three-stdlib 2.35.3 → 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 (514) 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/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +109 -106
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +4 -3
  500. package/webxr/ARButton.js +109 -106
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +6 -5
  509. package/webxr/VRButton.js +98 -95
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -14,214 +14,292 @@ const HalftoneShader = {
14
14
  greyscale: { value: false },
15
15
  disable: { value: false }
16
16
  },
17
- vertexShader: [
18
- "varying vec2 vUV;",
19
- "void main() {",
20
- " vUV = uv;",
21
- " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
22
- "}"
23
- ].join("\n"),
24
- fragmentShader: [
25
- "#define SQRT2_MINUS_ONE 0.41421356",
26
- "#define SQRT2_HALF_MINUS_ONE 0.20710678",
27
- "#define PI2 6.28318531",
28
- "#define SHAPE_DOT 1",
29
- "#define SHAPE_ELLIPSE 2",
30
- "#define SHAPE_LINE 3",
31
- "#define SHAPE_SQUARE 4",
32
- "#define BLENDING_LINEAR 1",
33
- "#define BLENDING_MULTIPLY 2",
34
- "#define BLENDING_ADD 3",
35
- "#define BLENDING_LIGHTER 4",
36
- "#define BLENDING_DARKER 5",
37
- "uniform sampler2D tDiffuse;",
38
- "uniform float radius;",
39
- "uniform float rotateR;",
40
- "uniform float rotateG;",
41
- "uniform float rotateB;",
42
- "uniform float scatter;",
43
- "uniform float width;",
44
- "uniform float height;",
45
- "uniform int shape;",
46
- "uniform bool disable;",
47
- "uniform float blending;",
48
- "uniform int blendingMode;",
49
- "varying vec2 vUV;",
50
- "uniform bool greyscale;",
51
- "const int samples = 8;",
52
- "float blend( float a, float b, float t ) {",
17
+ vertexShader: (
18
+ /* glsl */
19
+ `
20
+ varying vec2 vUV;
21
+
22
+ void main() {
23
+
24
+ vUV = uv;
25
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
26
+
27
+ }
28
+ `
29
+ ),
30
+ fragmentShader: (
31
+ /* glsl */
32
+ `
33
+ #define SQRT2_MINUS_ONE 0.41421356
34
+ #define SQRT2_HALF_MINUS_ONE 0.20710678
35
+ #define PI2 6.28318531
36
+ #define SHAPE_DOT 1
37
+ #define SHAPE_ELLIPSE 2
38
+ #define SHAPE_LINE 3
39
+ #define SHAPE_SQUARE 4
40
+ #define BLENDING_LINEAR 1
41
+ #define BLENDING_MULTIPLY 2
42
+ #define BLENDING_ADD 3
43
+ #define BLENDING_LIGHTER 4
44
+ #define BLENDING_DARKER 5
45
+ uniform sampler2D tDiffuse;
46
+ uniform float radius;
47
+ uniform float rotateR;
48
+ uniform float rotateG;
49
+ uniform float rotateB;
50
+ uniform float scatter;
51
+ uniform float width;
52
+ uniform float height;
53
+ uniform int shape;
54
+ uniform bool disable;
55
+ uniform float blending;
56
+ uniform int blendingMode;
57
+ varying vec2 vUV;
58
+ uniform bool greyscale;
59
+ const int samples = 8;
60
+
61
+ float blend( float a, float b, float t ) {
62
+
53
63
  // linear blend
54
- " return a * ( 1.0 - t ) + b * t;",
55
- "}",
56
- "float hypot( float x, float y ) {",
64
+ return a * ( 1.0 - t ) + b * t;
65
+
66
+ }
67
+
68
+ float hypot( float x, float y ) {
69
+
57
70
  // vector magnitude
58
- " return sqrt( x * x + y * y );",
59
- "}",
60
- "float rand( vec2 seed ){",
71
+ return sqrt( x * x + y * y );
72
+
73
+ }
74
+
75
+ float rand( vec2 seed ){
76
+
61
77
  // get pseudo-random number
62
- "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
63
- "}",
64
- "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
78
+ return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
79
+
80
+ }
81
+
82
+ float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
83
+
65
84
  // apply shape-specific transforms
66
- " float dist = hypot( coord.x - p.x, coord.y - p.y );",
67
- " float rad = channel;",
68
- " if ( shape == SHAPE_DOT ) {",
69
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
- " } else if ( shape == SHAPE_ELLIPSE ) {",
71
- " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
- " if ( dist != 0.0 ) {",
73
- " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
74
- " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
75
- " }",
76
- " } else if ( shape == SHAPE_LINE ) {",
77
- " rad = pow( abs( rad ), 1.5) * rad_max;",
