three-stdlib 2.25.0 → 2.25.1

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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
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  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
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  354. package/postprocessing/OutlinePass.cjs +0 -479
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  356. package/postprocessing/Pass.cjs +0 -48
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  358. package/postprocessing/RenderPass.cjs +0 -59
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  370. package/postprocessing/SSRPass.cjs +0 -411
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  372. package/postprocessing/SavePass.cjs +0 -38
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  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
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  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
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  402. package/shaders/BokehShader.cjs +0 -109
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  408. package/shaders/ColorCorrectionShader.cjs +0 -30
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  520. package/webxr/ARButton.cjs +0 -119
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  522. package/webxr/OculusHandModel.cjs +0 -82
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  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
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  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
@@ -1,358 +0,0 @@
1
- import { Vector2 } from "three";
2
- const SMAAEdgesShader = {
3
- defines: {
4
- SMAA_THRESHOLD: "0.1"
5
- },
6
- uniforms: {
7
- tDiffuse: { value: null },
8
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
9
- },
10
- vertexShader: [
11
- "uniform vec2 resolution;",
12
- "varying vec2 vUv;",
13
- "varying vec4 vOffset[ 3 ];",
14
- "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
15
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
16
- // WebGL port note: Changed sign in W component
17
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
18
- // WebGL port note: Changed sign in W component
19
- " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
20
- // WebGL port note: Changed sign in W component
21
- "}",
22
- "void main() {",
23
- " vUv = uv;",
24
- " SMAAEdgeDetectionVS( vUv );",
25
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
26
- "}"
27
- ].join("\n"),
28
- fragmentShader: [
29
- "uniform sampler2D tDiffuse;",
30
- "varying vec2 vUv;",
31
- "varying vec4 vOffset[ 3 ];",
32
- "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
33
- " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
34
- // Calculate color deltas:
35
- " vec4 delta;",
36
- " vec3 C = texture2D( colorTex, texcoord ).rgb;",
37
- " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
38
- " vec3 t = abs( C - Cleft );",
39
- " delta.x = max( max( t.r, t.g ), t.b );",
40
- " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
41
- " t = abs( C - Ctop );",
42
- " delta.y = max( max( t.r, t.g ), t.b );",
43
- // We do the usual threshold:
44
- " vec2 edges = step( threshold, delta.xy );",
45
- // Then discard if there is no edge:
46
- " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
47
- " discard;",
48
- // Calculate right and bottom deltas:
49
- " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
50
- " t = abs( C - Cright );",
51
- " delta.z = max( max( t.r, t.g ), t.b );",
52
- " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
53
- " t = abs( C - Cbottom );",
54
- " delta.w = max( max( t.r, t.g ), t.b );",
55
- // Calculate the maximum delta in the direct neighborhood:
56
- " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
57
- // Calculate left-left and top-top deltas:
58
- " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
59
- " t = abs( C - Cleftleft );",
60
- " delta.z = max( max( t.r, t.g ), t.b );",
61
- " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
62
- " t = abs( C - Ctoptop );",
63
- " delta.w = max( max( t.r, t.g ), t.b );",
64
- // Calculate the final maximum delta:
65
- " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
66
- // Local contrast adaptation in action:
67
- " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
68
- " return vec4( edges, 0.0, 0.0 );",
69
- "}",
70
- "void main() {",
71
- " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
72
- "}"
73
- ].join("\n")
74
- };
75
- const SMAAWeightsShader = {
76
- defines: {
77
- SMAA_MAX_SEARCH_STEPS: "8",
78
- SMAA_AREATEX_MAX_DISTANCE: "16",
79
- SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
80
- SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
81
- },
82
- uniforms: {
83
- tDiffuse: { value: null },
84
- tArea: { value: null },
85
- tSearch: { value: null },
86
