three-stdlib 2.35.3 → 2.35.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
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  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
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  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
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  405. package/shaders/LuminosityShader.cjs +34 -17
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  407. package/shaders/LuminosityShader.js +34 -17
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  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
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  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
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  435. package/shaders/SMAAShader.js +358 -270
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  437. package/shaders/SSAOShader.cjs +236 -142
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  439. package/shaders/SSAOShader.js +236 -142
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  443. package/shaders/SSRShader.js +4 -4
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  445. package/shaders/SepiaShader.cjs +36 -20
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  447. package/shaders/SepiaShader.js +36 -20
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  449. package/shaders/SobelOperatorShader.cjs +64 -37
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  451. package/shaders/SobelOperatorShader.js +64 -37
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  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
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  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
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  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
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  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
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  483. package/shaders/VolumeShader.js +264 -213
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  485. package/shaders/WaterRefractionShader.cjs +63 -35
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  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +109 -106
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +4 -3
  500. package/webxr/ARButton.js +109 -106
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  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
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  506. package/webxr/VRButton.cjs +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +6 -5
  509. package/webxr/VRButton.js +98 -95
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  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1,224 +1,275 @@
1
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  import { Vector3, Vector2 } from "three";
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  const VolumeRenderShader1 = {
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  uniforms: {
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- u_size: { value: new Vector3(1, 1, 1) },
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+ u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
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  u_renderstyle: { value: 0 },
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  u_renderthreshold: { value: 0.5 },
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- u_clim: { value: new Vector2(1, 1) },
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+ u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },
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  u_data: { value: null },
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  u_cmdata: { value: null }
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  },
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- vertexShader: [
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- " varying vec4 v_nearpos;",
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- " varying vec4 v_farpos;",
14
- " varying vec3 v_position;",
15
- " void main() {",
16
- // Prepare transforms to map to "camera view". See also:
17
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
18
- " mat4 viewtransformf = modelViewMatrix;",
19
- " mat4 viewtransformi = inverse(modelViewMatrix);",
20
- // Project local vertex coordinate to camera position. Then do a step
21
- // backward (in cam coords) to the near clipping plane, and project back. Do
22
- // the same for the far clipping plane. This gives us all the information we
23
- // need to calculate the ray and truncate it to the viewing cone.
24
- " vec4 position4 = vec4(position, 1.0);",
25
- " vec4 pos_in_cam = viewtransformf * position4;",
26
- // Intersection of ray and near clipping plane (z = -1 in clip coords)
27
- " pos_in_cam.z = -pos_in_cam.w;",
28
- " v_nearpos = viewtransformi * pos_in_cam;",
29
- // Intersection of ray and far clipping plane (z = +1 in clip coords)
30
- " pos_in_cam.z = pos_in_cam.w;",
31
- " v_farpos = viewtransformi * pos_in_cam;",
32
- // Set varyings and output pos
33
- " v_position = position;",
34
- " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
35
- " }"
36
- ].join("\n"),
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- fragmentShader: [
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- " precision highp float;",
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- " precision mediump sampler3D;",
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- " uniform vec3 u_size;",
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- " uniform int u_renderstyle;",
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- " uniform float u_renderthreshold;",
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- " uniform vec2 u_clim;",
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- " uniform sampler3D u_data;",
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- " uniform sampler2D u_cmdata;",
46
- " varying vec3 v_position;",
47
- " varying vec4 v_nearpos;",
48
- " varying vec4 v_farpos;",
49
- // The maximum distance through our rendering volume is sqrt(3).
50
- " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
51
- " const int REFINEMENT_STEPS = 4;",
52
- " const float relative_step_size = 1.0;",
53
- " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
54
- " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
55
- " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
56
- " const float shininess = 40.0;",
57
- " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
58
- " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
59
- " float sample1(vec3 texcoords);",
60
- " vec4 apply_colormap(float val);",
61
- " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
62
- " void main() {",
63
- // Normalize clipping plane info
64
- " vec3 farpos = v_farpos.xyz / v_farpos.w;",
65
- " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
66
- // Calculate unit vector pointing in the view direction through this fragment.
