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.
- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +109 -106
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +4 -3
- package/webxr/ARButton.js +109 -106
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +6 -5
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/VolumeShader.cjs
CHANGED
|
@@ -3,224 +3,275 @@ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
|
|
3
3
|
const THREE = require("three");
|
|
4
4
|
const VolumeRenderShader1 = {
|
|
5
5
|
uniforms: {
|
|
6
|
-
u_size: { value: new THREE.Vector3(1, 1, 1) },
|
|
6
|
+
u_size: { value: /* @__PURE__ */ new THREE.Vector3(1, 1, 1) },
|
|
7
7
|
u_renderstyle: { value: 0 },
|
|
8
8
|
u_renderthreshold: { value: 0.5 },
|
|
9
|
-
u_clim: { value: new THREE.Vector2(1, 1) },
|
|
9
|
+
u_clim: { value: /* @__PURE__ */ new THREE.Vector2(1, 1) },
|
|
10
10
|
u_data: { value: null },
|
|
11
11
|
u_cmdata: { value: null }
|
|
12
12
|
},
|
|
13
|
-
vertexShader:
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
65
|
-
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
92
|
-
|
|
93
|
-
|
|
94
|
-
|
|
95
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
|
|
151
|
-
|
|
152
|
-
|
|
153
|
-
|
|
154
|
-
|
|
155
|
-
|
|
156
|
-
|
|
157
|
-
|
|
158
|
-
|
|
159
|
-
|
|
160
|
-
|
|
161
|
-
|
|
162
|
-
|
|
163
|
-
|
|
164
|
-
|
|
165
|
-
|
|
166
|
-
|
|
167
|
-
|
|
168
|
-
|
|
169
|
-
|
|
170
|
-
|
|
171
|
-
|
|
172
|
-
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
|
|
176
|
-
|
|
177
|
-
|
|
178
|
-
|
|
179
|
-
|
|
180
|
-
|
|
181
|
-
|
|
182
|
-
|
|
183
|
-
|
|
184
|
-
|
|
185
|
-
|
|
186
|
-
|
|
187
|
-
|
|
188
|
-
|
|
189
|
-
|
|
190
|
-
|
|
191
|
-
|
|
192
|
-
|
|
193
|
-
|
|
194
|
-
|
|
195
|
-
|
|
196
|
-
|
|
197
|
-
|
|
198
|
-
|
|
199
|
-
|
|
200
|
-
|
|
201
|
-
|
|
202
|
-
|
|
203
|
-
|
|
204
|
-
|
|
205
|
-
|
|
206
|
-
|
|
207
|
-
|
|
208
|
-
|
|
209
|
-
|
|
210
|
-
|
|
211
|
-
|
|
212
|
-
|
|
213
|
-
|
|
214
|
-
|
|
215
|
-
|
|
216
|
-
|
|
217
|
-
|
|
218
|
-
|
|
219
|
-
|
|
220
|
-
|
|
221
|
-
|
|
222
|
-
|
|
223
|
-
|
|
13
|
+
vertexShader: (
|
|
14
|
+
/* glsl */
|
|
15
|
+
`
|
|
16
|
+
varying vec4 v_nearpos;
|
|
17
|
+
varying vec4 v_farpos;
|
|
18
|
+
varying vec3 v_position;
|
|
19
|
+
|
|
20
|
+
void main() {
|
|
21
|
+
// Prepare transforms to map to "camera view". See also:
|
|
22
|
+
// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
|
|
23
|
+
mat4 viewtransformf = modelViewMatrix;
|
|
24
|
+
mat4 viewtransformi = inverse(modelViewMatrix);
|
|
25
|
+
|
|
26
|
+
// Project local vertex coordinate to camera position. Then do a step
|
|
27
|
+
// backward (in cam coords) to the near clipping plane, and project back. Do
|
|
28
|
+
// the same for the far clipping plane. This gives us all the information we
|
|
29
|
+
// need to calculate the ray and truncate it to the viewing cone.