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
87
- },
88
- vertexShader: [
89
- "uniform vec2 resolution;",
90
- "varying vec2 vUv;",
91
- "varying vec4 vOffset[ 3 ];",
92
- "varying vec2 vPixcoord;",
93
- "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
94
- " vPixcoord = texcoord / resolution;",
95
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
96
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
97
- // WebGL port note: Changed sign in Y and W components
98
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
99
- // WebGL port note: Changed sign in Y and W components
100
- // And these for the searches, they indicate the ends of the loops:
101
- " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
102
- "}",
103
- "void main() {",
104
- " vUv = uv;",
105
- " SMAABlendingWeightCalculationVS( vUv );",
106
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
107
- "}"
108
- ].join("\n"),
109
- fragmentShader: [
110
- "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
111
- "uniform sampler2D tDiffuse;",
112
- "uniform sampler2D tArea;",
113
- "uniform sampler2D tSearch;",
114
- "uniform vec2 resolution;",
115
- "varying vec2 vUv;",
116
- "varying vec4 vOffset[3];",
117
- "varying vec2 vPixcoord;",
118
- "#if __VERSION__ == 100",
119
- "vec2 round( vec2 x ) {",
120
- " return sign( x ) * floor( abs( x ) + 0.5 );",
121
- "}",
122
- "#endif",
123
- "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
124
- // Not required if searchTex accesses are set to point:
125
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
126
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
127
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
128
- " e.r = bias + e.r * scale;",
129
- " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
130
- "}",
131
- "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
132
- /**
133
- * @PSEUDO_GATHER4
134
- * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
135
- * sample between edge, thus fetching four edges in a row.
136
- * Sampling with different offsets in each direction allows to disambiguate
137
- * which edges are active from the four fetched ones.
138
- */
139
- " vec2 e = vec2( 0.0, 1.0 );",
140
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
141
- // WebGL port note: Changed while to for
142
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
143
- " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
144
- " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
145
- " }",
146
- // We correct the previous (-0.25, -0.125) offset we applied:
147
- " texcoord.x += 0.25 * resolution.x;",
148
- // The searches are bias by 1, so adjust the coords accordingly:
149
- " texcoord.x += resolution.x;",
150
- // Disambiguate the length added by the last step:
151
- " texcoord.x += 2.0 * resolution.x;",
152
- // Undo last step
153
- " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
154
- " return texcoord.x;",
155
- "}",
156
- "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
157
- " vec2 e = vec2( 0.0, 1.0 );",
158
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
159
- // WebGL port note: Changed while to for
160
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
161
- " texcoord += vec2( 2.0, 0.0 ) * resolution;",
162
- " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
163
- " }",
164
- " texcoord.x -= 0.25 * resolution.x;",
165
- " texcoord.x -= resolution.x;",
166
- " texcoord.x -= 2.0 * resolution.x;",
167
- " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
168
- " return texcoord.x;",
169
- "}",
170
- "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
171
- " vec2 e = vec2( 1.0, 0.0 );",
172
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
173
- // WebGL port note: Changed while to for
174
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
175
- " texcoord += vec2( 0.0, 2.0 ) * resolution;",
176
- // WebGL port note: Changed sign
177
- " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
178
- " }",
179
- " texcoord.y -= 0.25 * resolution.y;",
180
- // WebGL port note: Changed sign
181
- " texcoord.y -= resolution.y;",
182
- // WebGL port note: Changed sign
183
- " texcoord.y -= 2.0 * resolution.y;",
184
- // WebGL port note: Changed sign
185
- " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
186
- // WebGL port note: Changed sign
187
- " return texcoord.y;",
188
- "}",
189
- "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
190
- " vec2 e = vec2( 1.0, 0.0 );",
191
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
192
- // WebGL port note: Changed while to for
193
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
194
- " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
195
- // WebGL port note: Changed sign
196
- " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
197
- " }",
198
- " texcoord.y += 0.25 * resolution.y;",
199
- // WebGL port note: Changed sign
200