67
- " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
68
- // Compute the (negative) distance to the front surface or near clipping plane.
69
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
70
- // product below is the distance from near clip plane to the back of the cuboid
71
- " float distance = dot(nearpos - v_position, view_ray);",
72
- " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
73
- " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
74
- " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
75
- " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
76
- " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
77
- " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
78
- // Now we have the starting position on the front surface
79
- " vec3 front = v_position + view_ray * distance;",
80
- // Decide how many steps to take
81
- " int nsteps = int(-distance / relative_step_size + 0.5);",
82
- " if ( nsteps < 1 )",
83
- " discard;",
84
- // Get starting location and step vector in texture coordinates
85
- " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
86
- " vec3 start_loc = front / u_size;",
87
- // For testing: show the number of steps. This helps to establish
88
- // whether the rays are correctly oriented
89
- //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
90
- //'return;',
91
- " if (u_renderstyle == 0)",
92
- " cast_mip(start_loc, step, nsteps, view_ray);",
93
- " else if (u_renderstyle == 1)",
94
- " cast_iso(start_loc, step, nsteps, view_ray);",
95
- " if (gl_FragColor.a < 0.05)",
96
- " discard;",
97
- " }",
98
- " float sample1(vec3 texcoords) {",
99
- " /* Sample float value from a 3D texture. Assumes intensity data. */",
100
- " return texture(u_data, texcoords.xyz).r;",
101
- " }",
102
- " vec4 apply_colormap(float val) {",
103
- " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
104
- " return texture2D(u_cmdata, vec2(val, 0.5));",
105
- " }",
106
- " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
107
- " float max_val = -1e6;",
108
- " int max_i = 100;",
109
- " vec3 loc = start_loc;",
110
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
111
- // non-constant expression. So we use a hard-coded max, and an additional condition
112
- // inside the loop.
113
- " for (int iter=0; iter<MAX_STEPS; iter++) {",
114
- " if (iter >= nsteps)",
115
- " break;",
116
- // Sample from the 3D texture
117
- " float val = sample1(loc);",
118
- // Apply MIP operation
119
- " if (val > max_val) {",
120
- " max_val = val;",
121
- " max_i = iter;",
122
- " }",
123
- // Advance location deeper into the volume
124
- " loc += step;",
125
- " }",
126
- // Refine location, gives crispier images
127
- " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
128
- " vec3 istep = step / float(REFINEMENT_STEPS);",
129
- " for (int i=0; i<REFINEMENT_STEPS; i++) {",
130
- " max_val = max(max_val, sample1(iloc));",
131
- " iloc += istep;",
132
- " }",
133
- // Resolve final color
134
- " gl_FragColor = apply_colormap(max_val);",
135
- " }",
136
- " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
137
- " gl_FragColor = vec4(0.0); // init transparent",
138
- " vec4 color3 = vec4(0.0); // final color",
139
- " vec3 dstep = 1.5 / u_size; // step to sample derivative",
140
- " vec3 loc = start_loc;",
141
- " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
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
- " if (val > low_threshold) {",
151
- // Take the last interval in smaller steps
152
- " vec3 iloc = loc - 0.5 * step;",
153
- " vec3 istep = step / float(REFINEMENT_STEPS);",
154
- " for (int i=0; i<REFINEMENT_STEPS; i++) {",
155
- " val = sample1(iloc);",
156
- " if (val > u_renderthreshold) {",
157
- " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
158
- " return;",
159
- " }",
160
- " iloc += istep;",
161
- " }",
162
- " }",
163
- // Advance location deeper into the volume
164
- " loc += step;",
165
- " }",
166
- " }",
167
- " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
168
- " {",
169
- // Calculate color by incorporating lighting
