three-stdlib 2.35.2 → 2.35.4

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 (518) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/Pass.cjs.map +1 -1
  270. package/postprocessing/Pass.d.ts +2 -2
  271. package/postprocessing/Pass.js.map +1 -1
  272. package/postprocessing/SAOPass.cjs +267 -264
  273. package/postprocessing/SAOPass.cjs.map +1 -1
  274. package/postprocessing/SAOPass.js +267 -264
  275. package/postprocessing/SAOPass.js.map +1 -1
  276. package/postprocessing/SSAOPass.cjs +253 -250
  277. package/postprocessing/SSAOPass.cjs.map +1 -1
  278. package/postprocessing/SSAOPass.js +253 -250
  279. package/postprocessing/SSAOPass.js.map +1 -1
  280. package/postprocessing/SSRPass.cjs +379 -376
  281. package/postprocessing/SSRPass.cjs.map +1 -1
  282. package/postprocessing/SSRPass.js +379 -376
  283. package/postprocessing/SSRPass.js.map +1 -1
  284. package/postprocessing/UnrealBloomPass.cjs +205 -202
  285. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  286. package/postprocessing/UnrealBloomPass.js +205 -202
  287. package/postprocessing/UnrealBloomPass.js.map +1 -1
  288. package/renderers/CSS2DRenderer.cjs +5 -5
  289. package/renderers/CSS2DRenderer.cjs.map +1 -1
  290. package/renderers/CSS2DRenderer.js +5 -5
  291. package/renderers/CSS2DRenderer.js.map +1 -1
  292. package/renderers/CSS3DRenderer.cjs +5 -5
  293. package/renderers/CSS3DRenderer.cjs.map +1 -1
  294. package/renderers/CSS3DRenderer.js +6 -6
  295. package/renderers/CSS3DRenderer.js.map +1 -1
  296. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  297. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  298. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  299. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  300. package/shaders/AfterimageShader.cjs +41 -22
  301. package/shaders/AfterimageShader.cjs.map +1 -1
  302. package/shaders/AfterimageShader.js +41 -22
  303. package/shaders/AfterimageShader.js.map +1 -1
  304. package/shaders/BasicShader.cjs +20 -6
  305. package/shaders/BasicShader.cjs.map +1 -1
  306. package/shaders/BasicShader.js +20 -6
  307. package/shaders/BasicShader.js.map +1 -1
  308. package/shaders/BleachBypassShader.cjs +46 -26
  309. package/shaders/BleachBypassShader.cjs.map +1 -1
  310. package/shaders/BleachBypassShader.js +46 -26
  311. package/shaders/BleachBypassShader.js.map +1 -1
  312. package/shaders/BlendShader.cjs +33 -19
  313. package/shaders/BlendShader.cjs.map +1 -1
  314. package/shaders/BlendShader.js +33 -19
  315. package/shaders/BlendShader.js.map +1 -1
  316. package/shaders/BokehShader.cjs +117 -90
  317. package/shaders/BokehShader.cjs.map +1 -1
  318. package/shaders/BokehShader.js +117 -90
  319. package/shaders/BokehShader.js.map +1 -1
  320. package/shaders/BokehShader2.cjs +333 -232
  321. package/shaders/BokehShader2.cjs.map +1 -1
  322. package/shaders/BokehShader2.js +333 -232
  323. package/shaders/BokehShader2.js.map +1 -1
  324. package/shaders/BrightnessContrastShader.cjs +38 -22
  325. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  326. package/shaders/BrightnessContrastShader.js +38 -22
  327. package/shaders/BrightnessContrastShader.js.map +1 -1
  328. package/shaders/ColorCorrectionShader.cjs +35 -21
  329. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  330. package/shaders/ColorCorrectionShader.js +35 -21
  331. package/shaders/ColorCorrectionShader.js.map +1 -1
  332. package/shaders/ColorifyShader.cjs +34 -19
  333. package/shaders/ColorifyShader.cjs.map +1 -1
  334. package/shaders/ColorifyShader.js +34 -19
  335. package/shaders/ColorifyShader.js.map +1 -1
  336. package/shaders/ConvolutionShader.cjs +43 -24
  337. package/shaders/ConvolutionShader.cjs.map +1 -1
  338. package/shaders/ConvolutionShader.js +43 -24
  339. package/shaders/ConvolutionShader.js.map +1 -1
  340. package/shaders/CopyShader.cjs +30 -16
  341. package/shaders/CopyShader.cjs.map +1 -1
  342. package/shaders/CopyShader.js +30 -16
  343. package/shaders/CopyShader.js.map +1 -1
  344. package/shaders/DOFMipMapShader.cjs +38 -21
  345. package/shaders/DOFMipMapShader.cjs.map +1 -1
  346. package/shaders/DOFMipMapShader.js +38 -21
  347. package/shaders/DOFMipMapShader.js.map +1 -1
  348. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  349. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  350. package/shaders/DepthLimitedBlurShader.js +98 -69
