return c;",
183
- "}",
184
- "float blendColour( float a, float b, float t ) {",
185
- // blend colours
186
- " if ( blendingMode == BLENDING_LINEAR ) {",
187
- " return blend( a, b, 1.0 - t );",
188
- " } else if ( blendingMode == BLENDING_ADD ) {",
189
- " return blend( a, min( 1.0, a + b ), t );",
190
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
191
- " return blend( a, max( 0.0, a * b ), t );",
192
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
193
- " return blend( a, max( a, b ), t );",
194
- " } else if ( blendingMode == BLENDING_DARKER ) {",
195
- " return blend( a, min( a, b ), t );",
196
- " } else {",
197
- " return blend( a, b, 1.0 - t );",
198
- " }",
199
- "}",
200
- "void main() {",
201
- " if ( ! disable ) {",
202
- // setup
203
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
204
- " vec2 origin = vec2( 0, 0 );",
205
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
206
- // get channel samples
207
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
208
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
209
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
210
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
211
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
212
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
213
- // blend with original
214
- " vec4 colour = texture2D( tDiffuse, vUV );",
215
- " r = blendColour( r, colour.r, blending );",
216
- " g = blendColour( g, colour.g, blending );",
217
- " b = blendColour( b, colour.b, blending );",
218
- " if ( greyscale ) {",
219
- " r = g = b = (r + b + g) / 3.0;",
220
- " }",
221
- " gl_FragColor = vec4( r, g, b, 1.0 );",
222
- " } else {",
223
- " gl_FragColor = texture2D( tDiffuse, vUV );",
224
- " }",
225
- "}"
226
- ].join("\n")
227
- };
228
- exports.HalftoneShader = HalftoneShader;
@@ -1,228 +0,0 @@
1
- const HalftoneShader = {
2
- uniforms: {
3
- tDiffuse: { value: null },
4
- shape: { value: 1 },
5
- radius: { value: 4 },
6
- rotateR: { value: Math.PI / 12 * 1 },
7
- rotateG: { value: Math.PI / 12 * 2 },
8
- rotateB: { value: Math.PI / 12 * 3 },
9
- scatter: { value: 0 },
10
- width: { value: 1 },
11
- height: { value: 1 },
12
- blending: { value: 1 },
13
- blendingMode: { value: 1 },
14
- greyscale: { value: false },
15
- disable: { value: false }
16
- },
17
- vertexShader: [
18
- "varying vec2 vUV;",
19
- "void main() {",
20
- " vUV = uv;",
21
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
22
- "}"
23
- ].join("\n"),
24
- fragmentShader: [
25
- "#define SQRT2_MINUS_ONE 0.41421356",
26
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
27
- "#define PI2 6.28318531",
28
- "#define SHAPE_DOT 1",
29
- "#define SHAPE_ELLIPSE 2",
30
- "#define SHAPE_LINE 3",
31
- "#define SHAPE_SQUARE 4",
32
- "#define BLENDING_LINEAR 1",
33
- "#define BLENDING_MULTIPLY 2",
34
- "#define BLENDING_ADD 3",
35
- "#define BLENDING_LIGHTER 4",
36
- "#define BLENDING_DARKER 5",
37
- "uniform sampler2D tDiffuse;",
38
- "uniform float radius;",
39
- "uniform float rotateR;",
40
- "uniform float rotateG;",
41
- "uniform float rotateB;",
42
- "uniform float scatter;",
43
- "uniform float width;",
44
- "uniform float height;",
45
- "uniform int shape;",
46
- "uniform bool disable;",
47
- "uniform float blending;",
48
- "uniform int blendingMode;",
49
- "varying vec2 vUV;",
50
- "uniform bool greyscale;",
51
- "const int samples = 8;",
52
- "float blend( float a, float b, float t ) {",
53
- // linear blend
54
- " return a * ( 1.0 - t ) + b * t;",
55
- "}",
56
- "float hypot( float x, float y ) {",
57
- // vector magnitude
58
- " return sqrt( x * x + y * y );",
59
- "}",
60
- "float rand( vec2 seed ){",
61
- // get pseudo-random number
62
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
63
- "}",
64
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
65
- // apply shape-specific transforms
66
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
67
- " float rad = channel;",
68
- " if ( shape == SHAPE_DOT ) {",
69
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
- " } else if ( shape == SHAPE_ELLIPSE ) {",
71
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
- " if ( dist != 0.0 ) {",
73
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
74
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
75
- " }",
76
- " } else if ( shape == SHAPE_LINE ) {",
77
- " rad = pow( abs( rad ), 1.5) * rad_max;",
78
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
79
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
80
- " } else if ( shape == SHAPE_SQUARE ) {",
81
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
82
- " float sin_t = abs( sin( theta ) );",
83
- " float cos_t = abs( cos( theta ) );",
84
- " rad = pow( abs( rad ), 1.4 );",
85
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
86
- " }",
87
- " return rad - dist;",
88
- "}",
89
- "struct Cell {",
90
- // grid sample positions
91
- " vec2 normal;",
92
- " vec2 p1;",
93
- " vec2 p2;",
94
- " vec2 p3;",
95
- " vec2 p4;",
96
- " float samp2;",
97
- " float samp1;",
98
- " float samp3;",
99
- " float samp4;",
100
- "};",
101
- "vec4 getSample( vec2 point ) {",
102
- // multi-sampled point
103
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
104
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
105
- " float step = PI2 / float( samples );",
106
- " float dist = radius * 0.66;",
107
- " for ( int i = 0; i < samples; ++i ) {",
108
- " float r = base + step * float( i );",
109
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
110
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
111
- " }",
112
- " tex /= float( samples ) + 1.0;",
113
- " return tex;",
114
- "}",
115
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
116
- // get colour for given point
117
