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
@@ -12,102 +12,154 @@ const SSAOShader = {
12
12
  kernel: { value: null },
13
13
  cameraNear: { value: null },
14
14
  cameraFar: { value: null },
15
- resolution: { value: new Vector2() },
16
- cameraProjectionMatrix: { value: new Matrix4() },
17
- cameraInverseProjectionMatrix: { value: new Matrix4() },
15
+ resolution: { value: /* @__PURE__ */ new Vector2() },
16
+ cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
17
+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
18
18
  kernelRadius: { value: 8 },
19
19
  minDistance: { value: 5e-3 },
20
20
  maxDistance: { value: 0.05 }
21
21
  },
22
- vertexShader: [
23
- "varying vec2 vUv;",
24
- "void main() {",
25
- " vUv = uv;",
26
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27
- "}"
28
- ].join("\n"),
29
- fragmentShader: [
30
- "uniform sampler2D tDiffuse;",
31
- "uniform sampler2D tNormal;",
32
- "uniform sampler2D tDepth;",
33
- "uniform sampler2D tNoise;",
34
- "uniform vec3 kernel[ KERNEL_SIZE ];",
35
- "uniform vec2 resolution;",
36
- "uniform float cameraNear;",
37
- "uniform float cameraFar;",
38
- "uniform mat4 cameraProjectionMatrix;",
39
- "uniform mat4 cameraInverseProjectionMatrix;",
40
- "uniform float kernelRadius;",
41
- "uniform float minDistance;",
42
- // avoid artifacts caused by neighbour fragments with minimal depth difference
43
- "uniform float maxDistance;",
44
- // avoid the influence of fragments which are too far away
45
- "varying vec2 vUv;",
46
- "#include <packing>",
47
- "float getDepth( const in vec2 screenPosition ) {",
48
- " return texture2D( tDepth, screenPosition ).x;",
49
- "}",
50
- "float getLinearDepth( const in vec2 screenPosition ) {",
51
- " #if PERSPECTIVE_CAMERA == 1",
52
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
53
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
54
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
55
- " #else",
56
- " return texture2D( tDepth, screenPosition ).x;",
57
- " #endif",
58
- "}",
59
- "float getViewZ( const in float depth ) {",
60
- " #if PERSPECTIVE_CAMERA == 1",
61
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
62
- " #else",
63
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
64
- " #endif",
65
- "}",
66
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
67
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
68
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
69
- " clipPosition *= clipW; // unprojection.",
70
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
71
- "}",
72
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
73
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
74
- "}",
75
- "void main() {",
76
- " float depth = getDepth( vUv );",
77
- " float viewZ = getViewZ( depth );",
78
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
79
- " vec3 viewNormal = getViewNormal( vUv );",
80
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
81
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
22
+ vertexShader: (
23
+ /* glsl */
24
+ `
25
+ varying vec2 vUv;
26
+
27
+ void main() {
28
+
29
+ vUv = uv;
30
+
31
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
32
+
33
+ }
34
+ `
35
+ ),
36
+ fragmentShader: (
37
+ /* glsl */
38
+ `
39
+ uniform sampler2D tDiffuse;
40
+ uniform sampler2D tNormal;
41
+ uniform sampler2D tDepth;
42
+ uniform sampler2D tNoise;
43
+
44
+ uniform vec3 kernel[ KERNEL_SIZE ];
45
+
46
+ uniform vec2 resolution;
47
+
48
+ uniform float cameraNear;
49
+ uniform float cameraFar;
50
+ uniform mat4 cameraProjectionMatrix;
51
+ uniform mat4 cameraInverseProjectionMatrix;
52
+
53
+ uniform float kernelRadius;
54
+ uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
55
+ uniform float maxDistance; // avoid the influence of fragments which are too far away
56
+
57
+ varying vec2 vUv;
58
+
59
+ #include <packing>
60
+
61
+ float getDepth( const in vec2 screenPosition ) {
62
+
63
+ return texture2D( tDepth, screenPosition ).x;
64
+
65
+ }
66
+
67
+ float getLinearDepth( const in vec2 screenPosition ) {
68
+
69
+ #if PERSPECTIVE_CAMERA == 1
70
+
71
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
72
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
73
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
74
+
75
+ #else
76
+
77
+ return texture2D( tDepth, screenPosition ).x;
78
+
79
+ #endif
80
+
81
+ }
82
+
83
+ float getViewZ( const in float depth ) {
84
+
85
+ #if PERSPECTIVE_CAMERA == 1
86
+
87
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
88
+
89
+ #else
90
+
91
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
92
+
93
+ #endif
94
+
95
+ }
96
+
97
+ vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
98
+
99
+ float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
100
+
101
+ vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
102
+
103
+ clipPosition *= clipW; // unprojection.