  351. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  352. package/shaders/DigitalGlitch.cjs +70 -59
  353. package/shaders/DigitalGlitch.cjs.map +1 -1
  354. package/shaders/DigitalGlitch.js +70 -59
  355. package/shaders/DigitalGlitch.js.map +1 -1
  356. package/shaders/DotScreenShader.cjs +49 -28
  357. package/shaders/DotScreenShader.cjs.map +1 -1
  358. package/shaders/DotScreenShader.js +49 -28
  359. package/shaders/DotScreenShader.js.map +1 -1
  360. package/shaders/FXAAShader.cjs +1098 -1089
  361. package/shaders/FXAAShader.cjs.map +1 -1
  362. package/shaders/FXAAShader.js +1098 -1089
  363. package/shaders/FXAAShader.js.map +1 -1
  364. package/shaders/FilmShader.cjs +57 -29
  365. package/shaders/FilmShader.cjs.map +1 -1
  366. package/shaders/FilmShader.js +57 -29
  367. package/shaders/FilmShader.js.map +1 -1
  368. package/shaders/FocusShader.cjs +70 -43
  369. package/shaders/FocusShader.cjs.map +1 -1
  370. package/shaders/FocusShader.js +70 -43
  371. package/shaders/FocusShader.js.map +1 -1
  372. package/shaders/FreiChenShader.cjs +74 -53
  373. package/shaders/FreiChenShader.cjs.map +1 -1
  374. package/shaders/FreiChenShader.js +74 -53
  375. package/shaders/FreiChenShader.js.map +1 -1
  376. package/shaders/FresnelShader.cjs +55 -35
  377. package/shaders/FresnelShader.cjs.map +1 -1
  378. package/shaders/FresnelShader.js +55 -35
  379. package/shaders/FresnelShader.js.map +1 -1
  380. package/shaders/GammaCorrectionShader.cjs +33 -19
  381. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  382. package/shaders/GammaCorrectionShader.js +33 -19
  383. package/shaders/GammaCorrectionShader.js.map +1 -1
  384. package/shaders/GodRaysShader.cjs +193 -116
  385. package/shaders/GodRaysShader.cjs.map +1 -1
  386. package/shaders/GodRaysShader.js +193 -116
  387. package/shaders/GodRaysShader.js.map +1 -1
  388. package/shaders/HalftoneShader.cjs +270 -192
  389. package/shaders/HalftoneShader.cjs.map +1 -1
  390. package/shaders/HalftoneShader.js +270 -192
  391. package/shaders/HalftoneShader.js.map +1 -1
  392. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  393. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  394. package/shaders/HorizontalTiltShiftShader.js +43 -27
  395. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  396. package/shaders/HueSaturationShader.cjs +47 -31
  397. package/shaders/HueSaturationShader.cjs.map +1 -1
  398. package/shaders/HueSaturationShader.js +47 -31
  399. package/shaders/HueSaturationShader.js.map +1 -1
  400. package/shaders/KaleidoShader.cjs +37 -24
  401. package/shaders/KaleidoShader.cjs.map +1 -1
  402. package/shaders/KaleidoShader.js +37 -24
  403. package/shaders/KaleidoShader.js.map +1 -1
  404. package/shaders/LuminosityHighPassShader.cjs +43 -24
  405. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  406. package/shaders/LuminosityHighPassShader.js +43 -24
  407. package/shaders/LuminosityHighPassShader.js.map +1 -1
  408. package/shaders/LuminosityShader.cjs +34 -17
  409. package/shaders/LuminosityShader.cjs.map +1 -1
  410. package/shaders/LuminosityShader.js +34 -17
  411. package/shaders/LuminosityShader.js.map +1 -1
  412. package/shaders/MirrorShader.cjs +39 -26
  413. package/shaders/MirrorShader.cjs.map +1 -1
  414. package/shaders/MirrorShader.js +39 -26
  415. package/shaders/MirrorShader.js.map +1 -1
  416. package/shaders/NormalMapShader.cjs +36 -21
  417. package/shaders/NormalMapShader.cjs.map +1 -1
  418. package/shaders/NormalMapShader.js +36 -21
  419. package/shaders/NormalMapShader.js.map +1 -1
  420. package/shaders/ParallaxShader.cjs +147 -97
  421. package/shaders/ParallaxShader.cjs.map +1 -1
  422. package/shaders/ParallaxShader.js +147 -97
  423. package/shaders/ParallaxShader.js.map +1 -1
  424. package/shaders/PixelShader.cjs +31 -18
  425. package/shaders/PixelShader.cjs.map +1 -1
  426. package/shaders/PixelShader.js +31 -18
  427. package/shaders/PixelShader.js.map +1 -1
  428. package/shaders/RGBShiftShader.cjs +33 -20
  429. package/shaders/RGBShiftShader.cjs.map +1 -1
  430. package/shaders/RGBShiftShader.js +33 -20
  431. package/shaders/RGBShiftShader.js.map +1 -1
  432. package/shaders/SAOShader.cjs +154 -117
  433. package/shaders/SAOShader.cjs.map +1 -1
  434. package/shaders/SAOShader.js +154 -117
  435. package/shaders/SAOShader.js.map +1 -1
  436. package/shaders/SMAAShader.cjs +358 -270
  437. package/shaders/SMAAShader.cjs.map +1 -1