78
- " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
79
- " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
80
- " } else if ( shape == SHAPE_SQUARE ) {",
81
- " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
82
- " float sin_t = abs( sin( theta ) );",
83
- " float cos_t = abs( cos( theta ) );",
84
- " rad = pow( abs( rad ), 1.4 );",
85
- " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
86
- " }",
87
- " return rad - dist;",
88
- "}",
89
- "struct Cell {",
85
+ float dist = hypot( coord.x - p.x, coord.y - p.y );
86
+ float rad = channel;
87
+
88
+ if ( shape == SHAPE_DOT ) {
89
+
90
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
91
+
92
+ } else if ( shape == SHAPE_ELLIPSE ) {
93
+
94
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
95
+
96
+ if ( dist != 0.0 ) {
97
+ float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
98
+ dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
99
+ }
100
+
101
+ } else if ( shape == SHAPE_LINE ) {
102
+
103
+ rad = pow( abs( rad ), 1.5) * rad_max;
104
+ float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
105
+ dist = hypot( normal.x * dot_p, normal.y * dot_p );
106
+
107
+ } else if ( shape == SHAPE_SQUARE ) {
108
+
109
+ float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
110
+ float sin_t = abs( sin( theta ) );
111
+ float cos_t = abs( cos( theta ) );
112
+ rad = pow( abs( rad ), 1.4 );
113
+ rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
114
+
115
+ }
116
+
117
+ return rad - dist;
118
+
119
+ }
120
+
121
+ struct Cell {
122
+
90
123
  // grid sample positions
91
- " vec2 normal;",
92
- " vec2 p1;",
93
- " vec2 p2;",
94
- " vec2 p3;",
95
- " vec2 p4;",
96
- " float samp2;",
97
- " float samp1;",
98
- " float samp3;",
99
- " float samp4;",
100
- "};",
101
- "vec4 getSample( vec2 point ) {",
124
+ vec2 normal;
125
+ vec2 p1;
126
+ vec2 p2;
127
+ vec2 p3;
128
+ vec2 p4;
129
+ float samp2;
130
+ float samp1;
131
+ float samp3;
132
+ float samp4;
133
+
134
+ };
135
+
136
+ vec4 getSample( vec2 point ) {
137
+
102
138
  // multi-sampled point
103
- " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
104
- " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
105
- " float step = PI2 / float( samples );",
106
- " float dist = radius * 0.66;",
107
- " for ( int i = 0; i < samples; ++i ) {",
108
- " float r = base + step * float( i );",
109
- " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
110
- " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
111
- " }",
112
- " tex /= float( samples ) + 1.0;",
113
- " return tex;",
114
- "}",
115
- "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
139
+ vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
140
+ float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
141
+ float step = PI2 / float( samples );
142
+ float dist = radius * 0.66;
143
+
144
+ for ( int i = 0; i < samples; ++i ) {
145
+
146
+ float r = base + step * float( i );
147
+ vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
148
+ tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
149
+
150
+ }
151
+
152
+ tex /= float( samples ) + 1.0;
153
+ return tex;
154
+
155
+ }
156
+
157
+ float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
158
+
116
159
  // get colour for given point
117
- " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
118
- " if ( channel == 0 ) {",
119
- " c.samp1 = getSample( c.p1 ).r;",
120
- " c.samp2 = getSample( c.p2 ).r;",
121
- " c.samp3 = getSample( c.p3 ).r;",
122
- " c.samp4 = getSample( c.p4 ).r;",
123
- " } else if (channel == 1) {",
124
- " c.samp1 = getSample( c.p1 ).g;",
125
- " c.samp2 = getSample( c.p2 ).g;",
126
- " c.samp3 = getSample( c.p3 ).g;",
127
- " c.samp4 = getSample( c.p4 ).g;",
128
- " } else {",
129
- " c.samp1 = getSample( c.p1 ).b;",
130
- " c.samp3 = getSample( c.p3 ).b;",
131
- " c.samp2 = getSample( c.p2 ).b;",
132
- " c.samp4 = getSample( c.p4 ).b;",
133
- " }",
134
- " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
135
- " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
136
- " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