104
+
105
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
106
+
107
+ }
108
+
109
+ vec3 getViewNormal( const in vec2 screenPosition ) {
110
+
111
+ return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
112
+
113
+ }
114
+
115
+ void main() {
116
+
117
+ float depth = getDepth( vUv );
118
+ float viewZ = getViewZ( depth );
119
+
120
+ vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
121
+ vec3 viewNormal = getViewNormal( vUv );
122
+
123
+ vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
124
+ vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;
125
+
82
126
  // compute matrix used to reorient a kernel vector
83
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
84
- " vec3 bitangent = cross( viewNormal, tangent );",
85
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
86
- " float occlusion = 0.0;",
87
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
88
- " vec3 sampleVector = kernelMatrix * kernel[ i ];",
89
- // reorient sample vector in view space
90
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
91
- // calculate sample point
92
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
93
- // project point and calculate NDC
94
- " samplePointNDC /= samplePointNDC.w;",
95
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
96
- // compute uv coordinates
97
- " float realDepth = getLinearDepth( samplePointUv );",
98
- // get linear depth from depth texture
99
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
100
- // compute linear depth of the sample view Z value
101
- " float delta = sampleDepth - realDepth;",
102
- " if ( delta > minDistance && delta < maxDistance ) {",
103
- // if fragment is before sample point, increase occlusion
104
- " occlusion += 1.0;",
105
- " }",
106
- " }",
107
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
108
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
109
- "}"
110
- ].join("\n")
127
+
128
+ vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
129
+ vec3 bitangent = cross( viewNormal, tangent );
130
+ mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
131
+
132
+ float occlusion = 0.0;
133
+
134
+ for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
135
+
136
+ vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
137
+ vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
138
+
139
+ vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
140
+ samplePointNDC /= samplePointNDC.w;
141
+
142
+ vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
143
+
144
+ float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
145
+ float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
146
+ float delta = sampleDepth - realDepth;
147
+
148
+ if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
149
+
150
+ occlusion += 1.0;
151
+
152
+ }
153
+
154
+ }
155
+
156
+ occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
157
+
158
+ gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
159
+
160
+ }
161
+ `
162
+ )
111
163
  };
112
164
  const SSAODepthShader = {
113
165
  defines: {
@@ -118,62 +170,104 @@ const SSAODepthShader = {
118
170
  cameraNear: { value: null },
119
171
  cameraFar: { value: null }
120
172
  },
121
- vertexShader: [
122
- "varying vec2 vUv;",
123
- "void main() {",
124
- " vUv = uv;",
125
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
126
- "}"
127
- ].join("\n"),
128
- fragmentShader: [
129
- "uniform sampler2D tDepth;",
130
- "uniform float cameraNear;",
131
- "uniform float cameraFar;",
132
- "varying vec2 vUv;",
133
- "#include <packing>",
134
- "float getLinearDepth( const in vec2 screenPosition ) {",
135
- " #if PERSPECTIVE_CAMERA == 1",
136
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
137
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
138
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
139
- " #else",
140
- " return texture2D( tDepth, screenPosition ).x;",
141
- " #endif",
142
- "}",
143
- "void main() {",
144
- " float depth = getLinearDepth( vUv );",
145
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
146
- "}"
147
- ].join("\n")
173
+ vertexShader: (
174
+ /* glsl */
175
+ `
176
+ varying vec2 vUv;
177
+
178
+ void main() {
179
+
180
+ vUv = uv;
181
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
182
+
183
+ }
184
+ `
185
+ ),
186
+ fragmentShader: (
187
+ /* glsl */
188
+ `
189
+ uniform sampler2D tDepth;
190
+
191
+ uniform float cameraNear;
192
+ uniform float cameraFar;
193
+
194
+ varying vec2 vUv;
195
+
196
+ #include <packing>
197
+
198
+ float getLinearDepth( const in vec2 screenPosition ) {
199
+
200
+ #if PERSPECTIVE_CAMERA == 1
201
+
202
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
203
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
204
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
205
+
206
+ #else
207
+
208
+ return texture2D( tDepth, screenPosition ).x;
209
+
210
+ #endif
211
+
212
+ }
213
+
214
+ void main() {