  438. package/shaders/SMAAShader.js +358 -270
  439. package/shaders/SMAAShader.js.map +1 -1
  440. package/shaders/SSAOShader.cjs +236 -142
  441. package/shaders/SSAOShader.cjs.map +1 -1
  442. package/shaders/SSAOShader.js +236 -142
  443. package/shaders/SSAOShader.js.map +1 -1
  444. package/shaders/SSRShader.cjs +4 -4
  445. package/shaders/SSRShader.cjs.map +1 -1
  446. package/shaders/SSRShader.js +4 -4
  447. package/shaders/SSRShader.js.map +1 -1
  448. package/shaders/SepiaShader.cjs +36 -20
  449. package/shaders/SepiaShader.cjs.map +1 -1
  450. package/shaders/SepiaShader.js +36 -20
  451. package/shaders/SepiaShader.js.map +1 -1
  452. package/shaders/SobelOperatorShader.cjs +64 -37
  453. package/shaders/SobelOperatorShader.cjs.map +1 -1
  454. package/shaders/SobelOperatorShader.js +64 -37
  455. package/shaders/SobelOperatorShader.js.map +1 -1
  456. package/shaders/TechnicolorShader.cjs +29 -16
  457. package/shaders/TechnicolorShader.cjs.map +1 -1
  458. package/shaders/TechnicolorShader.js +29 -16
  459. package/shaders/TechnicolorShader.js.map +1 -1
  460. package/shaders/ToneMapShader.cjs +55 -35
  461. package/shaders/ToneMapShader.cjs.map +1 -1
  462. package/shaders/ToneMapShader.js +55 -35
  463. package/shaders/ToneMapShader.js.map +1 -1
  464. package/shaders/ToonShader.cjs +275 -165
  465. package/shaders/ToonShader.cjs.map +1 -1
  466. package/shaders/ToonShader.js +275 -165
  467. package/shaders/ToonShader.js.map +1 -1
  468. package/shaders/TriangleBlurShader.cjs +50 -27
  469. package/shaders/TriangleBlurShader.cjs.map +1 -1
  470. package/shaders/TriangleBlurShader.js +50 -27
  471. package/shaders/TriangleBlurShader.js.map +1 -1
  472. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  473. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  474. package/shaders/UnpackDepthRGBAShader.js +32 -17
  475. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  476. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  477. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  478. package/shaders/VerticalTiltShiftShader.js +43 -27
  479. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  480. package/shaders/VignetteShader.cjs +43 -27
  481. package/shaders/VignetteShader.cjs.map +1 -1
  482. package/shaders/VignetteShader.js +43 -27
  483. package/shaders/VignetteShader.js.map +1 -1
  484. package/shaders/VolumeShader.cjs +264 -213
  485. package/shaders/VolumeShader.cjs.map +1 -1
  486. package/shaders/VolumeShader.js +264 -213
  487. package/shaders/VolumeShader.js.map +1 -1
  488. package/shaders/WaterRefractionShader.cjs +63 -35
  489. package/shaders/WaterRefractionShader.cjs.map +1 -1
  490. package/shaders/WaterRefractionShader.js +63 -35
  491. package/shaders/WaterRefractionShader.js.map +1 -1
  492. package/utils/GeometryCompressionUtils.cjs +2 -1
  493. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  494. package/utils/GeometryCompressionUtils.js +3 -2
  495. package/utils/GeometryCompressionUtils.js.map +1 -1
  496. package/utils/RoughnessMipmapper.cjs +3 -3
  497. package/utils/RoughnessMipmapper.cjs.map +1 -1
  498. package/utils/RoughnessMipmapper.js +4 -4
  499. package/utils/RoughnessMipmapper.js.map +1 -1
  500. package/utils/ShadowMapViewer.d.ts +2 -2
  501. package/webxr/ARButton.cjs +109 -106
  502. package/webxr/ARButton.cjs.map +1 -1
  503. package/webxr/ARButton.d.ts +4 -3
  504. package/webxr/ARButton.js +109 -106
  505. package/webxr/ARButton.js.map +1 -1
  506. package/webxr/OculusHandPointerModel.cjs +2 -2
  507. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  508. package/webxr/OculusHandPointerModel.js +2 -2
  509. package/webxr/OculusHandPointerModel.js.map +1 -1
  510. package/webxr/VRButton.cjs +98 -95
  511. package/webxr/VRButton.cjs.map +1 -1
  512. package/webxr/VRButton.d.ts +6 -5
  513. package/webxr/VRButton.js +98 -95
  514. package/webxr/VRButton.js.map +1 -1
  515. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  516. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  517. package/webxr/XRHandPrimitiveModel.js +3 -3
  518. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1,184 +1,294 @@
1
1
  import { Vector3, Color } from "three";
2
2
  const ToonShader1 = {
3
3
  uniforms: {
4
- uDirLightPos: { value: new Vector3() },
5
- uDirLightColor: { value: new Color(15658734) },
6
- uAmbientLightColor: { value: new Color(328965) },