137
- " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
138
- " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
139
- " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
140
- " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
141
- " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
142
- " res = clamp( res, 0.0, 1.0 );",
143
- " return res;",
144
- "}",
145
- "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
160
+ float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
161
+
162
+ if ( channel == 0 ) {
163
+
164
+ c.samp1 = getSample( c.p1 ).r;
165
+ c.samp2 = getSample( c.p2 ).r;
166
+ c.samp3 = getSample( c.p3 ).r;
167
+ c.samp4 = getSample( c.p4 ).r;
168
+
169
+ } else if (channel == 1) {
170
+
171
+ c.samp1 = getSample( c.p1 ).g;
172
+ c.samp2 = getSample( c.p2 ).g;
173
+ c.samp3 = getSample( c.p3 ).g;
174
+ c.samp4 = getSample( c.p4 ).g;
175
+
176
+ } else {
177
+
178
+ c.samp1 = getSample( c.p1 ).b;
179
+ c.samp3 = getSample( c.p3 ).b;
180
+ c.samp2 = getSample( c.p2 ).b;
181
+ c.samp4 = getSample( c.p4 ).b;
182
+
183
+ }
184
+
185
+ dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
186
+ dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
187
+ dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
188
+ dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
189
+ res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
190
+ res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
191
+ res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
192
+ res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
193
+ res = clamp( res, 0.0, 1.0 );
194
+
195
+ return res;
196
+
197
+ }
198
+
199
+ Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
200
+
146
201
  // get containing cell
147
- " Cell c;",
202
+ Cell c;
203
+
148
204
  // calc grid
149
- " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
150
- " float threshold = step * 0.5;",
151
- " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
152
- " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
153
- " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
154
- " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
155
- " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
156
- " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
157
- " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
158
- " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
159
- " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
205
+ vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
206
+ float threshold = step * 0.5;
207
+ float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
208
+ float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
209
+ vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
210
+ float offset_normal = mod( hypot( offset.x, offset.y ), step );
211
+ float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
212
+ float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
213
+ float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
214
+ float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
215
+ float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
216
+
160
217
  // get closest corner
161
- " c.normal = n;",
162
- " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
163
- " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
218
+ c.normal = n;
219
+ c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
220
+ c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
221
+
164
222
  // scatter
165
- " if ( scatter != 0.0 ) {",
166
- " float off_mag = scatter * threshold * 0.5;",
167
- " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
168
- " c.p1.x += cos( off_angle ) * off_mag;",
169
- " c.p1.y += sin( off_angle ) * off_mag;",
170
- " }",
223
+ if ( scatter != 0.0 ) {
224
+
225
+ float off_mag = scatter * threshold * 0.5;
226
+ float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
227
+ c.p1.x += cos( off_angle ) * off_mag;
228
+ c.p1.y += sin( off_angle ) * off_mag;
229
+
230
+ }
231
+
171
232
  // find corners
172
- " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