215
+
216
+ float depth = getLinearDepth( vUv );
217
+ gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
218
+
219
+ }
220
+ `
221
+ )
148
222
  };
149
223
  const SSAOBlurShader = {
150
224
  uniforms: {
151
225
  tDiffuse: { value: null },
152
- resolution: { value: new Vector2() }
226
+ resolution: { value: /* @__PURE__ */ new Vector2() }
153
227
  },
154
- vertexShader: [
155
- "varying vec2 vUv;",
156
- "void main() {",
157
- " vUv = uv;",
158
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
159
- "}"
160
- ].join("\n"),
161
- fragmentShader: [
162
- "uniform sampler2D tDiffuse;",
163
- "uniform vec2 resolution;",
164
- "varying vec2 vUv;",
165
- "void main() {",
166
- " vec2 texelSize = ( 1.0 / resolution );",
167
- " float result = 0.0;",
168
- " for ( int i = - 2; i <= 2; i ++ ) {",
169
- " for ( int j = - 2; j <= 2; j ++ ) {",
170
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
171
- " result += texture2D( tDiffuse, vUv + offset ).r;",
172
- " }",
173
- " }",
174
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
175
- "}"
176
- ].join("\n")
228
+ vertexShader: (
229
+ /* glsl */
230
+ `
231
+ varying vec2 vUv;
232
+
233
+ void main() {
234
+
235
+ vUv = uv;
236
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
237
+
238
+ }
239
+ `
240
+ ),
241
+ fragmentShader: (
242
+ /* glsl */
243
+ `
244
+ uniform sampler2D tDiffuse;
245
+
246
+ uniform vec2 resolution;
247
+
248
+ varying vec2 vUv;
249
+
250
+ void main() {
251
+
252
+ vec2 texelSize = ( 1.0 / resolution );
253
+ float result = 0.0;
254
+
255
+ for ( int i = - 2; i <= 2; i ++ ) {
256
+
257
+ for ( int j = - 2; j <= 2; j ++ ) {
258
+
259
+ vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
260
+ result += texture2D( tDiffuse, vUv + offset ).r;
261
+
262
+ }
263
+
264
+ }
265
+
266
+ gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
267
+
268
+ }
269
+ `
270
+ )
177
271
  };
178
272
  export {
179
273
  SSAOBlurShader,
@@ -1 +1 @@
1
- {"version":3,"file":"SSAOShader.js","sources":["../../src/shaders/SSAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\n/**\n * References:\n * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html\n * https://learnopengl.com/Advanced-Lighting/SSAO\n * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl\n */\n\nexport const SSAOShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n KERNEL_SIZE: 32,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n kernel: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: new Vector2() },\n cameraProjectionMatrix: { value: new Matrix4() },\n cameraInverseProjectionMatrix: { value: new Matrix4() },\n kernelRadius: { value: 8 },\n minDistance: { value: 0.005 },\n maxDistance: { value: 0.05 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform sampler2D tNormal;',\n 'uniform sampler2D tDepth;',\n 'uniform sampler2D tNoise;',\n\n 'uniform vec3 kernel[ KERNEL_SIZE ];',\n\n 'uniform vec2 resolution;',\n\n 'uniform float cameraNear;',\n 'uniform float cameraFar;',\n 'uniform mat4 cameraProjectionMatrix;',\n 'uniform mat4 cameraInverseProjectionMatrix;',\n\n 'uniform float kernelRadius;',\n 'uniform float minDistance;', // avoid artifacts caused by neighbour fragments with minimal depth difference\n 'uniform float maxDistance;', // avoid the influence of fragments which are too far away\n\n 'varying vec2 vUv;',\n\n '#include <packing>',\n\n 'float getDepth( const in vec2 screenPosition ) {',\n\n '\treturn texture2D( tDepth, screenPosition ).x;',\n\n '}',\n\n 'float getLinearDepth( const in vec2 screenPosition ) {',\n\n '\t#if PERSPECTIVE_CAMERA == 1',\n\n '\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;',\n '\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );',\n '\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );',\n\n '\t#else',\n\n '\t\treturn texture2D( tDepth, screenPosition ).x;',\n\n '\t#endif',\n\n '}',\n\n 'float getViewZ( const in float depth ) {',\n\n '\t#if PERSPECTIVE_CAMERA == 1',\n\n '\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );',\n\n '\t#else',\n\n '\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );',\n\n '\t#endif',\n\n '}',\n\n 'vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {',\n\n '\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];',\n\n '\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );',\n\n '\tclipPosition *= clipW; 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1