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- uBaseColor: { value: new Color(16777215) }
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+ uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
5
+ uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
6
+ uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
7
+ uBaseColor: { value: /* @__PURE__ */ new Color(16777215) }
8
8
  },
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- vertexShader: [
10
- "varying vec3 vNormal;",
11
- "varying vec3 vRefract;",
12
- "void main() {",
13
- " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
14
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
15
- " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
16
- " vNormal = normalize( normalMatrix * normal );",
17
- " vec3 I = worldPosition.xyz - cameraPosition;",
18
- " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
19
- " gl_Position = projectionMatrix * mvPosition;",
20
- "}"
21
- ].join("\n"),
22
- fragmentShader: [
23
- "uniform vec3 uBaseColor;",
24
- "uniform vec3 uDirLightPos;",
25
- "uniform vec3 uDirLightColor;",
26
- "uniform vec3 uAmbientLightColor;",
27
- "varying vec3 vNormal;",
28
- "varying vec3 vRefract;",
29
- "void main() {",
30
- " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
31
- " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
32
- " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
33
- " intensity += length(lightWeighting) * 0.2;",
34
- " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
35
- " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
36
- " intensity = intensity * 0.2 + 0.3;",
37
- " if ( intensity < 0.50 ) {",
38
- " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
39
- " } else {",
40
- " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
41
- "}",
42
- "}"
43
- ].join("\n")
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec3 vNormal;
13
+ varying vec3 vRefract;
14
+
15
+ void main() {
16
+
17
+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
18
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
19
+ vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
20
+
21
+ vNormal = normalize( normalMatrix * normal );
22
+
23
+ vec3 I = worldPosition.xyz - cameraPosition;
24
+ vRefract = refract( normalize( I ), worldNormal, 1.02 );
25
+
26
+ gl_Position = projectionMatrix * mvPosition;
27
+
28
+ }
29
+ `
30
+ ),
31
+ fragmentShader: (
32
+ /* glsl */
33
+ `
34
+ uniform vec3 uBaseColor;
35
+
36
+ uniform vec3 uDirLightPos;
37
+ uniform vec3 uDirLightColor;
38
+
39
+ uniform vec3 uAmbientLightColor;
40
+
41
+ varying vec3 vNormal;
42
+
43
+ varying vec3 vRefract;
44
+
45
+ void main() {
46
+
47
+ float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
48
+ vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
49
+
50
+ float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
51
+ intensity += length(lightWeighting) * 0.2;
52
+
53
+ float cameraWeighting = dot( normalize( vNormal ), vRefract );
54
+ intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
55
+ intensity = intensity * 0.2 + 0.3;
56
+
57
+ if ( intensity < 0.50 ) {
58
+
59
+ gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
60
+
61
+ } else {
62
+
63
+ gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
64
+
65
+ }
66
+
67
+ }
68
+ `
69
+ )
44
70
  };
45
71
  const ToonShader2 = {
46
72
  uniforms: {
47
- uDirLightPos: { value: new Vector3() },
48
- uDirLightColor: { value: new Color(15658734) },
49
- uAmbientLightColor: { value: new Color(328965) },
50
- uBaseColor: { value: new Color(15658734) },
51
- uLineColor1: { value: new Color(8421504) },
52
- uLineColor2: { value: new Color(0) },
53
- uLineColor3: { value: new Color(0) },
54
- uLineColor4: { value: new Color(0) }
73
+ uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
74
+ uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
75
+ uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
76
+ uBaseColor: { value: /* @__PURE__ */ new Color(15658734) },
77
+ uLineColor1: { value: /* @__PURE__ */ new Color(8421504) },
78
+ uLineColor2: { value: /* @__PURE__ */ new Color(0) },
79
+ uLineColor3: { value: /* @__PURE__ */ new Color(0) },
80
+ uLineColor4: { value: /* @__PURE__ */ new Color(0) }
55
81
  },
56
- vertexShader: [
57
- "varying vec3 vNormal;",
58
- "void main() {",
59
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
60
- " vNormal = normalize( normalMatrix * normal );",
