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
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- {"version":3,"file":"SSRShader.js","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.js","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 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: /* @__PURE__ */ 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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@@ -5,26 +5,42 @@ const SepiaShader = {
5
5
  tDiffuse: { value: null },
6
6
  amount: { value: 1 }
7
7
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float amount;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 color = texture2D( tDiffuse, vUv );",
21
- " vec3 c = color.rgb;",
22
- " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
23
- " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
24
- " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
25
- " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
26
- "}"
27
- ].join("\n")
8
+ vertexShader: (
9
+ /* glsl */
10
+ `
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+
15
+ vUv = uv;
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform float amount;
25
+
26
+ uniform sampler2D tDiffuse;
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ vec4 color = texture2D( tDiffuse, vUv );
33
+ vec3 c = color.rgb;
34
+
35
+ color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );
36
+ color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );
37
+ color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );
38
+
39
+ gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );
40
+
41
+ }
42
+ `
43
+ )
28
44
  };
29
45
  exports.SepiaShader = SepiaShader;
30
46
  //# sourceMappingURL=SepiaShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"SepiaShader.cjs","sources":["../../src/shaders/SepiaShader.ts"],"sourcesContent":["/**\n * Sepia tone shader\n * based on glfx.js sepia shader\n * https://github.com/evanw/glfx.js\n */\n\nexport const SepiaShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 1.0 },\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 'uniform float amount;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color = texture2D( tDiffuse, vUv );',\n '\tvec3 c = color.rgb;',\n\n '\tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );',\n '\tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );',\n '\tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );',\n\n '\tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"SepiaShader.cjs","sources":["../../src/shaders/SepiaShader.ts"],"sourcesContent":["/**\n * Sepia tone shader\n * based on glfx.js sepia shader\n * https://github.com/evanw/glfx.js\n */\n\nexport const SepiaShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 1.0 },\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 float amount;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = texture2D( tDiffuse, vUv );\n \tvec3 c = color.rgb;\n\n \tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\n \tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\n \tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\n\n \tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,EACvB;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;AAoB7B;;"}
@@ -3,26 +3,42 @@ const SepiaShader = {
3
3
  tDiffuse: { value: null },
4
4
  amount: { value: 1 }
5
5
  },
6
- vertexShader: [
7
- "varying vec2 vUv;",
8
- "void main() {",
9
- " vUv = uv;",
10
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
- "}"
12
- ].join("\n"),
13
- fragmentShader: [
14
- "uniform float amount;",
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "void main() {",
18
- " vec4 color = texture2D( tDiffuse, vUv );",
19
- " vec3 c = color.rgb;",
20
- " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
21
- " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
22
- " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
23
- " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
24
- "}"
25
- ].join("\n")
6
+ vertexShader: (
7
+ /* glsl */
8
+ `
9
+ varying vec2 vUv;
10
+
11
+ void main() {
12
+
13
+ vUv = uv;
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
15
+
16
+ }
17
+ `
18
+ ),
19
+ fragmentShader: (
20
+ /* glsl */
21
+ `
22
+ uniform float amount;
23
+
24
+ uniform sampler2D tDiffuse;
25
+
26
+ varying vec2 vUv;
27
+
28
+ void main() {
29
+
30
+ vec4 color = texture2D( tDiffuse, vUv );
31
+ vec3 c = color.rgb;
32
+
33
+ color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );
34
+ color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );
35
+ color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );
36
+
37
+ gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );
38
+
39
+ }
40
+ `
41
+ )
26
42
  };
27
43
  export {
28
44
  SepiaShader
@@ -1 +1 @@
1
- {"version":3,"file":"SepiaShader.js","sources":["../../src/shaders/SepiaShader.ts"],"sourcesContent":["/**\n * Sepia tone shader\n * based on glfx.js sepia shader\n * https://github.com/evanw/glfx.js\n */\n\nexport const SepiaShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 1.0 },\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 'uniform float amount;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color = texture2D( tDiffuse, vUv );',\n '\tvec3 c = color.rgb;',\n\n '\tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );',\n '\tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );',\n '\tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );',\n\n '\tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"SepiaShader.js","sources":["../../src/shaders/SepiaShader.ts"],"sourcesContent":["/**\n * Sepia tone shader\n * based on glfx.js sepia shader\n * https://github.com/evanw/glfx.js\n */\n\nexport const SepiaShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 1.0 },\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 float amount;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = texture2D( tDiffuse, vUv );\n \tvec3 c = color.rgb;\n\n \tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\n \tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\n \tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\n\n \tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,EACvB;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;AAoB7B;"}
@@ -4,52 +4,79 @@ const THREE = require("three");
4
4
  const SobelOperatorShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- resolution: { value: new THREE.Vector2() }
7
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2() }
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 vec2 resolution;",
19
- "varying vec2 vUv;",
20
- "void main() {",
21
- " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+
18
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
+
20
+ }
21
+ `
22
+ ),
23
+ fragmentShader: (
24
+ /* glsl */
25
+ `
26
+ uniform sampler2D tDiffuse;
27