|
|
30
|
+
vec4 position4 = vec4(position, 1.0);
|
|
31
|
+
vec4 pos_in_cam = viewtransformf * position4;
|
|
32
|
+
|
|
33
|
+
// Intersection of ray and near clipping plane (z = -1 in clip coords)
|
|
34
|
+
pos_in_cam.z = -pos_in_cam.w;
|
|
35
|
+
v_nearpos = viewtransformi * pos_in_cam;
|
|
36
|
+
|
|
37
|
+
// Intersection of ray and far clipping plane (z = +1 in clip coords)
|
|
38
|
+
pos_in_cam.z = pos_in_cam.w;
|
|
39
|
+
v_farpos = viewtransformi * pos_in_cam;
|
|
40
|
+
|
|
41
|
+
// Set varyings and output pos
|
|
42
|
+
v_position = position;
|
|
43
|
+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
|
|
44
|
+
}
|
|
45
|
+
`
|
|
46
|
+
),
|
|
47
|
+
fragmentShader: (
|
|
48
|
+
/* glsl */
|
|
49
|
+
`
|
|
50
|
+
precision highp float;
|
|
51
|
+
precision mediump sampler3D;
|
|
52
|
+
|
|
53
|
+
uniform vec3 u_size;
|
|
54
|
+
uniform int u_renderstyle;
|
|
55
|
+
uniform float u_renderthreshold;
|
|
56
|
+
uniform vec2 u_clim;
|
|
57
|
+
|
|
58
|
+
uniform sampler3D u_data;
|
|
59
|
+
uniform sampler2D u_cmdata;
|
|
60
|
+
|
|
61
|
+
varying vec3 v_position;
|
|
62
|
+
varying vec4 v_nearpos;
|
|
63
|
+
varying vec4 v_farpos;
|
|
64
|
+
|
|
65
|
+
// The maximum distance through our rendering volume is sqrt(3).
|
|
66
|
+
const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
|
|
67
|
+
const int REFINEMENT_STEPS = 4;
|
|
68
|
+
const float relative_step_size = 1.0;
|
|
69
|
+
const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
|
|
70
|
+
const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
|
|
71
|
+
const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
72
|
+
const float shininess = 40.0;
|
|
73
|
+
|
|
74
|
+
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
|
|
75
|
+
void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
|
|
76
|
+
|
|
77
|
+
float sample1(vec3 texcoords);
|
|
78
|
+
vec4 apply_colormap(float val);
|
|
79
|
+
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
|
|
80
|
+
|
|
81
|
+
void main() {
|
|
82
|
+
// Normalize clipping plane info
|
|
83
|
+
vec3 farpos = v_farpos.xyz / v_farpos.w;
|
|
84
|
+
vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
|
|
85
|
+
|
|
86
|
+
// Calculate unit vector pointing in the view direction through this fragment.
|
|
87
|
+
vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
|
|
88
|
+
|
|
89
|
+
// Compute the (negative) distance to the front surface or near clipping plane.
|
|
90
|
+
// v_position is the back face of the cuboid, so the initial distance calculated in the dot
|
|
91
|
+
// product below is the distance from near clip plane to the back of the cuboid
|
|
92
|
+
float distance = dot(nearpos - v_position, view_ray);
|
|
93
|
+
distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
|
|
94
|
+
(u_size.x - 0.5 - v_position.x) / view_ray.x));
|
|
95
|
+
distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
|
|
96
|
+
(u_size.y - 0.5 - v_position.y) / view_ray.y));
|
|
97
|
+
distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
|
|
98
|
+
(u_size.z - 0.5 - v_position.z) / view_ray.z));
|
|
99
|
+
|
|
100
|
+