- " texcoord.y += resolution.y;",
201
- // WebGL port note: Changed sign
202
- " texcoord.y += 2.0 * resolution.y;",
203
- // WebGL port note: Changed sign
204
- " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
205
- // WebGL port note: Changed sign
206
- " return texcoord.y;",
207
- "}",
208
- "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
209
- // Rounding prevents precision errors of bilinear filtering:
210
- " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
211
- // We do a scale and bias for mapping to texel space:
212
- " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
213
- // Move to proper place, according to the subpixel offset:
214
- " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
215
- " return texture2D( areaTex, texcoord, 0.0 ).rg;",
216
- "}",
217
- "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
218
- " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
219
- " vec2 e = texture2D( edgesTex, texcoord ).rg;",
220
- " if ( e.g > 0.0 ) {",
221
- // Edge at north
222
- " vec2 d;",
223
- // Find the distance to the left:
224
- " vec2 coords;",
225
- " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
226
- " coords.y = offset[ 1 ].y;",
227
- // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
228
- " d.x = coords.x;",
229
- // Now fetch the left crossing edges, two at a time using bilinear
230
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
231
- // discern what value each edge has:
232
- " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
233
- // Find the distance to the right:
234
- " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
235
- " d.y = coords.x;",
236
- // We want the distances to be in pixel units (doing this here allow to
237
- // better interleave arithmetic and memory accesses):
238
- " d = d / resolution.x - pixcoord.x;",
239
- // SMAAArea below needs a sqrt, as the areas texture is compressed
240
- // quadratically:
241
- " vec2 sqrt_d = sqrt( abs( d ) );",
242
- // Fetch the right crossing edges:
243
- " coords.y -= 1.0 * resolution.y;",
244
- // WebGL port note: Added
245
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
246
- // Ok, we know how this pattern looks like, now it is time for getting
247
- // the actual area:
248
- " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
249
- " }",
250
- " if ( e.r > 0.0 ) {",
251
- // Edge at west
252
- " vec2 d;",
253
- // Find the distance to the top:
254
- " vec2 coords;",
255
- " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
256
- " coords.x = offset[ 0 ].x;",
257
- // offset[1].x = texcoord.x - 0.25 * resolution.x;
258
- " d.x = coords.y;",
259
- // Fetch the top crossing edges:
260
- " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
261
- // Find the distance to the bottom:
262
- " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
263
- " d.y = coords.y;",
264
- // We want the distances to be in pixel units:
265
- " d = d / resolution.y - pixcoord.y;",
266
- // SMAAArea below needs a sqrt, as the areas texture is compressed
267
- // quadratically:
268
- " vec2 sqrt_d = sqrt( abs( d ) );",
269
- // Fetch the bottom crossing edges:
270
- " coords.y -= 1.0 * resolution.y;",
271
- // WebGL port note: Added
272
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
273
- // Get the area for this direction:
274
- " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
275
- " }",
276
- " return weights;",
277
- "}",
278
- "void main() {",
279
- " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
280
- "}"
281
- ].join("\n")
282
- };
283
- const SMAABlendShader = {
284
- uniforms: {
285
- tDiffuse: { value: null },
286
- tColor: { value: null },
287
- resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) }
288
- },
289
- vertexShader: [
290
- "uniform vec2 resolution;",
291
- "varying vec2 vUv;",
292
- "varying vec4 vOffset[ 2 ];",
293
- "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
294
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
295
- // WebGL port note: Changed sign in W component
296
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
297
- // WebGL port note: Changed sign in W component
298
- "}",
299
- "void main() {",
300
- " vUv = uv;",
301
- " SMAANeighborhoodBlendingVS( vUv );",
302
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
303
- "}"
304
- ].join("\n"),
305
- fragmentShader: [
306
- "uniform sampler2D tDiffuse;",
307
- "uniform sampler2D tColor;",
308
- "uniform vec2 resolution;",
309
- "varying vec2 vUv;",
310
- "varying vec4 vOffset[ 2 ];",
311
- "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
312
- // Fetch the blending weights for current pixel:
313
- " vec4 a;",
314
- " a.xz = texture2D( blendTex, texcoord ).xz;",
315
- " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
316
- " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
317
- // Is there any blending weight with a value greater than 0.0?