+ uniform vec2 resolution;
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
33
+
22
34
  // kernel definition (in glsl matrices are filled in column-major order)
23
- " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );",
24
- // x direction kernel
25
- " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );",
26
- // y direction kernel
35
+
36
+ const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
37
+ const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
38
+
27
39
  // fetch the 3x3 neighbourhood of a fragment
40
+
28
41
  // first column
29
- " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
30
- " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
31
- " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
42
+
43
+ float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
44
+ float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;
45
+ float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;
46
+
32
47
  // second column
33
- " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
34
- " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
35
- " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
48
+
49
+ float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;
50
+ float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;
51
+ float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;
52
+
36
53
  // third column
37
- " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
38
- " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
39
- " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
54
+
55
+ float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;
56
+ float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;
57
+ float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;
58
+
40
59
  // gradient value in x direction
41
- " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
42
- " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
43
- " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
60
+
61
+ float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
62
+ Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
63
+ Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
64
+
44
65
  // gradient value in y direction
45
- " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
46
- " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
47
- " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
66
+
67
+ float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
68
+ Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
69
+ Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
70
+
48
71
  // magnitute of the total gradient
49
- " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
50
- " gl_FragColor = vec4( vec3( G ), 1 );",
51
- "}"
52
- ].join("\n")
72
+
73
+ float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
74
+
75
+ gl_FragColor = vec4( vec3( G ), 1 );
76
+
77
+ }
78
+ `
79
+ )
53
80
  };
54
81
  exports.SobelOperatorShader = SobelOperatorShader;
55
82
  //# sourceMappingURL=SobelOperatorShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"SobelOperatorShader.cjs","sources":["../../src/shaders/SobelOperatorShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)\n *\n * As mentioned in the video the Sobel operator expects a grayscale image as input.\n *\n */\n\nexport const SobelOperatorShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new Vector2() },\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 vec2 resolution;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );',\n\n // kernel definition (in glsl matrices are filled in column-major order)\n\n '\tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel\n '\tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel\n\n // fetch the 3x3 neighbourhood of a fragment\n\n // first column\n\n '\tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;',\n '\tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;',\n '\tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;',\n\n // second column\n\n '\tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;',\n '\tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;',\n '\tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;',\n\n // third column\n\n '\tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;',\n '\tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;',\n '\tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;',\n\n // gradient value in x direction\n\n '\tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ',\n '\t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ',\n '\t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ',\n\n // gradient value in y direction\n\n '\tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ',\n '\t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ',\n '\t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ',\n\n // magnitute of the total gradient\n\n '\tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );',\n\n '\tgl_FragColor = vec4( vec3( G ), 1 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,IAAIA,MAAAA,UAAU;AAAA,EACrC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"SobelOperatorShader.cjs","sources":["../../src/shaders/SobelOperatorShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)\n *\n * As mentioned in the video the Sobel operator expects a grayscale image as input.\n *\n */\n\nexport const SobelOperatorShader = {\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\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );\n\n // kernel definition (in glsl matrices are filled in column-major order)\n\n \tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel\n \tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel\n\n // fetch the 3x3 neighbourhood of a fragment\n\n // first column\n\n \tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;\n \tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;\n \tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;\n\n // second column\n\n \tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;\n \tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;\n \tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;\n\n // third column\n\n \tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;\n \tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;\n \tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;\n\n // gradient value in x direction\n\n \tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + \n \t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + \n \t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; \n\n // gradient value in y direction\n\n \tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + \n \t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + \n \t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; \n\n // magnitute of the total gradient\n\n \tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );\n\n \tgl_FragColor = vec4( vec3( G ), 1 );\n\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAuB,oBAAIA,MAAAA,UAAU;AAAA,EACrD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;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;AAsD7B;;"}