+ {"version":3,"file":"SSAOShader.js","sources":["../../src/shaders/SSAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\n/**\n * References:\n * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html\n * https://learnopengl.com/Advanced-Lighting/SSAO\n * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl\n */\n\nexport const SSAOShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n KERNEL_SIZE: 32,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n kernel: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2() },\n cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n kernelRadius: { value: 8 },\n minDistance: { value: 0.005 },\n maxDistance: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform sampler2D tNormal;\n uniform sampler2D tDepth;\n uniform sampler2D tNoise;\n\n uniform vec3 kernel[ KERNEL_SIZE ];\n\n uniform vec2 resolution;\n\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraInverseProjectionMatrix;\n\n uniform float kernelRadius;\n uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference\n uniform float maxDistance; // avoid the influence of fragments which are too far away\n\n varying vec2 vUv;\n\n #include <packing>\n\n float getDepth( const in vec2 screenPosition ) {\n\n \treturn texture2D( tDepth, screenPosition ).x;\n\n }\n\n float getLinearDepth( const in vec2 screenPosition ) {\n\n \t#if PERSPECTIVE_CAMERA == 1\n\n \t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;\n \t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n \t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n \t#else\n\n \t\treturn texture2D( tDepth, screenPosition ).x;\n\n \t#endif\n\n }\n\n float getViewZ( const in float depth ) {\n\n \t#if PERSPECTIVE_CAMERA == 1\n\n \t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\n \t#else\n\n \t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\n \t#endif\n\n }\n\n vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {\n\n \tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];\n\n \tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );\n\n \tclipPosition *= clipW; // unprojection.\n\n \treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;\n\n }\n\n vec3 getViewNormal( const in vec2 screenPosition ) {\n\n \treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );\n\n }\n\n void main() {\n\n \tfloat depth = getDepth( vUv );\n \tfloat viewZ = getViewZ( depth );\n\n \tvec3 viewPosition = getViewPosition( vUv, depth, viewZ );\n \tvec3 viewNormal = getViewNormal( vUv );\n\n vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );\n \tvec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;\n\n // compute matrix used to reorient a kernel vector\n\n \tvec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );\n \tvec3 bitangent = cross( viewNormal, tangent );\n \tmat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );\n\n float occlusion = 0.0;\n\n for ( int i = 0; i < KERNEL_SIZE; i ++ ) {\n\n \t\tvec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space\n \t\tvec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point\n\n \t\tvec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC\n \t\tsamplePointNDC /= samplePointNDC.w;\n\n \t\tvec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates\n\n \t\tfloat realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture\n \t\tfloat sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value\n \t\tfloat delta = sampleDepth - realDepth;\n\n \t\tif ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion\n\n \t\t\tocclusion += 1.0;\n\n \t\t}\n\n \t}\n\n \tocclusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );\n\n \tgl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );\n\n }\n `,\n}\n\nexport const SSAODepthShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n },\n\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\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 uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth( const in vec2 screenPosition ) {\n\n \t#if PERSPECTIVE_CAMERA == 1\n\n \t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;\n \t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n \t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n \t#else\n\n \t\treturn texture2D( tDepth, screenPosition ).x;\n\n \t#endif\n\n }\n\n void main() {\n\n \tfloat depth = getLinearDepth( vUv );\n \tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );\n\n }\n `,\n}\n\nexport const SSAOBlurShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2() },\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 uniform sampler2D tDiffuse;\n\n uniform vec2 resolution;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 texelSize = ( 1.0 / resolution );\n \tfloat result = 0.0;\n\n \tfor ( int i = - 2; 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@@ -17,9 +17,9 @@ const SSRShader = {
17
17
  tDepth: { value: null },
18
18
  cameraNear: { value: null },
19
19
  cameraFar: { value: null },
20
- resolution: { value: new THREE.Vector2() },
21
- cameraProjectionMatrix: { value: new THREE.Matrix4() },
22
- cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
20
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
21
+ cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
22
+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
23
23
  opacity: { value: 0.5 },
24
24
  maxDistance: { value: 180 },
25
25
  cameraRange: { value: 0 },
@@ -279,7 +279,7 @@ const SSRDepthShader = {