170
- // View direction
171
- " vec3 V = normalize(view_ray);",
172
- // calculate normal vector from gradient
173
- " vec3 N;",
174
- " float val1, val2;",
175
- " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
176
- " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
177
- " N[0] = val1 - val2;",
178
- " val = max(max(val1, val2), val);",
179
- " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
180
- " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
181
- " N[1] = val1 - val2;",
182
- " val = max(max(val1, val2), val);",
183
- " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
184
- " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
185
- " N[2] = val1 - val2;",
186
- " val = max(max(val1, val2), val);",
187
- " float gm = length(N); // gradient magnitude",
188
- " N = normalize(N);",
189
- // Flip normal so it points towards viewer
190
- " float Nselect = float(dot(N, V) > 0.0);",
191
- " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
192
- // Init colors
193
- " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
194
- " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
195
- " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
196
- // note: could allow multiple lights
197
- " for (int i=0; i<1; i++)",
198
- " {",
199
- // Get light direction (make sure to prevent zero devision)
200
- " vec3 L = normalize(view_ray); //lightDirs[i];",
201
- " float lightEnabled = float( length(L) > 0.0 );",
202
- " L = normalize(L + (1.0 - lightEnabled));",
203
- // Calculate lighting properties
204
- " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
205
- " vec3 H = normalize(L+V); // Halfway vector",
206
- " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
207
- // Calculate mask
208
- " float mask1 = lightEnabled;",
209
- // Calculate colors
210
- " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
211
- " diffuse_color += mask1 * lambertTerm;",
212
- " specular_color += mask1 * specularTerm * specular_color;",
213
- " }",
214
- // Calculate final color by componing different components
215
- " vec4 final_color;",
216
- " vec4 color = apply_colormap(val);",
217
- " final_color = color * (ambient_color + diffuse_color) + specular_color;",
218
- " final_color.a = color.a;",
219
- " return final_color;",
220
- " }"
221
- ].join("\n")
11
+ vertexShader: (
12
+ /* glsl */
13
+ `
14
+ varying vec4 v_nearpos;
15
+ varying vec4 v_farpos;
16
+ varying vec3 v_position;
17
+
18
+ void main() {
19
+ // Prepare transforms to map to "camera view". See also:
20
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
21
+ mat4 viewtransformf = modelViewMatrix;
22
+ mat4 viewtransformi = inverse(modelViewMatrix);
23
+
24
+ // Project local vertex coordinate to camera position. Then do a step
25
+ // backward (in cam coords) to the near clipping plane, and project back. Do
26
+ // the same for the far clipping plane. This gives us all the information we
27
+ // need to calculate the ray and truncate it to the viewing cone.
28
+ vec4 position4 = vec4(position, 1.0);
29
+ vec4 pos_in_cam = viewtransformf * position4;
30
+
31
+ // Intersection of ray and near clipping plane (z = -1 in clip coords)
32
+ pos_in_cam.z = -pos_in_cam.w;
33
+ v_nearpos = viewtransformi * pos_in_cam;
34
+
35
+ // Intersection of ray and far clipping plane (z = +1 in clip coords)
36
+ pos_in_cam.z = pos_in_cam.w;
37
+ v_farpos = viewtransformi * pos_in_cam;
38
+
39
+ // Set varyings and output pos
40
+ v_position = position;
41
+ gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
42
+ }
43
+ `
44
+ ),
45
+ fragmentShader: (
46
+ /* glsl */
47
+ `
48
+ precision highp float;
49
+ precision mediump sampler3D;
50
+
51
+ uniform vec3 u_size;
52
+ uniform int u_renderstyle;
53
+ uniform float u_renderthreshold;
54
+ uniform vec2 u_clim;
55
+
56
+ uniform sampler3D u_data;
57
+ uniform sampler2D u_cmdata;
58
+
59
+ varying vec3 v_position;
60
+ varying vec4 v_nearpos;
61
+ varying vec4 v_farpos;
62
+
63
+ // The maximum distance through our rendering volume is sqrt(3).