@@ -2,52 +2,79 @@ import { Vector2 } from "three";
2
2
  const SobelOperatorShader = {
3
3
  uniforms: {
4
4
  tDiffuse: { value: null },
5
- resolution: { value: new Vector2() }
5
+ resolution: { value: /* @__PURE__ */ new Vector2() }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform vec2 resolution;",
17
- "varying vec2 vUv;",
18
- "void main() {",
19
- " vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );",
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform sampler2D tDiffuse;
25
+ uniform vec2 resolution;
26
+ varying vec2 vUv;
27
+
28
+ void main() {
29
+
30
+ vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
31
+
20
32
  // kernel definition (in glsl matrices are filled in column-major order)
21
- " const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );",
22
- // x direction kernel
23
- " const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );",
24
- // y direction kernel
33
+
34
+ const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
35
+ const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
36
+
25
37
  // fetch the 3x3 neighbourhood of a fragment
38
+
26
39
  // first column
27
- " float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;",
28
- " float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;",
29
- " float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;",
40
+
41
+ float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
42
+ float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;
43
+ float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;
44
+
30
45
  // second column
31
- " float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;",
32
- " float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;",
33
- " float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;",
46
+
47
+ float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;
48
+ float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;
49
+ float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;
50
+
34
51
  // third column
35
- " float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;",
36
- " float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;",
37
- " float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;",
52
+
53
+ float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;
54
+ float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;
55
+ float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;
56
+
38
57
  // gradient value in x direction
39
- " float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ",
40
- " Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ",
41
- " Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ",
58
+
59
+ float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
60
+ Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
61
+ Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
62
+
42
63
  // gradient value in y direction
43
- " float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ",
44
- " Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ",
45
- " Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ",
64
+
65
+ float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
66
+ Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
67
+ Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
68
+
46
69
  // magnitute of the total gradient
47
- " float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );",
48
- " gl_FragColor = vec4( vec3( G ), 1 );",
49
- "}"
50
- ].join("\n")
70
+
71
+ float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
72
+
73
+ gl_FragColor = vec4( vec3( G ), 1 );
74
+
75
+ }
76
+ `
77
+ )
51
78
  };
52
79
  export {
53
80
  SobelOperatorShader
@@ -1 +1 @@
1
- {"version":3,"file":"SobelOperatorShader.js","sources":["../../src/shaders/SobelOperatorShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)\n *\n * As mentioned in the video the Sobel operator expects a grayscale image as input.\n *\n */\n\nexport const SobelOperatorShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new Vector2() },\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 vec2 resolution;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );',\n\n // kernel definition (in glsl matrices are filled in column-major order)\n\n '\tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 );', // x direction kernel\n '\tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 );', // y direction kernel\n\n // fetch the 3x3 neighbourhood of a fragment\n\n // first column\n\n '\tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;',\n '\tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;',\n '\tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;',\n\n // second column\n\n '\tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;',\n '\tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;',\n '\tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;',\n\n // third column\n\n '\tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;',\n '\tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;',\n '\tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;',\n\n // gradient value in x direction\n\n '\tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + ',\n '\t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + ',\n '\t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; ',\n\n // gradient value in y direction\n\n '\tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + ',\n '\t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + ',\n '\t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; ',\n\n // magnitute of the total gradient\n\n '\tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );',\n\n '\tgl_FragColor = vec4( vec3( G ), 1 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AASO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,IAAI,UAAU;AAAA,EACrC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"SobelOperatorShader.js","sources":["../../src/shaders/SobelOperatorShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Sobel Edge Detection (see https://youtu.be/uihBwtPIBxM)\n *\n * As mentioned in the video the Sobel operator expects a grayscale image as input.