279
279
  const SSRBlurShader = {
280
280
  uniforms: {
281
281
  tDiffuse: { value: null },
282
- resolution: { value: new THREE.Vector2() },
282
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
283
283
  opacity: { value: 0.5 }
284
284
  },
285
285
  vertexShader: (
@@ -1 +1 @@
1
- {"version":3,"file":"SSRShader.cjs","sources":["../../src/shaders/SSRShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n/**\n * References:\n * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html\n */\n\nexport const SSRShader = {\n defines: {\n MAX_STEP: 0,\n isPerspectiveCamera: true,\n isDistanceAttenuation: true,\n isFresnel: true,\n isInfiniteThick: false,\n isSelective: false,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tMetalness: { value: null },\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: new Vector2() },\n cameraProjectionMatrix: { value: new Matrix4() },\n cameraInverseProjectionMatrix: { value: new Matrix4() },\n opacity: { value: 0.5 },\n maxDistance: { value: 180 },\n cameraRange: { value: 0 },\n surfDist: { value: 0.007 },\n thickTolerance: { value: 0.03 },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tMetalness;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float opacity;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float thickTolerance;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormal( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormal, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid main(){\n\t\t\t#ifdef isSelective\n\t\t\t\tfloat metalness=texture2D(tMetalness,vUv).r;\n\t\t\t\tif(metalness==0.) return;\n\t\t\t#endif\n\n\t\t\tfloat depth = getDepth( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\tif(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\tvec3 viewNormal=getViewNormal( vUv );\n\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tvec3 viewIncidenceDir=normalize(viewPosition);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidenceDir=vec3(0,0,-1);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#endif\n\n\t\t\tfloat maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);\n\t\t\t// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html\n\t\t\t// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen=cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen==dot(a,b)\n\t\t\t// maxReflectRayLen==maxDistance/dot(a,b)\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewReflectDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewReflectDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\tfor(float i=0.;i<MAX_STEP;i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tif(-vZ>=cameraFar) continue;\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\t\t\t\tif(viewReflectRayZ-sD>vZ) continue;\n\n\t\t\t\t#ifdef isInfiniteThick\n\t\t\t\t\tif(viewReflectRayZ+thickTolerance*clipW<vP.z) break;\n\t\t\t\t#endif\n\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\n\t\t\t\tfloat op=opacity;\n\n\t\t\t\tif(away<sD){\n\t\t\t\t\tvec3 vN=getViewNormal( uv );\n\t\t\t\t\tif(dot(viewReflectDir,vN)>=0.) continue;\n\t\t\t\t\tfloat distance=pointPlaneDistance(vP,viewPosition,viewNormal);\n\t\t\t\t\tif(distance>maxDistance) break;\n\t\t\t\t\t#ifdef isDistanceAttenuation\n\t\t\t\t\t\tfloat ratio=1.-(distance/maxDistance);\n\t\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t\t#endif\n\t\t\t\t\t#ifdef isFresnel\n\t\t\t\t\t\tfloat fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;\n\t\t\t\t\t\top*=fresnel;\n\t\t\t\t\t#endif\n\t\t\t\t\tvec4 reflectColor=texture2D(tDiffuse,uv);\n\t\t\t\t\tgl_FragColor.xyz=reflectColor.xyz;\n\t\t\t\t\tgl_FragColor.a=op;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t`,\n}\n\nexport const SSRDepthShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n },\n\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\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\n fragmentShader: /* glsl */ `\n\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n\n varying vec2 vUv;\n\n #include <packing>\n\n\t\tfloat getLinearDepth( const in vec2 uv ) {\n\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, uv ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n\t\t\t#else\n\n\t\t\t\treturn texture2D( tDepth, uv ).x;\n\n\t\t\t#endif\n\n\t\t}\n\n void main() {\n\n \tfloat depth = getLinearDepth( vUv );\n\t\t\tfloat d = 1.0 - depth;\n\t\t\t// d=(d-.999)*1000.;\n \tgl_FragColor = vec4( vec3( d ), 1.0 );\n\n }\n\n `,\n}\n\nexport const SSRBlurShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new Vector2() },\n opacity: { value: 0.5 },\n },\n\n vertexShader: /* glsl */ `\n\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\n fragmentShader: /* glsl */ `\n\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n void main() {\n\t\t\t//reverse engineering from PhotoShop blur filter, then change coefficient\n\n \tvec2 texelSize = ( 1.0 / resolution );\n\n\t\t\tvec4 c=texture2D(tDiffuse,vUv);\n\n\t\t\tvec2 