64
+ const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
65
+ const int REFINEMENT_STEPS = 4;
66
+ const float relative_step_size = 1.0;
67
+ const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
68
+ const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
69
+ const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
70
+ const float shininess = 40.0;
71
+
72
+ void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
73
+ void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
74
+
75
+ float sample1(vec3 texcoords);
76
+ vec4 apply_colormap(float val);
77
+ vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
78
+
79
+ void main() {
80
+ // Normalize clipping plane info
81
+ vec3 farpos = v_farpos.xyz / v_farpos.w;
82
+ vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
83
+
84
+ // Calculate unit vector pointing in the view direction through this fragment.
85
+ vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
86
+
87
+ // Compute the (negative) distance to the front surface or near clipping plane.
88
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
89
+ // product below is the distance from near clip plane to the back of the cuboid
90
+ float distance = dot(nearpos - v_position, view_ray);
91
+ distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
92
+ (u_size.x - 0.5 - v_position.x) / view_ray.x));
93
+ distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
94
+ (u_size.y - 0.5 - v_position.y) / view_ray.y));
95
+ distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
96
+ (u_size.z - 0.5 - v_position.z) / view_ray.z));
97
+
98
+ // Now we have the starting position on the front surface
99
+ vec3 front = v_position + view_ray * distance;
100
+
101
+ // Decide how many steps to take
102
+ int nsteps = int(-distance / relative_step_size + 0.5);
103
+ if ( nsteps < 1 )
104
+ discard;
105
+
106
+ // Get starting location and step vector in texture coordinates
107
+ vec3 step = ((v_position - front) / u_size) / float(nsteps);
108
+ vec3 start_loc = front / u_size;
109
+
110
+ // For testing: show the number of steps. This helps to establish
111
+ // whether the rays are correctly oriented
112
+ //gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
113
+ //return;
114
+
115
+ if (u_renderstyle == 0)
116
+ cast_mip(start_loc, step, nsteps, view_ray);
117
+ else if (u_renderstyle == 1)
118
+ cast_iso(start_loc, step, nsteps, view_ray);
119
+
120
+ if (gl_FragColor.a < 0.05)
121
+ discard;
122
+ }
123
+
124
+ float sample1(vec3 texcoords) {
125
+ /* Sample float value from a 3D texture. Assumes intensity data. */
126
+ return texture(u_data, texcoords.xyz).r;
127
+ }
128
+
129
+ vec4 apply_colormap(float val) {
130
+ val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
131
+ return texture2D(u_cmdata, vec2(val, 0.5));
132
+ }
133
+
134
+ void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
135
+
136
+ float max_val = -1e6;
137
+ int max_i = 100;
138
+ vec3 loc = start_loc;
139
+
140
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
141
+ // non-constant expression. So we use a hard-coded max, and an additional condition
142
+ // inside the loop.
143
+ for (int iter=0; iter<MAX_STEPS; iter++) {
144
+ if (iter >= nsteps)
145
+ break;
146
+ // Sample from the 3D texture
147
+ float val = sample1(loc);
148
+ // Apply MIP operation
149
+ if (val > max_val) {
150
+ max_val = val;
151
+ max_i = iter;
152
+ }
153
+ // Advance location deeper into the volume
154
+ loc += step;
155
+ }
156
+
157
+ // Refine location, gives crispier images
158
+ vec3 iloc = start_loc + step * (float(max_i) - 0.5);
159
+ vec3 istep = step / float(REFINEMENT_STEPS);
160
+ for (int i=0; i<REFINEMENT_STEPS; i++) {
161
+ max_val = max(max_val, sample1(iloc));
162
+ iloc += istep;
163
+ }
164
+
165
+ // Resolve final color
166
+ gl_FragColor = apply_colormap(max_val);
167
+ }
168
+
169
+ void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
170
+
171
+ gl_FragColor = vec4(0.0); // init transparent
172
+ vec4 color3 = vec4(0.0); // final color
173
+ vec3 dstep = 1.5 / u_size; // step to sample derivative
174
+ vec3 loc = start_loc;
175
+
176
+ float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
177
+
178
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
179
+ // non-constant expression. So we use a hard-coded max, and an additional condition
180
+ // inside the loop.