\n *\n */\n\nexport const SobelOperatorShader = {\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\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );\n\n // kernel definition (in glsl matrices are filled in column-major order)\n\n \tconst mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel\n \tconst mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel\n\n // fetch the 3x3 neighbourhood of a fragment\n\n // first column\n\n \tfloat tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;\n \tfloat tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1, 0 ) ).r;\n \tfloat tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1, 1 ) ).r;\n\n // second column\n\n \tfloat tx1y0 = texture2D( tDiffuse, vUv + texel * vec2( 0, -1 ) ).r;\n \tfloat tx1y1 = texture2D( tDiffuse, vUv + texel * vec2( 0, 0 ) ).r;\n \tfloat tx1y2 = texture2D( tDiffuse, vUv + texel * vec2( 0, 1 ) ).r;\n\n // third column\n\n \tfloat tx2y0 = texture2D( tDiffuse, vUv + texel * vec2( 1, -1 ) ).r;\n \tfloat tx2y1 = texture2D( tDiffuse, vUv + texel * vec2( 1, 0 ) ).r;\n \tfloat tx2y2 = texture2D( tDiffuse, vUv + texel * vec2( 1, 1 ) ).r;\n\n // gradient value in x direction\n\n \tfloat valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 + \n \t\tGx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 + \n \t\tGx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2; \n\n // gradient value in y direction\n\n \tfloat valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 + \n \t\tGy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 + \n \t\tGy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2; \n\n // magnitute of the total gradient\n\n \tfloat G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );\n\n \tgl_FragColor = vec4( vec3( G ), 1 );\n\n }\n `,\n}\n"],"names":[],"mappings":";AASO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAuB,oBAAI,UAAU;AAAA,EACrD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;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;AAsD7B;"}
@@ -4,22 +4,35 @@ const TechnicolorShader = {
4
4
  uniforms: {
5
5
  tDiffuse: { value: null }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "void main() {",
18
- " vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );",
19
- " vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);",
20
- " gl_FragColor = newTex;",
21
- "}"
22
- ].join("\n")
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform sampler2D tDiffuse;
24
+ varying vec2 vUv;
25
+
26
+ void main() {
27
+
28
+ vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );
29
+ vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);
30
+
31
+ gl_FragColor = newTex;
32
+
33
+ }
34
+ `
35
+ )
23
36
  };
24
37
  exports.TechnicolorShader = TechnicolorShader;
25
38
  //# sourceMappingURL=TechnicolorShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"TechnicolorShader.cjs","sources":["../../src/shaders/TechnicolorShader.ts"],"sourcesContent":["/**\n * Technicolor Shader\n * Simulates the look of the two-strip technicolor process popular in early 20th century films.\n * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm\n * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html\n */\n\nexport const TechnicolorShader = {\n uniforms: {\n tDiffuse: { value: null },\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 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );',\n '\tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);',\n\n '\tgl_FragColor = newTex;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAOO,MAAM,oBAAoB;AAAA,EAC/B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"TechnicolorShader.cjs","sources":["../../src/shaders/TechnicolorShader.ts"],"sourcesContent":["/**\n * Technicolor Shader\n * Simulates the look of the two-strip technicolor process popular in early 20th century films.\n * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm\n * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html\n */\n\nexport const TechnicolorShader = {\n uniforms: {\n tDiffuse: { 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 tDiffuse;\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );\n \tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);\n\n \tgl_FragColor = newTex;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,oBAAoB;AAAA,EAC/B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;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;AAa7B;;"}
@@ -2,22 +2,35 @@ const TechnicolorShader = {
2
2
  uniforms: {
3
3
  tDiffuse: { value: null }
4
4
  },
5
- vertexShader: [
6
- "varying vec2 vUv;",
7
- "void main() {",
8
- " vUv = uv;",
9
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
10
- "}"
11
- ].join("\n"),
12
- fragmentShader: [
13
- "uniform sampler2D tDiffuse;",
14
- "varying vec2 vUv;",
15
- "void main() {",
16
- " vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );",
17
- " vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);",
18
- " gl_FragColor = newTex;",
19
- "}"
20
- ].join("\n")
5
+ vertexShader: (
6
+ /* glsl */
7
+ `
8
+ varying vec2 vUv;
9
+
10
+ void main() {
11
+
12
+ vUv = uv;
13
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
14
+
15
+ }
16
+ `
17
+ ),
18
+ fragmentShader: (
19
+ /* glsl */
20
+ `
21
+ uniform sampler2D tDiffuse;
22
+ varying vec2 vUv;
23
+
24
+ void main() {
25
+
26
+ vec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );
27
+ vec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);
28
+
29
+ gl_FragColor = newTex;
30
+
31
+ }
32
+ `
33
+ )
21
34
  };
22
35
  export {
23
36
  TechnicolorShader
@@ -1 +1 @@
1
- {"version":3,"file":"TechnicolorShader.js","sources":["../../src/shaders/TechnicolorShader.ts"],"sourcesContent":["/**\n * Technicolor Shader\n * Simulates the look of the two-strip technicolor process popular in early 20th century films.\n * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm\n * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html\n */\n\nexport const TechnicolorShader = {\n uniforms: {\n tDiffuse: { value: null },\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 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );',\n '\tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);',\n\n '\tgl_FragColor = newTex;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAOO,MAAM,oBAAoB;AAAA,EAC/B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"TechnicolorShader.js","sources":["../../src/shaders/TechnicolorShader.ts"],"sourcesContent":["/**\n * Technicolor Shader\n * Simulates the look of the two-strip technicolor process popular in early 20th century films.\n * More historical info here: http://www.widescreenmuseum.com/oldcolor/technicolor1.htm\n * Demo here: http://charliehoey.com/technicolor_shader/shader_test.html\n */\n\nexport const TechnicolorShader = {\n uniforms: {\n tDiffuse: { 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 tDiffuse;\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 tex = texture2D( tDiffuse, vec2( vUv.x, vUv.y ) );\n \tvec4 newTex = vec4(tex.r, (tex.g + tex.b) * .5, (tex.g + tex.b) * .5, 1.0);\n\n \tgl_FragColor = newTex;\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,oBAAoB;AAAA,EAC/B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;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;AAa7B;"}