173
- " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
174
- " c.p2.x = c.p1.x - n.x * normal_step;",
175
- " c.p2.y = c.p1.y - n.y * normal_step;",
176
- " c.p3.x = c.p1.x + n.y * line_step;",
177
- " c.p3.y = c.p1.y - n.x * line_step;",
178
- " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
179
- " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
180
- " return c;",
181
- "}",
182
- "float blendColour( float a, float b, float t ) {",
233
+ float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
234
+ float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
235
+ c.p2.x = c.p1.x - n.x * normal_step;
236
+ c.p2.y = c.p1.y - n.y * normal_step;
237
+ c.p3.x = c.p1.x + n.y * line_step;
238
+ c.p3.y = c.p1.y - n.x * line_step;
239
+ c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
240
+ c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
241
+
242
+ return c;
243
+
244
+ }
245
+
246
+ float blendColour( float a, float b, float t ) {
247
+
183
248
  // blend colours
184
- " if ( blendingMode == BLENDING_LINEAR ) {",
185
- " return blend( a, b, 1.0 - t );",
186
- " } else if ( blendingMode == BLENDING_ADD ) {",
187
- " return blend( a, min( 1.0, a + b ), t );",
188
- " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
189
- " return blend( a, max( 0.0, a * b ), t );",
190
- " } else if ( blendingMode == BLENDING_LIGHTER ) {",
191
- " return blend( a, max( a, b ), t );",
192
- " } else if ( blendingMode == BLENDING_DARKER ) {",
193
- " return blend( a, min( a, b ), t );",
194
- " } else {",
195
- " return blend( a, b, 1.0 - t );",
196
- " }",
197
- "}",
198
- "void main() {",
199
- " if ( ! disable ) {",
249
+ if ( blendingMode == BLENDING_LINEAR ) {
250
+ return blend( a, b, 1.0 - t );
251
+ } else if ( blendingMode == BLENDING_ADD ) {
252
+ return blend( a, min( 1.0, a + b ), t );
253
+ } else if ( blendingMode == BLENDING_MULTIPLY ) {
254
+ return blend( a, max( 0.0, a * b ), t );
255
+ } else if ( blendingMode == BLENDING_LIGHTER ) {
256
+ return blend( a, max( a, b ), t );
257
+ } else if ( blendingMode == BLENDING_DARKER ) {
258
+ return blend( a, min( a, b ), t );
259
+ } else {
260
+ return blend( a, b, 1.0 - t );
261
+ }
262
+
263
+ }
264
+
265
+ void main() {
266
+
267
+ if ( ! disable ) {
268
+
200
269
  // setup
201
- " vec2 p = vec2( vUV.x * width, vUV.y * height );",
202
- " vec2 origin = vec2( 0, 0 );",
203
- " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
270
+ vec2 p = vec2( vUV.x * width, vUV.y * height );
271
+ vec2 origin = vec2( 0, 0 );
272
+ float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
273
+
204
274
  // get channel samples
205
- " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
206
- " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
207
- " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
208
- " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
209
- " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
210
- " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
275
+ Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
276
+ Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
277
+ Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
278
+ float r = getDotColour( cell_r, p, 0, rotateR, aa );
279
+ float g = getDotColour( cell_g, p, 1, rotateG, aa );
280
+ float b = getDotColour( cell_b, p, 2, rotateB, aa );
281
+
211
282
  // blend with original
212
- " vec4 colour = texture2D( tDiffuse, vUV );",
213
- " r = blendColour( r, colour.r, blending );",
214
- " g = blendColour( g, colour.g, blending );",
215
- " b = blendColour( b, colour.b, blending );",
216
- " if ( greyscale ) {",
217
- " r = g = b = (r + b + g) / 3.0;",
218
- " }",
219
- " gl_FragColor = vec4( r, g, b, 1.0 );",
220
- " } else {",
221
- " gl_FragColor = texture2D( tDiffuse, vUV );",
222
- " }",
223
- "}"
224
- ].join("\n")
283
+ vec4 colour = texture2D( tDiffuse, vUV );
284
+ r = blendColour( r, colour.r, blending );
285
+ g = blendColour( g, colour.g, blending );
286
+ b = blendColour( b, colour.b, blending );
287
+
288
+ if ( greyscale ) {