318
- " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
319
- " return texture2D( colorTex, texcoord, 0.0 );",
320
- " } else {",
321
- // Up to 4 lines can be crossing a pixel (one through each edge). We
322
- // favor blending by choosing the line with the maximum weight for each
323
- // direction:
324
- " vec2 offset;",
325
- " offset.x = a.a > a.b ? a.a : -a.b;",
326
- // left vs. right
327
- " offset.y = a.g > a.r ? -a.g : a.r;",
328
- // top vs. bottom // WebGL port note: Changed signs
329
- // Then we go in the direction that has the maximum weight:
330
- " if ( abs( offset.x ) > abs( offset.y )) {",
331
- // horizontal vs. vertical
332
- " offset.y = 0.0;",
333
- " } else {",
334
- " offset.x = 0.0;",
335
- " }",
336
- // Fetch the opposite color and lerp by hand:
337
- " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
338
- " texcoord += sign( offset ) * resolution;",
339
- " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
340
- " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
341
- // WebGL port note: Added gamma correction
342
- " C.xyz = pow(C.xyz, vec3(2.2));",
343
- " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
344
- " vec4 mixed = mix(C, Cop, s);",
345
- " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
346
- " return mixed;",
347
- " }",
348
- "}",
349
- "void main() {",
350
- " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
351
- "}"
352
- ].join("\n")
353
- };
354
- export {
355
- SMAABlendShader,
356
- SMAAEdgesShader,
357
- SMAAWeightsShader
358
- };
@@ -1,182 +0,0 @@
1
- "use strict";
2
- Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
- const THREE = require("three");
4
- const SSAOShader = {
5
- defines: {
6
- PERSPECTIVE_CAMERA: 1,
7
- KERNEL_SIZE: 32
8
- },
9
- uniforms: {
10
- tDiffuse: { value: null },
11
- tNormal: { value: null },
12
- tDepth: { value: null },
13
- tNoise: { value: null },
14
- kernel: { value: null },
15
- cameraNear: { value: null },
16
- cameraFar: { value: null },
17
- resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
18
- cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
19
- cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
20
- kernelRadius: { value: 8 },
21
- minDistance: { value: 5e-3 },
22
- maxDistance: { value: 0.05 }
23
- },
24
- vertexShader: [
25
- "varying vec2 vUv;",
26
- "void main() {",
27
- " vUv = uv;",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "uniform sampler2D tDiffuse;",
33
- "uniform sampler2D tNormal;",
34
- "uniform sampler2D tDepth;",
35
- "uniform sampler2D tNoise;",
36
- "uniform vec3 kernel[ KERNEL_SIZE ];",
37
- "uniform vec2 resolution;",
38
- "uniform float cameraNear;",
39
- "uniform float cameraFar;",
40
- "uniform mat4 cameraProjectionMatrix;",
41
- "uniform mat4 cameraInverseProjectionMatrix;",
42
- "uniform float kernelRadius;",
43
- "uniform float minDistance;",
44
- // avoid artifacts caused by neighbour fragments with minimal depth difference
45
- "uniform float maxDistance;",
46
- // avoid the influence of fragments which are too far away
47
- "varying vec2 vUv;",
48
- "#include <packing>",
49
- "float getDepth( const in vec2 screenPosition ) {",
50
- " return texture2D( tDepth, screenPosition ).x;",
51
- "}",
52
- "float getLinearDepth( const in vec2 screenPosition ) {",
53
- " #if PERSPECTIVE_CAMERA == 1",
54
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
55
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
56
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
57
- " #else",
58
- " return texture2D( tDepth, screenPosition ).x;",
59
- " #endif",
60
- "}",
61
- "float getViewZ( const in float depth ) {",
62
- " #if PERSPECTIVE_CAMERA == 1",
63
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
64
- " #else",
65
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
66
- " #endif",
67
- "}",
68
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
69
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
70
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
71
