three-stdlib 2.35.4 → 2.35.5

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  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 +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  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 +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  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 +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  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 +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  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 +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  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 +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  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 +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  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 +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  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 +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  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 +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +24 -37
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +24 -37
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +24 -43
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +21 -36
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +270 -358
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +142 -236
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +20 -36
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +20 -36
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +35 -55
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +35 -55
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  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 +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -23,346 +23,245 @@ const BokehShader2 = {
23
23
  dithering: { value: 1e-4 },
24
24
  pentagon: { value: 0 },
25
25
  shaderFocus: { value: 1 },
26
- focusCoords: { value: /* @__PURE__ */ new Vector2() }
26
+ focusCoords: { value: new Vector2() }
27
27
  },
28
- vertexShader: (
29
- /* glsl */
30
- `
31
- varying vec2 vUv;
32
-
33
- void main() {
34
-
35
- vUv = uv;
36
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
37
-
38
- }
39
- `
40
- ),
41
- fragmentShader: (
42
- /* glsl */
43
- `
44
- #include <common>
45
-
46
- varying vec2 vUv;
47
-
48
- uniform sampler2D tColor;
49
- uniform sampler2D tDepth;
50
- uniform float textureWidth;
51
- uniform float textureHeight;
52
-
53
- uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
54
- uniform float focalLength; //focal length in mm
55
- uniform float fstop; //f-stop value
56
- uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
57
-
58
- /*
59
- make sure that these two values are the same for your camera, otherwise distances will be wrong.
60
- */
61
-
62
- uniform float znear; // camera clipping start
63
- uniform float zfar; // camera clipping end
64
-
65
- //------------------------------------------
66
- //user variables
67
-
68
- const int samples = SAMPLES; //samples on the first ring
69
- const int rings = RINGS; //ring count
70
-
71
- const int maxringsamples = rings * samples;
72
-
73
- uniform bool manualdof; // manual dof calculation
74
- float ndofstart = 1.0; // near dof blur start
75
- float ndofdist = 2.0; // near dof blur falloff distance
76
- float fdofstart = 1.0; // far dof blur start
77
- float fdofdist = 3.0; // far dof blur falloff distance
78
-
79
- float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
80
-
81
- uniform bool vignetting; // use optical lens vignetting
82
-
83
- float vignout = 1.3; // vignetting outer border
84
- float vignin = 0.0; // vignetting inner border
85
- float vignfade = 22.0; // f-stops till vignete fades
86
-
87
- uniform bool shaderFocus;
88
- // disable if you use external focalDepth value
89
-
90
- uniform vec2 focusCoords;
91
- // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
92
- // if center of screen use vec2(0.5, 0.5);
93
-
94
- uniform float maxblur;
95
- //clamp value of max blur (0.0 = no blur, 1.0 default)
96
-
97
- uniform float threshold; // highlight threshold;
98
- uniform float gain; // highlight gain;
99
-
100
- uniform float bias; // bokeh edge bias
101
- uniform float fringe; // bokeh chromatic aberration / fringing
102
-
103
- uniform bool noise; //use noise instead of pattern for sample dithering
104
-
105
- uniform float dithering;
106
-
107
- uniform bool depthblur; // blur the depth buffer
108
- float dbsize = 1.25; // depth blur size
109
-
110
- /*
111
- next part is experimental
112
- not looking good with small sample and ring count
113
- looks okay starting from samples = 4, rings = 4
114
- */
115
-
116
- uniform bool pentagon; //use pentagon as bokeh shape?