61
- "}"
62
- ].join("\n"),
63
- fragmentShader: [
64
- "uniform vec3 uBaseColor;",
65
- "uniform vec3 uLineColor1;",
66
- "uniform vec3 uLineColor2;",
67
- "uniform vec3 uLineColor3;",
68
- "uniform vec3 uLineColor4;",
69
- "uniform vec3 uDirLightPos;",
70
- "uniform vec3 uDirLightColor;",
71
- "uniform vec3 uAmbientLightColor;",
72
- "varying vec3 vNormal;",
73
- "void main() {",
74
- " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
75
- " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
76
- " gl_FragColor = vec4( uBaseColor, 1.0 );",
77
- " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
78
- " gl_FragColor *= vec4( uLineColor1, 1.0 );",
79
- " }",
80
- " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
81
- " gl_FragColor *= vec4( uLineColor2, 1.0 );",
82
- " }",
83
- "}"
84
- ].join("\n")
82
+ vertexShader: (
83
+ /* glsl */
84
+ `
85
+ varying vec3 vNormal;
86
+
87
+ void main() {
88
+
89
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
90
+ vNormal = normalize( normalMatrix * normal );
91
+
92
+ }
93
+ `
94
+ ),
95
+ fragmentShader: (
96
+ /* glsl */
97
+ `
98
+ uniform vec3 uBaseColor;
99
+ uniform vec3 uLineColor1;
100
+ uniform vec3 uLineColor2;
101
+ uniform vec3 uLineColor3;
102
+ uniform vec3 uLineColor4;
103
+
104
+ uniform vec3 uDirLightPos;
105
+ uniform vec3 uDirLightColor;
106
+
107
+ uniform vec3 uAmbientLightColor;
108
+
109
+ varying vec3 vNormal;
110
+
111
+ void main() {
112
+
113
+ float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
114
+ float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
115
+
116
+ gl_FragColor = vec4( uBaseColor, 1.0 );
117
+
118
+ if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
119
+
120
+ gl_FragColor *= vec4( uLineColor1, 1.0 );
121
+
122
+ }
123
+
124
+ if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
125
+
126
+ gl_FragColor *= vec4( uLineColor2, 1.0 );
127
+
128
+ }
129
+
130
+ }
131
+ `
132
+ )
85
133
  };
86
134
  const ToonShaderHatching = {
87
135
  uniforms: {
88
- uDirLightPos: { value: new Vector3() },
89
- uDirLightColor: { value: new Color(15658734) },
90
- uAmbientLightColor: { value: new Color(328965) },
91
- uBaseColor: { value: new Color(16777215) },
92
- uLineColor1: { value: new Color(0) },
93
- uLineColor2: { value: new Color(0) },
94
- uLineColor3: { value: new Color(0) },
95
- uLineColor4: { value: new Color(0) }
136
+ uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
137
+ uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
138
+ uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
139
+ uBaseColor: { value: /* @__PURE__ */ new Color(16777215) },
140
+ uLineColor1: { value: /* @__PURE__ */ new Color(0) },
141
+ uLineColor2: { value: /* @__PURE__ */ new Color(0) },
142
+ uLineColor3: { value: /* @__PURE__ */ new Color(0) },
143
+ uLineColor4: { value: /* @__PURE__ */ new Color(0) }
96
144
  },
97
- vertexShader: [
98
- "varying vec3 vNormal;",
99
- "void main() {",
100
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
101
- " vNormal = normalize( normalMatrix * normal );",
102
- "}"
103
- ].join("\n"),
104
- fragmentShader: [
105
- "uniform vec3 uBaseColor;",
106
- "uniform vec3 uLineColor1;",
107
- "uniform vec3 uLineColor2;",
108
- "uniform vec3 uLineColor3;",
109
- "uniform vec3 uLineColor4;",
110
- "uniform vec3 uDirLightPos;",
111
- "uniform vec3 uDirLightColor;",
112
- "uniform vec3 uAmbientLightColor;",
113
- "varying vec3 vNormal;",
114
- "void main() {",
115
- " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
116
- " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
117
- " gl_FragColor = vec4( uBaseColor, 1.0 );",
118
- " if ( length(lightWeighting) < 1.00 ) {",
119
- " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
120
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
121
- " }",
122
- " }",
123
- " if ( length(lightWeighting) < 0.75 ) {",
124
- " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
125
- " gl_FragColor = vec4( uLineColor2, 1.0 );",
126
- " }",
127
- " }",
128
- " if ( length(lightWeighting) < 0.50 ) {",
129
- " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
130
- " gl_FragColor = vec4( uLineColor3, 1.0 );",
131
- " }",
132
- " }",
133
- " if ( length(lightWeighting) < 0.3465 ) {",
134
- " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
135
- " gl_FragColor = vec4( uLineColor4, 1.0 );",
136
- " }",
137
- " }",
138
- "}"
139