// Now we have the starting position on the front surface
|
|
101
|
+
vec3 front = v_position + view_ray * distance;
|
|
102
|
+
|
|
103
|
+
// Decide how many steps to take
|
|
104
|
+
int nsteps = int(-distance / relative_step_size + 0.5);
|
|
105
|
+
if ( nsteps < 1 )
|
|
106
|
+
discard;
|
|
107
|
+
|
|
108
|
+
// Get starting location and step vector in texture coordinates
|
|
109
|
+
vec3 step = ((v_position - front) / u_size) / float(nsteps);
|
|
110
|
+
vec3 start_loc = front / u_size;
|
|
111
|
+
|
|
112
|
+
// For testing: show the number of steps. This helps to establish
|
|
113
|
+
// whether the rays are correctly oriented
|
|
114
|
+
//gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
|
|
115
|
+
//return;
|
|
116
|
+
|
|
117
|
+
if (u_renderstyle == 0)
|
|
118
|
+
cast_mip(start_loc, step, nsteps, view_ray);
|
|
119
|
+
else if (u_renderstyle == 1)
|
|
120
|
+
cast_iso(start_loc, step, nsteps, view_ray);
|
|
121
|
+
|
|
122
|
+
if (gl_FragColor.a < 0.05)
|
|
123
|
+
discard;
|
|
124
|
+
}
|
|
125
|
+
|
|
126
|
+
float sample1(vec3 texcoords) {
|
|
127
|
+
/* Sample float value from a 3D texture. Assumes intensity data. */
|
|
128
|
+
return texture(u_data, texcoords.xyz).r;
|
|
129
|
+
}
|
|
130
|
+
|
|
131
|
+
vec4 apply_colormap(float val) {
|
|
132
|
+
val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
|
|
133
|
+
return texture2D(u_cmdata, vec2(val, 0.5));
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
|
|
137
|
+
|
|
138
|
+
float max_val = -1e6;
|
|
139
|
+
int max_i = 100;
|
|
140
|
+
vec3 loc = start_loc;
|
|
141
|
+
|
|
142
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
|
143
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
|
144
|
+
// inside the loop.
|
|
145
|
+
for (int iter=0; iter<MAX_STEPS; iter++) {
|
|
146
|
+
if (iter >= nsteps)
|
|
147
|
+
break;
|
|
148
|
+
// Sample from the 3D texture
|
|
149
|
+
float val = sample1(loc);
|
|
150
|
+
// Apply MIP operation
|
|
151
|
+
if (val > max_val) {
|
|
152
|
+
max_val = val;
|
|
153
|
+
max_i = iter;
|
|
154
|
+
}
|
|
155
|
+
// Advance location deeper into the volume
|
|
156
|
+
loc += step;
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
// Refine location, gives crispier images
|
|
160
|
+
vec3 iloc = start_loc + step * (float(max_i) - 0.5);
|
|
161
|
+
vec3 istep = step / float(REFINEMENT_STEPS);
|
|
162
|
+
for (int i=0; i<REFINEMENT_STEPS; i++) {
|
|
163
|
+
max_val = max(max_val, sample1(iloc));
|
|
164
|
+
iloc += istep;
|
|
165
|
+
}
|
|
166
|
+
|
|
167
|
+
// Resolve final color
|
|
168
|
+
gl_FragColor = apply_colormap(max_val);
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
|
|
172
|
+
|
|
173
|
+
gl_FragColor = vec4(0.0); // init transparent
|
|
174
|
+
vec4 color3 = vec4(0.0); // final color
|
|
175
|
+
vec3 dstep = 1.5 / u_size; // step to sample derivative
|
|
176
|
+
vec3 loc = start_loc;
|
|
177
|
+
|
|
178
|
+
float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
|
|
179
|
+
|
|
180
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
|
181
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
|
182
|
+
// inside the loop.