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
118
- " if ( channel == 0 ) {",
119
- " c.samp1 = getSample( c.p1 ).r;",
120
- " c.samp2 = getSample( c.p2 ).r;",
121
- " c.samp3 = getSample( c.p3 ).r;",
122
- " c.samp4 = getSample( c.p4 ).r;",
123
- " } else if (channel == 1) {",
124
- " c.samp1 = getSample( c.p1 ).g;",
125
- " c.samp2 = getSample( c.p2 ).g;",
126
- " c.samp3 = getSample( c.p3 ).g;",
127
- " c.samp4 = getSample( c.p4 ).g;",
128
- " } else {",
129
- " c.samp1 = getSample( c.p1 ).b;",
130
- " c.samp3 = getSample( c.p3 ).b;",
131
- " c.samp2 = getSample( c.p2 ).b;",
132
- " c.samp4 = getSample( c.p4 ).b;",
133
- " }",
134
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
135
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
136
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
137
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
138
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
139
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
140
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
141
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
142
- " res = clamp( res, 0.0, 1.0 );",
143
- " return res;",
144
- "}",
145
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
146
- // get containing cell
147
- " Cell c;",
148
- // calc grid
149
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
150
- " float threshold = step * 0.5;",
151
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
152
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
153
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
154
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
155
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
156
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
157
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
158
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
159
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
160
- // get closest corner
161
- " c.normal = n;",
162
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
163
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
164
- // scatter
165
- " if ( scatter != 0.0 ) {",
166
- " float off_mag = scatter * threshold * 0.5;",
167
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
168
- " c.p1.x += cos( off_angle ) * off_mag;",
169
- " c.p1.y += sin( off_angle ) * off_mag;",
170
- " }",
171
- // find corners
172
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
173
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
174
- " c.p2.x = c.p1.x - n.x * normal_step;",
175
- " c.p2.y = c.p1.y - n.y * normal_step;",
176
- " c.p3.x = c.p1.x + n.y * line_step;",
177
- " c.p3.y = c.p1.y - n.x * line_step;",
178
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
179
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
180
- " return c;",
181
- "}",
182
- "float blendColour( float a, float b, float t ) {",
183
- // blend colours
184
- " if ( blendingMode == BLENDING_LINEAR ) {",
185
- " return blend( a, b, 1.0 - t );",
186
- " } else if ( blendingMode == BLENDING_ADD ) {",
187
- " return blend( a, min( 1.0, a + b ), t );",
188
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
189
- " return blend( a, max( 0.0, a * b ), t );",
190
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
191
- " return blend( a, max( a, b ), t );",
192
- " } else if ( blendingMode == BLENDING_DARKER ) {",
193
- " return blend( a, min( a, b ), t );",
194
- " } else {",
195
- " return blend( a, b, 1.0 - t );",
196
- " }",
197
- "}",
198
- "void main() {",
199
- " if ( ! disable ) {",
200
- // setup
201
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
202
- " vec2 origin = vec2( 0, 0 );",
203
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
204
- // get channel samples
205
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
206
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
207
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
208
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
209
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
210
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
211
- // blend with original
212
- " vec4 colour = texture2D( tDiffuse, vUV );",
213
- " r = blendColour( r, colour.r, blending );",
214
- " g = blendColour( g, colour.g, blending );",
215
- " b = blendColour( b, colour.b, blending );",
216
- " if ( greyscale ) {",
217
- " r = g = b = (r + b + g) / 3.0;",
218
- " }",
219
- " gl_FragColor = vec4( r, g, b, 1.0 );",
220
- " } else {",
221
- " gl_FragColor = texture2D( tDiffuse, vUV );",
222
- " }",
223
- "}"
224
- ].join("\n")
225
- };
226
- export {
227
- HalftoneShader
228
- };
@@ -1,49 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const HorizontalBlurShader = {
4
- uniforms: {
5
- tDiffuse: { value: null },
6
- h: { value: 1 / 512 }
7
- },
8
- vertexShader: (
9
- /* glsl */
10
- `
11
- varying vec2 vUv;
12
-
13
- void main() {
14
-
15
- vUv = uv;
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
22
- /* glsl */
23
- `
24
- uniform sampler2D tDiffuse;
25
- uniform float h;
26
-
27
- varying vec2 vUv;
28
-
29
- void main() {
30
-
31
- vec4 sum = vec4( 0.0 );
32
-
33
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
34
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
35
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
36
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
37
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
38
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
39
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
40
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
41
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;
42
-
43
- gl_FragColor = sum;
44
-
45
- }
46
- `
47
- )
48
- };
49
- exports.HorizontalBlurShader = HorizontalBlurShader;