- ].join("\n")
145
+ vertexShader: (
146
+ /* glsl */
147
+ `
148
+ varying vec3 vNormal;
149
+
150
+ void main() {
151
+
152
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
153
+ vNormal = normalize( normalMatrix * normal );
154
+
155
+ }
156
+ `
157
+ ),
158
+ fragmentShader: (
159
+ /* glsl */
160
+ `
161
+ uniform vec3 uBaseColor;
162
+ uniform vec3 uLineColor1;
163
+ uniform vec3 uLineColor2;
164
+ uniform vec3 uLineColor3;
165
+ uniform vec3 uLineColor4;
166
+
167
+ uniform vec3 uDirLightPos;
168
+ uniform vec3 uDirLightColor;
169
+
170
+ uniform vec3 uAmbientLightColor;
171
+
172
+ varying vec3 vNormal;
173
+
174
+ void main() {
175
+
176
+ float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
177
+ vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
178
+
179
+ gl_FragColor = vec4( uBaseColor, 1.0 );
180
+
181
+ if ( length(lightWeighting) < 1.00 ) {
182
+
183
+ if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
184
+
185
+ gl_FragColor = vec4( uLineColor1, 1.0 );
186
+
187
+ }
188
+
189
+ }
190
+
191
+ if ( length(lightWeighting) < 0.75 ) {
192
+
193
+ if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
194
+
195
+ gl_FragColor = vec4( uLineColor2, 1.0 );
196
+
197
+ }
198
+
199
+ }
200
+
201
+ if ( length(lightWeighting) < 0.50 ) {
202
+
203
+ if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
204
+
205
+ gl_FragColor = vec4( uLineColor3, 1.0 );
206
+
207
+ }
208
+
209
+ }
210
+
211
+ if ( length(lightWeighting) < 0.3465 ) {
212
+
213
+ if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
214
+
215
+ gl_FragColor = vec4( uLineColor4, 1.0 );
216
+
217
+ }
218
+
219
+ }
220
+
221
+ }
222
+ `
223
+ )
140
224
  };
141
225
  const ToonShaderDotted = {
142
226
  uniforms: {
143
- uDirLightPos: { value: new Vector3() },
144
- uDirLightColor: { value: new Color(15658734) },
145
- uAmbientLightColor: { value: new Color(328965) },
146
- uBaseColor: { value: new Color(16777215) },
147
- uLineColor1: { value: new Color(0) }
227
+ uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
228
+ uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
229
+ uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
230
+ uBaseColor: { value: /* @__PURE__ */ new Color(16777215) },
231
+ uLineColor1: { value: /* @__PURE__ */ new Color(0) }
148
232
  },
149
- vertexShader: [
150
- "varying vec3 vNormal;",
151
- "void main() {",
152
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
153
- " vNormal = normalize( normalMatrix * normal );",
154
- "}"
155
- ].join("\n"),
156
- fragmentShader: [
157
- "uniform vec3 uBaseColor;",
158
- "uniform vec3 uLineColor1;",
159
- "uniform vec3 uLineColor2;",
160
- "uniform vec3 uLineColor3;",
161
- "uniform vec3 uLineColor4;",
162
- "uniform vec3 uDirLightPos;",
163
- "uniform vec3 uDirLightColor;",
164
- "uniform vec3 uAmbientLightColor;",
165
- "varying vec3 vNormal;",
166
- "void main() {",
167
- "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
168
- "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
169
- "gl_FragColor = vec4( uBaseColor, 1.0 );",
170
- "if ( length(lightWeighting) < 1.00 ) {",
171
- " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
172
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
173
- " }",
174
- " }",
175
- " if ( length(lightWeighting) < 0.50 ) {",
176
- " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
177
- " gl_FragColor = vec4( uLineColor1, 1.0 );",
178
- " }",
179
- " }",
180
- "}"
181
- ].join("\n")
233
+ vertexShader: (
234
+ /* glsl */
235
+ `
236
+ varying vec3 vNormal;
237
+
238
+ void main() {
239
+
240
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
241
+ vNormal = normalize( normalMatrix * normal );
242
+
243
+ }
244
+ `
245
+ ),
246
+ fragmentShader: (
247
+ /* glsl */
248
+ `
249
+ uniform vec3 uBaseColor;
250
+ uniform vec3 uLineColor1;
251
+ uniform vec3 uLineColor2;
252
+ uniform vec3 uLineColor3;
253
+ uniform vec3 uLineColor4;
254
+
255
+ uniform vec3 uDirLightPos;
256
+ uniform vec3 uDirLightColor;
257
+
258
+ uniform vec3 uAmbientLightColor;
259
+
260
+ varying vec3 vNormal;
261
+
262
+ void main() {
263
+
264
+ float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
265
+ vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
266
+
267
+ gl_FragColor = vec4( uBaseColor, 1.0 );
268
+
269
+ if ( length(lightWeighting) < 1.00 ) {
270
+
271
+ if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
272
+
273