offset;\n\n\t\t\toffset=(vec2(-1,0))*texelSize;\n\t\t\tvec4 cl=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(1,0))*texelSize;\n\t\t\tvec4 cr=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,-1))*texelSize;\n\t\t\tvec4 cb=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,1))*texelSize;\n\t\t\tvec4 ct=texture2D(tDiffuse,vUv+offset);\n\n\t\t\t// float coeCenter=.5;\n\t\t\t// float coeSide=.125;\n\t\t\tfloat coeCenter=.2;\n\t\t\tfloat coeSide=.2;\n\t\t\tfloat a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;\n\t\t\tvec3 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+ {"version":3,"file":"SSRShader.cjs","sources":["../../src/shaders/SSRShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n/**\n * References:\n * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html\n */\n\nexport const SSRShader = {\n defines: {\n MAX_STEP: 0,\n isPerspectiveCamera: true,\n isDistanceAttenuation: true,\n isFresnel: true,\n isInfiniteThick: false,\n isSelective: false,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tMetalness: { value: null },\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2() },\n cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n opacity: { value: 0.5 },\n maxDistance: { value: 180 },\n cameraRange: { value: 0 },\n surfDist: { value: 0.007 },\n thickTolerance: { value: 0.03 },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tMetalness;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float opacity;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float thickTolerance;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormal( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormal, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid main(){\n\t\t\t#ifdef isSelective\n\t\t\t\tfloat metalness=texture2D(tMetalness,vUv).r;\n\t\t\t\tif(metalness==0.) return;\n\t\t\t#endif\n\n\t\t\tfloat depth = getDepth( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\tif(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\tvec3 viewNormal=getViewNormal( vUv );\n\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tvec3 viewIncidenceDir=normalize(viewPosition);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidenceDir=vec3(0,0,-1);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#endif\n\n\t\t\tfloat maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);\n\t\t\t// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html\n\t\t\t// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen=cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen==dot(a,b)\n\t\t\t// maxReflectRayLen==maxDistance/dot(a,b)\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewReflectDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewReflectDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\tfor(float i=0.;i<MAX_STEP;i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tif(-vZ>=cameraFar) continue;\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\t\t\t\tif(viewReflectRayZ-sD>vZ) continue;\n\n\t\t\t\t#ifdef isInfiniteThick\n\t\t\t\t\tif(viewReflectRayZ+thickTolerance*clipW<vP.z) break;\n\t\t\t\t#endif\n\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\n\t\t\t\tfloat op=opacity;\n\n\t\t\t\tif(away<sD){\n\t\t\t\t\tvec3 vN=getViewNormal( uv );\n\t\t\t\t\tif(dot(viewReflectDir,vN)>=0.) continue;\n\t\t\t\t\tfloat 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@@ -15,9 +15,9 @@ const SSRShader = {
15
15
  tDepth: { value: null },
16
16
  cameraNear: { value: null },
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  cameraFar: { value: null },
18
- resolution: { value: new Vector2() },
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- cameraProjectionMatrix: { value: new Matrix4() },
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- cameraInverseProjectionMatrix: { value: new Matrix4() },
18
+ resolution: { value: /* @__PURE__ */ new Vector2() },
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+ cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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  opacity: { value: 0.5 },
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  maxDistance: { value: 180 },
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  cameraRange: { value: 0 },
@@ -277,7 +277,7 @@ const SSRDepthShader = {
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  const SSRBlurShader = {
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  uniforms: {
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  tDiffuse: { value: null },
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- resolution: { value: new Vector2() },
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+ resolution: { value: /* @__PURE__ */ new Vector2() },
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  opacity: { value: 0.5 }
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  },
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  vertexShader: (