289
+ r = g = b = (r + b + g) / 3.0;
290
+ }
291
+
292
+ gl_FragColor = vec4( r, g, b, 1.0 );
293
+
294
+ } else {
295
+
296
+ gl_FragColor = texture2D( tDiffuse, vUV );
297
+
298
+ }
299
+
300
+ }
301
+ `
302
+ )
225
303
  };
226
304
  export {
227
305
  HalftoneShader
@@ -1 +1 @@
1
- {"version":3,"file":"HalftoneShader.js","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\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 '#define SQRT2_MINUS_ONE 0.41421356',\n '#define SQRT2_HALF_MINUS_ONE 0.20710678',\n '#define PI2 6.28318531',\n '#define SHAPE_DOT 1',\n '#define SHAPE_ELLIPSE 2',\n '#define SHAPE_LINE 3',\n '#define SHAPE_SQUARE 4',\n '#define BLENDING_LINEAR 1',\n '#define BLENDING_MULTIPLY 2',\n '#define BLENDING_ADD 3',\n '#define BLENDING_LIGHTER 4',\n '#define BLENDING_DARKER 5',\n 'uniform sampler2D tDiffuse;',\n 'uniform float radius;',\n 'uniform float rotateR;',\n 'uniform float rotateG;',\n 'uniform float rotateB;',\n 'uniform float scatter;',\n 'uniform float width;',\n 'uniform float height;',\n 'uniform int shape;',\n 'uniform bool disable;',\n 'uniform float blending;',\n 'uniform int blendingMode;',\n 'varying vec2 vUV;',\n 'uniform bool greyscale;',\n 'const int samples = 8;',\n\n 'float blend( float a, float b, float t ) {',\n\n // linear blend\n '\treturn a * ( 1.0 - t ) + b * t;',\n\n '}',\n\n 'float hypot( float x, float y ) {',\n\n // vector magnitude\n '\treturn sqrt( x * x + y * y );',\n\n '}',\n\n 'float rand( vec2 seed ){',\n\n // get pseudo-random number\n 'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );',\n\n '}',\n\n 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {',\n\n // apply shape-specific transforms\n '\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );',\n '\tfloat rad = channel;',\n\n '\tif ( shape == SHAPE_DOT ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t} else if ( shape == SHAPE_ELLIPSE ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t\tif ( dist != 0.0 ) {',\n '\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );',\n '\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;',\n '\t\t}',\n\n '\t} else if ( shape == SHAPE_LINE ) {',\n\n '\t\trad = pow( abs( rad ), 1.5) * rad_max;',\n '\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;',\n '\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );',\n\n '\t} else if ( shape == SHAPE_SQUARE ) {',\n\n '\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;',\n '\t\tfloat sin_t = abs( sin( theta ) );',\n '\t\tfloat cos_t = abs( cos( theta ) );',\n '\t\trad = pow( abs( rad ), 1.4 );',\n '\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );',\n\n '\t}',\n\n '\treturn rad - dist;',\n\n '}',\n\n 'struct Cell {',\n\n // grid sample positions\n '\tvec2 normal;',\n '\tvec2 p1;',\n '\tvec2 p2;',\n '\tvec2 p3;',\n '\tvec2 p4;',\n '\tfloat samp2;',\n '\tfloat samp1;',\n '\tfloat samp3;',\n '\tfloat samp4;',\n\n '};',\n\n 'vec4 getSample( vec2 point ) {',\n\n // multi-sampled point\n '\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );',\n '\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;',\n '\tfloat step = PI2 / float( samples );',\n '\tfloat dist = radius * 0.66;',\n\n '\tfor ( int i = 0; i < samples; ++i ) {',\n\n '\t\tfloat r = base + step * float( i );',\n '\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );',\n '\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );',\n\n '\t}',\n\n '\ttex /= float( samples ) + 1.0;',\n '\treturn tex;',\n\n '}',\n\n 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {',\n\n // get colour for given point\n '\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;',\n\n '\tif ( channel == 0 ) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).r;',\n '\t\tc.samp2 = getSample( c.p2 ).r;',\n '\t\tc.samp3 = getSample( c.p3 ).r;',\n '\t\tc.samp4 = getSample( c.p4 ).r;',\n\n '\t} else if (channel == 1) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).g;',\n '\t\tc.samp2 = getSample( c.p2 ).g;',\n '\t\tc.samp3 = getSample( c.p3 ).g;',\n '\t\tc.samp4 = getSample( c.p4 ).g;',\n\n '\t} else {',\n\n '\t\tc.samp1 = getSample( c.p1 ).b;',\n '\t\tc.samp3 = getSample( c.p3 ).b;',\n '\t\tc.samp2 = getSample( c.p2 ).b;',\n '\t\tc.samp4 = getSample( c.p4 ).b;',\n\n '\t}',\n\n '\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );',\n '\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );',\n '\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );',\n '\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );',\n '\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres = clamp( res, 0.0, 1.0 );',\n\n '\treturn res;',\n\n '}',\n\n 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {',\n\n // get containing cell\n '\tCell c;',\n\n // calc grid\n '\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );',\n '\tfloat threshold = step * 0.5;',\n '\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );',\n '\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );',\n '\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );',\n '\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );',\n '\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;',\n '\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );',\n '\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;',\n\n // get closest corner\n '\tc.normal = n;',\n '\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;',\n '\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;',\n\n // scatter\n '\tif ( scatter != 0.0 ) {',\n\n '\t\tfloat off_mag = scatter * threshold * 0.5;',\n '\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;',\n '\t\tc.p1.x += cos( off_angle ) * off_mag;',\n '\t\tc.p1.y += sin( off_angle ) * off_mag;',\n\n '\t}',\n\n // find corners\n '\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );',\n '\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );',\n '\tc.p2.x = c.p1.x - n.x * normal_step;',\n '\tc.p2.y = c.p1.y - n.y * normal_step;',\n '\tc.p3.x = c.p1.x + n.y * line_step;',\n '\tc.p3.y = c.p1.y - n.x * line_step;',\n '\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;',\n '\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;',\n\n '\treturn c;',\n\n '}',\n\n 'float blendColour( float a, float b, float t ) {',\n\n // blend colours\n '\tif ( blendingMode == BLENDING_LINEAR ) {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t} else if ( blendingMode == BLENDING_ADD ) {',\n '\t\treturn blend( a, min( 1.0, a + b ), t );',\n '\t} else if ( blendingMode == BLENDING_MULTIPLY ) {',\n '\t\treturn blend( a, max( 0.0, a * b ), t );',\n '\t} else if ( blendingMode == BLENDING_LIGHTER ) {',\n '\t\treturn blend( a, max( a, b ), t );',\n '\t} else if ( blendingMode == BLENDING_DARKER ) {',\n '\t\treturn blend( a, min( a, b ), t );',\n '\t} else {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t}',\n\n '}',\n\n 'void main() {',\n\n '\tif ( ! disable ) {',\n\n // setup\n '\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );',\n '\t\tvec2 origin = vec2( 0, 0 );',\n '\t\tfloat aa = ( radius < 2.5 ) ? 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1
+ {"version":3,"file":"HalftoneShader.js","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\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 #define SQRT2_MINUS_ONE 0.41421356\n #define SQRT2_HALF_MINUS_ONE 0.20710678\n #define PI2 6.28318531\n #define SHAPE_DOT 1\n #define SHAPE_ELLIPSE 2\n #define SHAPE_LINE 3\n #define SHAPE_SQUARE 4\n #define BLENDING_LINEAR 1\n #define BLENDING_MULTIPLY 2\n #define BLENDING_ADD 3\n #define BLENDING_LIGHTER 4\n #define BLENDING_DARKER 5\n uniform sampler2D tDiffuse;\n uniform float radius;\n uniform float rotateR;\n uniform float rotateG;\n uniform float rotateB;\n uniform float scatter;\n uniform float width;\n uniform float height;\n uniform int shape;\n uniform bool disable;\n uniform float blending;\n uniform int blendingMode;\n varying vec2 vUV;\n uniform bool greyscale;\n const int samples = 8;\n\n float blend( float a, float b, float t ) {\n\n // linear blend\n \treturn a * ( 1.0 - t ) + b * t;\n\n }\n\n float hypot( float x, float y ) {\n\n // vector magnitude\n \treturn sqrt( x * x + y * y );\n\n }\n\n float rand( vec2 seed ){\n\n // get pseudo-random number\n