+ gl_FragColor = vec4( uLineColor1, 1.0 );
274
+
275
+ }
276
+
277
+ }
278
+
279
+ if ( length(lightWeighting) < 0.50 ) {
280
+
281
+ if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
282
+
283
+ gl_FragColor = vec4( uLineColor1, 1.0 );
284
+
285
+ }
286
+
287
+ }
288
+
289
+ }
290
+ `
291
+ )
182
292
  };
183
293
  export {
184
294
  ToonShader1,
@@ -1 +1 @@
1
- {"version":3,"file":"ToonShader.js","sources":["../../src/shaders/ToonShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * Currently contains:\n *\n *\ttoon1\n *\ttoon2\n *\thatching\n *\tdotted\n */\n\nexport const ToonShader1 = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xffffff) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n 'varying vec3 vRefract;',\n\n 'void main() {',\n\n '\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );',\n '\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',\n '\tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',\n\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '\tvec3 I = worldPosition.xyz - cameraPosition;',\n '\tvRefract = refract( normalize( I ), worldNormal, 1.02 );',\n\n '\tgl_Position = projectionMatrix * mvPosition;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'varying vec3 vRefract;',\n\n 'void main() {',\n\n '\tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',\n '\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n '\tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',\n '\tintensity += length(lightWeighting) * 0.2;',\n\n '\tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );',\n '\tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',\n '\tintensity = intensity * 0.2 + 0.3;',\n\n '\tif ( intensity < 0.50 ) {',\n\n '\t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',\n\n '}',\n\n '}',\n ].join('\\n'),\n}\n\nexport const ToonShader2 = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xeeeeee) },\n uLineColor1: { value: new Color(0x808080) },\n uLineColor2: { value: new Color(0x000000) },\n uLineColor3: { value: new Color(0x000000) },\n uLineColor4: { value: new Color(0x000000) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',\n '\tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',\n\n '\tgl_FragColor = vec4( uBaseColor, 1.0 );',\n\n '\tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',\n\n '\t\tgl_FragColor *= vec4( uLineColor1, 1.0 );',\n\n '\t}',\n\n '\tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',\n\n '\t\tgl_FragColor *= vec4( uLineColor2, 1.0 );',\n\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n\nexport const ToonShaderHatching = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xffffff) },\n uLineColor1: { value: new Color(0x000000) },\n uLineColor2: { value: new Color(0x000000) },\n uLineColor3: { value: new Color(0x000000) },\n uLineColor4: { value: new Color(0x000000) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',\n '\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n '\tgl_FragColor = vec4( uBaseColor, 1.0 );',\n\n '\tif ( length(lightWeighting) < 1.00 ) {',\n\n '\t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );',\n\n '\t\t}',\n\n '\t}',\n\n '\tif ( length(lightWeighting) < 0.75 ) {',\n\n '\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor2, 1.0 );',\n\n '\t\t}',\n\n '\t}',\n\n '\tif ( length(lightWeighting) < 0.50 ) {',\n\n '\t\tif (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor3, 1.0 );',\n\n '\t\t}',\n\n '\t}',\n\n '\tif ( length(lightWeighting) < 0.3465 ) {',\n\n '\t\tif (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor4, 1.0 );',\n\n '\t}',\n\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n\nexport const ToonShaderDotted = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xffffff) },\n uLineColor1: { value: new Color(0x000000) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',\n 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n 'gl_FragColor = vec4( uBaseColor, 1.0 );',\n\n 'if ( length(lightWeighting) < 1.00 ) {',\n\n '\t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );',\n\n '\t\t}',\n\n '\t}',\n\n '\tif ( 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1