181
+ for (int iter=0; iter<MAX_STEPS; iter++) {
182
+ if (iter >= nsteps)
183
+ break;
184
+
185
+ // Sample from the 3D texture
186
+ float val = sample1(loc);
187
+
188
+ if (val > low_threshold) {
189
+ // Take the last interval in smaller steps
190
+ vec3 iloc = loc - 0.5 * step;
191
+ vec3 istep = step / float(REFINEMENT_STEPS);
192
+ for (int i=0; i<REFINEMENT_STEPS; i++) {
193
+ val = sample1(iloc);
194
+ if (val > u_renderthreshold) {
195
+ gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
196
+ return;
197
+ }
198
+ iloc += istep;
199
+ }
200
+ }
201
+
202
+ // Advance location deeper into the volume
203
+ loc += step;
204
+ }
205
+ }
206
+
207
+ vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
208
+ {
209
+ // Calculate color by incorporating lighting
210
+
211
+ // View direction
212
+ vec3 V = normalize(view_ray);
213
+
214
+ // calculate normal vector from gradient
215
+ vec3 N;
216
+ float val1, val2;
217
+ val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
218
+ val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
219
+ N[0] = val1 - val2;
220
+ val = max(max(val1, val2), val);
221
+ val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
222
+ val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
223
+ N[1] = val1 - val2;
224
+ val = max(max(val1, val2), val);
225
+ val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
226
+ val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
227
+ N[2] = val1 - val2;
228
+ val = max(max(val1, val2), val);
229
+
230
+ float gm = length(N); // gradient magnitude
231
+ N = normalize(N);
232
+
233
+ // Flip normal so it points towards viewer
234
+ float Nselect = float(dot(N, V) > 0.0);
235
+ N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
236
+
237
+ // Init colors
238
+ vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
239
+ vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
240
+ vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
241
+
242
+ // note: could allow multiple lights
243
+ for (int i=0; i<1; i++)
244
+ {
245
+ // Get light direction (make sure to prevent zero devision)
246
+ vec3 L = normalize(view_ray); //lightDirs[i];
247
+ float lightEnabled = float( length(L) > 0.0 );
248
+ L = normalize(L + (1.0 - lightEnabled));
249
+
250
+ // Calculate lighting properties
251
+ float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
252
+ vec3 H = normalize(L+V); // Halfway vector
253
+ float specularTerm = pow(max(dot(H, N), 0.0), shininess);
254
+
255
+ // Calculate mask
256
+ float mask1 = lightEnabled;
257
+
258
+ // Calculate colors
259
+ ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
260
+ diffuse_color += mask1 * lambertTerm;
261
+ specular_color += mask1 * specularTerm * specular_color;
262
+ }
263
+
264
+ // Calculate final color by componing different components
265
+ vec4 final_color;
266
+ vec4 color = apply_colormap(val);
267
+ final_color = color * (ambient_color + diffuse_color) + specular_color;
268
+ final_color.a = color.a;
269
+ return final_color;
270
+ }
271
+ `
272
+ )
222
273
  };
223
274
  export {
224
275
  VolumeRenderShader1
@@ -1 +1 @@
1
- {"version":3,"file":"VolumeShader.js","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":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,OAAO,IAAI,QAAQ,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;"}
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+ {"version":3,"file":"VolumeShader.js","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":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,2BAA2B,QAAQ,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;"}