|
|
183
|
+
for (int iter=0; iter<MAX_STEPS; iter++) {
|
|
184
|
+
if (iter >= nsteps)
|
|
185
|
+
break;
|
|
186
|
+
|
|
187
|
+
// Sample from the 3D texture
|
|
188
|
+
float val = sample1(loc);
|
|
189
|
+
|
|
190
|
+
if (val > low_threshold) {
|
|
191
|
+
// Take the last interval in smaller steps
|
|
192
|
+
vec3 iloc = loc - 0.5 * step;
|
|
193
|
+
vec3 istep = step / float(REFINEMENT_STEPS);
|
|
194
|
+
for (int i=0; i<REFINEMENT_STEPS; i++) {
|
|
195
|
+
val = sample1(iloc);
|
|
196
|
+
if (val > u_renderthreshold) {
|
|
197
|
+
gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
|
|
198
|
+
return;
|
|
199
|
+
}
|
|
200
|
+
iloc += istep;
|
|
201
|
+
}
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
// Advance location deeper into the volume
|
|
205
|
+
loc += step;
|
|
206
|
+
}
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
|
|
210
|
+
{
|
|
211
|
+
// Calculate color by incorporating lighting
|
|
212
|
+
|
|
213
|
+
// View direction
|
|
214
|
+
vec3 V = normalize(view_ray);
|
|
215
|
+
|
|
216
|
+
// calculate normal vector from gradient
|
|
217
|
+
vec3 N;
|
|
218
|
+
float val1, val2;
|
|
219
|
+
val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
|
|
220
|
+
val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
|
|
221
|
+
N[0] = val1 - val2;
|
|
222
|
+
val = max(max(val1, val2), val);
|
|
223
|
+
val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
|
|
224
|
+
val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
|
|
225
|
+
N[1] = val1 - val2;
|
|
226
|
+
val = max(max(val1, val2), val);
|
|
227
|
+
val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
|
|
228
|
+
val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
|
|
229
|
+
N[2] = val1 - val2;
|
|
230
|
+
val = max(max(val1, val2), val);
|
|
231
|
+
|
|
232
|
+
float gm = length(N); // gradient magnitude
|
|
233
|
+
N = normalize(N);
|
|
234
|
+
|
|
235
|
+
// Flip normal so it points towards viewer
|
|
236
|
+
float Nselect = float(dot(N, V) > 0.0);
|
|
237
|
+
N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
|
|
238
|
+
|
|
239
|
+
// Init colors
|
|
240
|
+
vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
241
|
+
vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
242
|
+
vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
|
|
243
|
+
|
|
244
|
+
// note: could allow multiple lights
|
|
245
|
+
for (int i=0; i<1; i++)
|
|
246
|
+
{
|
|
247
|
+
// Get light direction (make sure to prevent zero devision)
|
|
248
|
+
vec3 L = normalize(view_ray); //lightDirs[i];
|
|
249
|
+
float lightEnabled = float( length(L) > 0.0 );
|
|
250
|
+
L = normalize(L + (1.0 - lightEnabled));
|
|
251
|
+
|
|
252
|
+
// Calculate lighting properties
|
|
253
|
+
float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
|
|
254
|
+
vec3 H = normalize(L+V); // Halfway vector
|
|
255
|
+
float specularTerm = pow(max(dot(H, N), 0.0), shininess);
|
|
256
|
+
|
|
257
|
+
// Calculate mask
|
|
258
|
+
float mask1 = lightEnabled;
|
|
259
|
+
|
|
260
|
+
// Calculate colors
|
|
261
|
+
ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
|
|
262
|
+
diffuse_color += mask1 * lambertTerm;
|
|
263
|
+
specular_color += mask1 * specularTerm * specular_color;
|
|
264
|
+
}
|
|
265
|
+
|
|
266
|
+
// Calculate final color by componing different components
|
|
267
|
+
vec4 final_color;
|
|
268
|
+
vec4 color = apply_colormap(val);
|
|
269
|
+
final_color = color * (ambient_color + diffuse_color) + specular_color;
|
|
270
|
+
final_color.a = color.a;
|
|
271
|
+
return final_color;
|
|
272
|
+
}
|
|
273
|
+
`
|
|
274
|
+
)
|
|
224
275
|
};
|
|
225
276
|
exports.VolumeRenderShader1 = VolumeRenderShader1;
|
|
226
277
|
//# sourceMappingURL=VolumeShader.cjs.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"VolumeShader.cjs","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: [\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n '\t\tvarying vec3 v_position;',\n\n '\t\tvoid main() {',\n // Prepare transforms to map to \"camera view\". See also:\n // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n '\t\t\t\tmat4 viewtransformf = modelViewMatrix;',\n '\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);',\n\n // Project local vertex coordinate to camera position. Then do a step\n // backward (in cam coords) to the near clipping plane, and project back. Do\n // the same for the far clipping plane. This gives us all the information we\n // need to calculate the ray and truncate it to the viewing cone.