return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );\n\n }\n\n float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {\n\n // apply shape-specific transforms\n \tfloat dist = hypot( coord.x - p.x, coord.y - p.y );\n \tfloat rad = channel;\n\n \tif ( shape == SHAPE_DOT ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t} else if ( shape == SHAPE_ELLIPSE ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t\tif ( dist != 0.0 ) {\n \t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );\n \t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;\n \t\t}\n\n \t} else if ( shape == SHAPE_LINE ) {\n\n \t\trad = pow( abs( rad ), 1.5) * rad_max;\n \t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;\n \t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );\n\n \t} else if ( shape == SHAPE_SQUARE ) {\n\n \t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;\n \t\tfloat sin_t = abs( sin( theta ) );\n \t\tfloat cos_t = abs( cos( theta ) );\n \t\trad = pow( abs( rad ), 1.4 );\n \t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );\n\n \t}\n\n \treturn rad - dist;\n\n }\n\n struct Cell {\n\n // grid sample positions\n \tvec2 normal;\n \tvec2 p1;\n \tvec2 p2;\n \tvec2 p3;\n \tvec2 p4;\n \tfloat samp2;\n \tfloat samp1;\n \tfloat samp3;\n \tfloat samp4;\n\n };\n\n vec4 getSample( vec2 point ) {\n\n // multi-sampled point\n \tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );\n \tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;\n \tfloat step = PI2 / float( samples );\n \tfloat dist = radius * 0.66;\n\n \tfor ( int i = 0; i < samples; ++i ) {\n\n \t\tfloat r = base + step * float( i );\n \t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );\n \t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );\n\n \t}\n\n \ttex /= float( samples ) + 1.0;\n \treturn tex;\n\n }\n\n float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {\n\n // get colour for given point\n \tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;\n\n \tif ( channel == 0 ) {\n\n \t\tc.samp1 = getSample( c.p1 ).r;\n \t\tc.samp2 = getSample( c.p2 ).r;\n \t\tc.samp3 = getSample( c.p3 ).r;\n \t\tc.samp4 = getSample( c.p4 ).r;\n\n \t} else if (channel == 1) {\n\n \t\tc.samp1 = getSample( c.p1 ).g;\n \t\tc.samp2 = getSample( c.p2 ).g;\n \t\tc.samp3 = getSample( c.p3 ).g;\n \t\tc.samp4 = getSample( c.p4 ).g;\n\n \t} else {\n\n \t\tc.samp1 = getSample( c.p1 ).b;\n \t\tc.samp3 = getSample( c.p3 ).b;\n \t\tc.samp2 = getSample( c.p2 ).b;\n \t\tc.samp4 = getSample( c.p4 ).b;\n\n \t}\n\n \tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );\n \tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );\n \tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );\n \tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );\n \tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;\n \tres = clamp( res, 0.0, 1.0 );\n\n \treturn res;\n\n }\n\n Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {\n\n // get containing cell\n \tCell c;\n\n // calc grid\n \tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );\n \tfloat threshold = step * 0.5;\n \tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );\n \tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );\n \tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );\n \tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );\n \tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;\n \tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;\n \tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );\n \tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;\n \tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;\n\n // get closest corner\n \tc.normal = n;\n \tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;\n \tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;\n\n // scatter\n \tif ( scatter != 0.0 ) {\n\n \t\tfloat off_mag = scatter * threshold * 0.5;\n \t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;\n \t\tc.p1.x += cos( off_angle ) * off_mag;\n \t\tc.p1.y += sin( off_angle ) * off_mag;\n\n \t}\n\n // find corners\n \tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );\n \tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );\n \tc.p2.x = c.p1.x - n.x * normal_step;\n \tc.p2.y = c.p1.y - n.y * normal_step;\n \tc.p3.x = c.p1.x + n.y * line_step;\n \tc.p3.y = c.p1.y - n.x * line_step;\n \tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;\n \tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;\n\n \treturn c;\n\n }\n\n float blendColour( float a, float b, float t ) {\n\n // blend colours\n \tif ( blendingMode == BLENDING_LINEAR ) {\n \t\treturn blend( a, b, 1.0 - t );\n \t} else if ( blendingMode == BLENDING_ADD ) {\n \t\treturn blend( a, min( 1.0, a + b ), t );\n \t} else if ( blendingMode == BLENDING_MULTIPLY ) {\n \t\treturn blend( a, max( 0.0, a * b ), t );\n \t} else if ( blendingMode == BLENDING_LIGHTER ) {\n \t\treturn blend( a, max( a, b ), t );\n \t} else if ( blendingMode == BLENDING_DARKER ) {\n \t\treturn blend( a, min( a, b ), t );\n \t} else {\n \t\treturn blend( a, b, 1.0 - t );\n \t}\n\n }\n\n void main() {\n\n \tif ( ! disable ) {\n\n // setup\n \t\tvec2 p = vec2( vUV.x * width, vUV.y * height );\n \t\tvec2 origin = vec2( 0, 0 );\n \t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;\n\n // get channel samples\n \t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );\n \t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );\n \t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );\n \t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );\n \t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );\n \t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );\n\n // blend with original\n \t\tvec4 colour = texture2D( tDiffuse, vUV );\n \t\tr = blendColour( r, colour.r, blending );\n \t\tg = blendColour( g, colour.g, blending );\n \t\tb = blendColour( b, colour.b, blending );\n\n \t\tif ( greyscale ) {\n \t\t\tr = g = b = (r + b + g) / 3.0;\n \t\t}\n\n \t\tgl_FragColor = vec4( r, g, b, 1.0 );\n\n \t} else {\n\n \t\tgl_FragColor = texture2D( tDiffuse, vUV );\n\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAO,EAAE;AAAA,IACpB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,cAAc,EAAE,OAAO,EAAE;AAAA,IACzB,WAAW,EAAE,OAAO,MAAM;AAAA,IAC1B,SAAS,EAAE,OAAO,MAAM;AAAA,EAC1B;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;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;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;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;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;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;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;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;AA8Q7B;"}
@@ -6,33 +6,49 @@ const HorizontalTiltShiftShader = {
6
6
  h: { value: 1 / 512 },
7
7
  r: { value: 0.35 }
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
- "uniform sampler2D tDiffuse;",
18
- "uniform float h;",
19
- "uniform float r;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 sum = vec4( 0.0 );",
23
- " float hh = h * abs( r - vUv.y );",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
31
- " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
32
- " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
33
- " gl_FragColor = sum;",
34
- "}"
35
- ].join("\n")
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
+ uniform sampler2D tDiffuse;
26
+ uniform float h;
27
+ uniform float r;
28
+
29
+ varying vec2 vUv;
30
+
31
+ void main() {
32
+
33
+ vec4 sum = vec4( 0.0 );
34
+
35
+ float hh = h * abs( r - vUv.y );
36
+
37
+ sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
40
+ sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
41
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
42
+ sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
43
+ sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
44
+ sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
45
+ sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
46
+
47
+ gl_FragColor = sum;
48
+
49
+ }
50
+ `
51
+ )
36
52
  };
37
53
  exports.HorizontalTiltShiftShader = HorizontalTiltShiftShader;
38
54
  //# sourceMappingURL=HorizontalTiltShiftShader.cjs.map