- " clipPosition *= clipW; // unprojection.",
72
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
73
- "}",
74
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
75
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
76
- "}",
77
- "void main() {",
78
- " float depth = getDepth( vUv );",
79
- " float viewZ = getViewZ( depth );",
80
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
81
- " vec3 viewNormal = getViewNormal( vUv );",
82
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
83
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
84
- // compute matrix used to reorient a kernel vector
85
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
86
- " vec3 bitangent = cross( viewNormal, tangent );",
87
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
88
- " float occlusion = 0.0;",
89
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
90
- " vec3 sampleVector = kernelMatrix * kernel[ i ];",
91
- // reorient sample vector in view space
92
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
93
- // calculate sample point
94
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
95
- // project point and calculate NDC
96
- " samplePointNDC /= samplePointNDC.w;",
97
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
98
- // compute uv coordinates
99
- " float realDepth = getLinearDepth( samplePointUv );",
100
- // get linear depth from depth texture
101
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
102
- // compute linear depth of the sample view Z value
103
- " float delta = sampleDepth - realDepth;",
104
- " if ( delta > minDistance && delta < maxDistance ) {",
105
- // if fragment is before sample point, increase occlusion
106
- " occlusion += 1.0;",
107
- " }",
108
- " }",
109
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
110
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
111
- "}"
112
- ].join("\n")
113
- };
114
- const SSAODepthShader = {
115
- defines: {
116
- PERSPECTIVE_CAMERA: 1
117
- },
118
- uniforms: {
119
- tDepth: { value: null },
120
- cameraNear: { value: null },
121
- cameraFar: { value: null }
122
- },
123
- vertexShader: [
124
- "varying vec2 vUv;",
125
- "void main() {",
126
- " vUv = uv;",
127
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
128
- "}"
129
- ].join("\n"),
130
- fragmentShader: [
131
- "uniform sampler2D tDepth;",
132
- "uniform float cameraNear;",
133
- "uniform float cameraFar;",
134
- "varying vec2 vUv;",
135
- "#include <packing>",
136
- "float getLinearDepth( const in vec2 screenPosition ) {",
137
- " #if PERSPECTIVE_CAMERA == 1",
138
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
139
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
140
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
141
- " #else",
142
- " return texture2D( tDepth, screenPosition ).x;",
143
- " #endif",
144
- "}",
145
- "void main() {",
146
- " float depth = getLinearDepth( vUv );",
147
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
148
- "}"
149
- ].join("\n")
150
- };
151
- const SSAOBlurShader = {
152
- uniforms: {
153
- tDiffuse: { value: null },
154
- resolution: { value: /* @__PURE__ */ new THREE.Vector2() }
155
- },
156
- vertexShader: [
157
- "varying vec2 vUv;",
158
- "void main() {",
159
- " vUv = uv;",
160
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
161
- "}"
162
- ].join("\n"),
163
- fragmentShader: [
164
- "uniform sampler2D tDiffuse;",
165
- "uniform vec2 resolution;",
166
- "varying vec2 vUv;",
167
- "void main() {",
168
- " vec2 texelSize = ( 1.0 / resolution );",
169
- " float result = 0.0;",
170
- " for ( int i = - 2; i <= 2; i ++ ) {",
171
- " for ( int j = - 2; j <= 2; j ++ ) {",
172
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
173
- " result += texture2D( tDiffuse, vUv + offset ).r;",
174
- " }",
175
- " }",
176
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
177
- "}"
178
- ].join("\n")
179
- };
180
- exports.SSAOBlurShader = SSAOBlurShader;
181
- exports.SSAODepthShader = SSAODepthShader;
182
- exports.SSAOShader = SSAOShader;