\n '\t\t\t\tvec4 position4 = vec4(position, 1.0);',\n '\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;',\n\n // Intersection of ray and near clipping plane (z = -1 in clip coords)\n '\t\t\t\tpos_in_cam.z = -pos_in_cam.w;',\n '\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;',\n\n // Intersection of ray and far clipping plane (z = +1 in clip coords)\n '\t\t\t\tpos_in_cam.z = pos_in_cam.w;',\n '\t\t\t\tv_farpos = viewtransformi * pos_in_cam;',\n\n // Set varyings and output pos\n '\t\t\t\tv_position = position;',\n '\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',\n '\t\t}',\n ].join('\\n'),\n fragmentShader: [\n '\t\tprecision highp float;',\n '\t\tprecision mediump sampler3D;',\n\n '\t\tuniform vec3 u_size;',\n '\t\tuniform int u_renderstyle;',\n '\t\tuniform float u_renderthreshold;',\n '\t\tuniform vec2 u_clim;',\n\n '\t\tuniform sampler3D u_data;',\n '\t\tuniform sampler2D u_cmdata;',\n\n '\t\tvarying vec3 v_position;',\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n\n // The maximum distance through our rendering volume is sqrt(3).\n '\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3',\n '\t\tconst int REFINEMENT_STEPS = 4;',\n '\t\tconst float relative_step_size = 1.0;',\n '\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',\n '\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',\n '\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',\n '\t\tconst float shininess = 40.0;',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n\n '\t\tfloat sample1(vec3 texcoords);',\n '\t\tvec4 apply_colormap(float val);',\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',\n\n '\t\tvoid main() {',\n // Normalize clipping plane info\n '\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;',\n '\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;',\n\n // Calculate unit vector pointing in the view direction through this fragment.\n '\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',\n\n // Compute the (negative) distance to the front surface or near clipping plane.\n // v_position is the back face of the cuboid, so the initial distance calculated in the dot\n // product below is the distance from near clip plane to the back of the cuboid\n '\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));',\n\n // Now we have the starting position on the front surface\n '\t\t\t\tvec3 front = v_position + view_ray * distance;',\n\n // Decide how many steps to take\n '\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);',\n '\t\t\t\tif ( nsteps < 1 )',\n '\t\t\t\t\t\tdiscard;',\n\n // Get starting location and step vector in texture coordinates\n '\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);',\n '\t\t\t\tvec3 start_loc = front / u_size;',\n\n // For testing: show the number of steps. This helps to establish\n // whether the rays are correctly oriented\n //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',\n //'return;',\n\n '\t\t\t\tif (u_renderstyle == 0)',\n '\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);',\n '\t\t\t\telse if (u_renderstyle == 1)',\n '\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);',\n\n '\t\t\t\tif (gl_FragColor.a < 0.05)',\n '\t\t\t\t\t\tdiscard;',\n '\t\t}',\n\n '\t\tfloat sample1(vec3 texcoords) {',\n '\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */',\n '\t\t\t\treturn texture(u_data, texcoords.xyz).r;',\n '\t\t}',\n\n '\t\tvec4 apply_colormap(float val) {',\n '\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',\n '\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));',\n '\t\t}',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tfloat max_val = -1e6;',\n '\t\t\t\tint max_i = 100;',\n '\t\t\t\tvec3 loc = start_loc;',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n // Apply MIP operation\n '\t\t\t\t\t\tif (val > max_val) {',\n '\t\t\t\t\t\t\t\tmax_val = val;',\n '\t\t\t\t\t\t\t\tmax_i = iter;',\n '\t\t\t\t\t\t}',\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n\n // Refine location, gives crispier images\n '\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);',\n '\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));',\n '\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t}',\n\n // Resolve final color\n '\t\t\t\tgl_FragColor = apply_colormap(max_val);',\n '\t\t}',\n\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent',\n '\t\t\t\tvec4 color3 = vec4(0.0);\t// final color',\n '\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative',\n '\t\t\t\tvec3 loc = start_loc;',\n\n '\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n\n '\t\t\t\t\t\tif (val > low_threshold) {',\n // Take the last interval in smaller steps\n '\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;',\n '\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);',\n '\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {',\n '\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);',\n '\t\t\t\t\t\t\t\t\t\t\t\treturn;',\n '\t\t\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t}',\n\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n '\t\t}',\n\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',\n '\t\t{',\n // Calculate color by incorporating lighting\n\n // View direction\n '\t\t\t\tvec3 V = normalize(view_ray);',\n\n // calculate normal vector from gradient\n '\t\t\t\tvec3 N;',\n '\t\t\t\tfloat val1, val2;',\n '\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',\n '\t\t\t\tN[0] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));',\n '\t\t\t\tN[1] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',\n '\t\t\t\tN[2] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n\n '\t\t\t\tfloat gm = length(N); // gradient magnitude',\n '\t\t\t\tN = normalize(N);',\n\n // Flip normal so it points towards viewer\n '\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);',\n '\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;',\n\n // Init colors\n '\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',\n\n // note: could allow multiple lights\n '\t\t\t\tfor (int i=0; i<1; i++)',\n '\t\t\t\t{',\n // Get light direction (make sure to prevent zero devision)\n '\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];',\n '\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );',\n '\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));',\n\n // Calculate lighting properties\n '\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);',\n '\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector',\n '\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);',\n\n // Calculate mask\n '\t\t\t\t\t\tfloat mask1 = lightEnabled;',\n\n // Calculate colors\n '\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;',\n '\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;',\n '\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;',\n '\t\t\t\t}',\n\n // Calculate final color by componing different components\n '\t\t\t\tvec4 final_color;',\n '\t\t\t\tvec4 color = apply_colormap(val);',\n '\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;',\n '\t\t\t\tfinal_color.a = color.a;',\n '\t\t\t\treturn final_color;',\n '\t\t}',\n ].join('\\n'),\n}\n"],"names":["Vector3","Vector2"],"mappings":";;;AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,OAAO,IAAIC,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,IACnC,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAOA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
|
|
1
|
+
{"version":3,"file":"VolumeShader.cjs","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: /* glsl */ `\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\t\tvarying vec3 v_position;\n\n\t\tvoid main() {\n\t\t\t// Prepare transforms to map to \"camera view\". See also:\n\t\t\t// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n\t\t\tmat4 viewtransformf = modelViewMatrix;\n\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);\n\n\t\t\t// Project local vertex coordinate to camera position. Then do a step\n\t\t\t// backward (in cam coords) to the near clipping plane, and project back. Do\n\t\t\t// the same for the far clipping plane. This gives us all the information we\n\t\t\t// need to calculate the ray and truncate it to the viewing cone.\n\t\t\tvec4 position4 = vec4(position, 1.0);\n\t\t\tvec4 pos_in_cam = viewtransformf * position4;\n\n\t\t\t// Intersection of ray and near clipping plane (z = -1 in clip coords)\n\t\t\tpos_in_cam.z = -pos_in_cam.w;\n\t\t\tv_nearpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Intersection of ray and far clipping plane (z = +1 in clip coords)\n\t\t\tpos_in_cam.z = pos_in_cam.w;\n\t\t\tv_farpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Set varyings and output pos\n\t\t\tv_position = position;\n\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;\n\t\t}\n `,\n fragmentShader: /* glsl */ `\n\t\tprecision highp float;\n\t\tprecision mediump sampler3D;\n\n\t\tuniform vec3 u_size;\n\t\tuniform int u_renderstyle;\n\t\tuniform float u_renderthreshold;\n\t\tuniform vec2 u_clim;\n\n\t\tuniform sampler3D u_data;\n\t\tuniform sampler2D u_cmdata;\n\n\t\tvarying vec3 v_position;\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\n\t// The maximum distance through our rendering volume is sqrt(3).\n\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3\n\t\tconst int REFINEMENT_STEPS = 4;\n\t\tconst float relative_step_size = 1.0;\n\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);\n\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);\n\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);\n\t\tconst float shininess = 40.0;\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\n\t\tfloat sample1(vec3 texcoords);\n\t\tvec4 apply_colormap(float val);\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);\n\n\t\tvoid main() {\n\t// Normalize clipping plane info\n\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;\n\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;\n\n\t// Calculate unit vector pointing in the view direction through this fragment.\n\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);\n\n\t// Compute the (negative) distance to the front surface or near clipping plane.