+ {"version":3,"file":"ToonShader.js","sources":["../../src/shaders/ToonShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * Currently contains:\n *\n *\ttoon1\n *\ttoon2\n *\thatching\n *\tdotted\n */\n\nexport const ToonShader1 = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n varying vec3 vRefract;\n\n void main() {\n\n \tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n \tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n \tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );\n\n \tvNormal = normalize( normalMatrix * normal );\n\n \tvec3 I = worldPosition.xyz - cameraPosition;\n \tvRefract = refract( normalize( I ), worldNormal, 1.02 );\n\n \tgl_Position = projectionMatrix * mvPosition;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n varying vec3 vRefract;\n\n void main() {\n\n \tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n \tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n \tfloat intensity = smoothstep( - 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@@ -4,35 +4,58 @@ const THREE = require("three");
4
4
  const TriangleBlurShader = {
5
5
  uniforms: {
6
6
  texture: { value: null },
7
- delta: { value: new THREE.Vector2(1, 1) }
7
+ delta: { value: /* @__PURE__ */ new THREE.Vector2(1, 1) }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "#include <common>",
18
- "#define ITERATIONS 10.0",
19
- "uniform sampler2D texture;",
20
- "uniform vec2 delta;",
21
- "varying vec2 vUv;",
22
- "void main() {",
23
- " vec4 color = vec4( 0.0 );",
24
- " float total = 0.0;",
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ #include <common>
26
+
27
+ #define ITERATIONS 10.0
28
+
29
+ uniform sampler2D texture;
30
+ uniform vec2 delta;
31
+
32
+ varying vec2 vUv;
33
+
34
+ void main() {
35
+
36
+ vec4 color = vec4( 0.0 );
37
+
38
+ float total = 0.0;
39
+
25
40
  // randomize the lookup values to hide the fixed number of samples
26
- " float offset = rand( vUv );",
27
- " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
28
- " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
29
- " float weight = 1.0 - abs( percent );",
30
- " color += texture2D( texture, vUv + delta * percent ) * weight;",
31
- " total += weight;",
32
- " }",
33
- " gl_FragColor = color / total;",
34
- "}"
35
- ].join("\n")
41
+
42
+ float offset = rand( vUv );
43
+
44
+ for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
45
+
46
+ float percent = ( t + offset - 0.5 ) / ITERATIONS;
47
+ float weight = 1.0 - abs( percent );
48
+
49
+ color += texture2D( texture, vUv + delta * percent ) * weight;
50
+ total += weight;
51
+
52
+ }
53
+
54
+ gl_FragColor = color / total;
55
+
56
+ }
57
+ `
58
+ )
36
59
  };
37
60
  exports.TriangleBlurShader = TriangleBlurShader;
38
61
  //# sourceMappingURL=TriangleBlurShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"TriangleBlurShader.cjs","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: new Vector2(1, 1) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#include <common>',\n\n '#define ITERATIONS 10.0',\n\n 'uniform sampler2D texture;',\n 'uniform vec2 delta;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color = vec4( 0.0 );',\n\n '\tfloat total = 0.0;',\n\n // randomize the lookup values to hide the fixed number of samples\n\n '\tfloat offset = rand( vUv );',\n\n '\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {',\n\n '\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;',\n '\t\tfloat weight = 1.0 - abs( percent );',\n\n '\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;',\n '\t\ttotal += weight;',\n\n '\t}',\n\n '\tgl_FragColor = color / total;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,OAAO,IAAIA,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,EACpC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"TriangleBlurShader.cjs","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: /* @__PURE__ */ new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #include <common>\n\n #define ITERATIONS 10.0\n\n uniform sampler2D texture;\n uniform vec2 delta;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = vec4( 0.0 );\n\n \tfloat total = 0.0;\n\n // randomize the lookup values to hide the fixed number of samples\n\n \tfloat offset = rand( vUv );\n\n \tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {\n\n \t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;\n \t\tfloat weight = 1.0 - abs( percent );\n\n \t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;\n \t\ttotal += weight;\n\n \t}\n\n \tgl_FragColor = color / total;\n\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,2BAA2BA,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,EACpD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAkC7B;;"}