\n\t// v_position is the back face of the cuboid, so the initial distance calculated in the dot\n\t// product below is the distance from near clip plane to the back of the cuboid\n\t\t\tfloat distance = dot(nearpos - v_position, view_ray);\n\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,\n\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,\n\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,\n\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));\n\n\t// Now we have the starting position on the front surface\n\t\t\tvec3 front = v_position + view_ray * distance;\n\n\t// Decide how many steps to take\n\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);\n\t\t\tif ( nsteps < 1 )\n\t\t\t\tdiscard;\n\n\t// Get starting location and step vector in texture coordinates\n\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);\n\t\t\tvec3 start_loc = front / u_size;\n\n\t// For testing: show the number of steps. This helps to establish\n\t// whether the rays are correctly oriented\n\t//gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);\n\t//return;\n\n\t\t\tif (u_renderstyle == 0)\n\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);\n\t\t\telse if (u_renderstyle == 1)\n\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);\n\n\t\t\tif (gl_FragColor.a < 0.05)\n\t\t\t\tdiscard;\n\t\t}\n\n\t\tfloat sample1(vec3 texcoords) {\n\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */\n\t\t\treturn texture(u_data, texcoords.xyz).r;\n\t\t}\n\n\t\tvec4 apply_colormap(float val) {\n\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);\n\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));\n\t\t}\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tfloat max_val = -1e6;\n\t\t\tint max_i = 100;\n\t\t\tvec3 loc = start_loc;\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\t// Apply MIP operation\n\t\t\t\tif (val > max_val) {\n\t\t\t\t\tmax_val = val;\n\t\t\t\t\tmax_i = iter;\n\t\t\t\t}\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\n\t// Refine location, gives crispier images\n\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);\n\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\tmax_val = max(max_val, sample1(iloc));\n\t\t\t\tiloc += istep;\n\t\t\t}\n\n\t// Resolve final color\n\t\t\tgl_FragColor = apply_colormap(max_val);\n\t\t}\n\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tgl_FragColor = vec4(0.0);\t// init transparent\n\t\t\tvec4 color3 = vec4(0.0);\t// final color\n\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative\n\t\t\tvec3 loc = start_loc;\n\n\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\n\t\t\t\tif (val > low_threshold) {\n\t// Take the last interval in smaller steps\n\t\t\t\t\tvec3 iloc = loc - 0.5 * step;\n\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\t\t\tval = sample1(iloc);\n\t\t\t\t\t\tif (val > u_renderthreshold) {\n\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tiloc += istep;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\t\t}\n\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)\n\t\t{\n\t// Calculate color by incorporating lighting\n\n\t// View direction\n\t\t\tvec3 V = normalize(view_ray);\n\n\t// calculate normal vector from gradient\n\t\t\tvec3 N;\n\t\t\tfloat val1, val2;\n\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));\n\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));\n\t\t\tN[0] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));\n\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));\n\t\t\tN[1] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));\n\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));\n\t\t\tN[2] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\n\t\t\tfloat gm = length(N); // gradient magnitude\n\t\t\tN = normalize(N);\n\n\t// Flip normal so it points towards viewer\n\t\t\tfloat Nselect = float(dot(N, V) > 0.0);\n\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;\n\n\t// Init colors\n\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);\n\n\t// note: could allow multiple lights\n\t\t\tfor (int i=0; i<1; i++)\n\t\t\t{\n\t// Get light direction (make sure to prevent zero devision)\n\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];\n\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );\n\t\t\t\tL = normalize(L + (1.0 - lightEnabled));\n\n\t// Calculate lighting properties\n\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);\n\t\t\t\tvec3 H = normalize(L+V); // Halfway vector\n\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);\n\n\t// Calculate mask\n\t\t\t\tfloat mask1 = lightEnabled;\n\n\t// Calculate colors\n\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;\n\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;\n\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;\n\t\t\t}\n\n\t// Calculate final color by componing different components\n\t\t\tvec4 final_color;\n\t\t\tvec4 color = apply_colormap(val);\n\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;\n\t\t\tfinal_color.a = color.a;\n\t\t\treturn final_color;\n\t\t}\n `,\n}\n"],"names":["Vector3","Vector2"],"mappings":";;;AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAuB,oBAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,2BAA2BC,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,IACnD,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA+BzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiO7B;;"}
|