117
- float feather = 0.4; //pentagon shape feather
118
-
119
- //------------------------------------------
120
-
121
- float penta(vec2 coords) {
122
- //pentagonal shape
123
- float scale = float(rings) - 1.3;
124
- vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
125
- vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
126
- vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
127
- vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
128
- vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
129
- vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
130
-
131
- vec4 one = vec4( 1.0 );
132
-
133
- vec4 P = vec4((coords),vec2(scale, scale));
134
-
135
- vec4 dist = vec4(0.0);
136
- float inorout = -4.0;
137
-
138
- dist.x = dot( P, HS0 );
139
- dist.y = dot( P, HS1 );
140
- dist.z = dot( P, HS2 );
141
- dist.w = dot( P, HS3 );
142
-
143
- dist = smoothstep( -feather, feather, dist );
144
-
145
- inorout += dot( dist, one );
146
-
147
- dist.x = dot( P, HS4 );
148
- dist.y = HS5.w - abs( P.z );
149
-
150
- dist = smoothstep( -feather, feather, dist );
151
- inorout += dist.x;
152
-
153
- return clamp( inorout, 0.0, 1.0 );
154
- }
155
-
156
- float bdepth(vec2 coords) {
157
- // Depth buffer blur
158
- float d = 0.0;
159
- float kernel[9];
160
- vec2 offset[9];
161
-
162
- vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
163
-
164
- offset[0] = vec2(-wh.x,-wh.y);
165
- offset[1] = vec2( 0.0, -wh.y);
166
- offset[2] = vec2( wh.x -wh.y);
167
-
168
- offset[3] = vec2(-wh.x, 0.0);
169
- offset[4] = vec2( 0.0, 0.0);
170
- offset[5] = vec2( wh.x, 0.0);
171
-
172
- offset[6] = vec2(-wh.x, wh.y);
173
- offset[7] = vec2( 0.0, wh.y);
174
- offset[8] = vec2( wh.x, wh.y);
175
-
176
- kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
177
- kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
178
- kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
179
-
180
- for( int i=0; i<9; i++ ) {
181
- float tmp = texture2D(tDepth, coords + offset[i]).r;
182
- d += tmp * kernel[i];
183
- }
184
-
185
- return d;
186
- }
187
-
188
- vec3 color(vec2 coords,float blur) {
189
- //processing the sample
190
-
191
- vec3 col = vec3(0.0);
192
- vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
193
-
194
- col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
195
- col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
196
- col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
197
-
198
- vec3 lumcoeff = vec3(0.299,0.587,0.114);
199
- float lum = dot(col.rgb, lumcoeff);
200
- float thresh = max((lum-threshold)*gain, 0.0);
201
- return col+mix(vec3(0.0),col,thresh*blur);
202
- }
203
-
204
- vec3 debugFocus(vec3 col, float blur, float depth) {
205
- float edge = 0.002*depth; //distance based edge smoothing
206
- float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
207
- float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
208
-
209
- col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
210
- col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
211
-
212
- return col;
213
- }
214
-
215
- float linearize(float depth) {
216
- return -zfar * znear / (depth * (zfar - znear) - zfar);
217
- }
218
-
219
- float vignette() {
220
- float dist = distance(vUv.xy, vec2(0.5,0.5));
221
- dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
222
- return clamp(dist,0.0,1.0);
223
- }
224
-
225
- float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
226
- float rings2 = float(rings);
227
- float step = PI*2.0 / float(ringsamples);
228
- float pw = cos(j*step)*i;
229
- float ph = sin(j*step)*i;
230
- float p = 1.0;
231
- if (pentagon) {
232
- p = penta(vec2(pw,ph));
233
- }
234
- col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
235
- return 1.0 * mix(1.0, i /rings2, bias) * p;
236
- }
237
-
238
- void main() {
239
- //scene depth calculation
240
-
241
- float depth = linearize(texture2D(tDepth,vUv.xy).x);
242
-
243
- // Blur depth?
244
- if ( depthblur ) {
245
- depth = linearize(bdepth(vUv.xy));
246
- }
247
-
248
- //focal plane calculation
249
-
250
- float fDepth = focalDepth;
251
-
252
- if (shaderFocus) {
253
-
254
- fDepth = linearize(texture2D(tDepth,focusCoords).x);
255
-
256
- }
257
-
258
- // dof blur factor calculation
259
-
260
- float blur = 0.0;
261
-
262
- if (manualdof) {
263
- float a = depth-fDepth; // Focal plane
264
- float b = (a-fdofstart)/fdofdist; // Far DoF
265
- float c = (-a-ndofstart)/ndofdist; // Near Dof
266
- blur = (a>0.0) ? b : c;
267
- } else {
268
- float f = focalLength; // focal length in mm
269
- float d = fDepth*1000.0; // focal plane in mm
270
- float o = depth*1000.0; // depth in mm
271
-
272
- float a = (o*f)/(o-f);
273
- float b = (d*f)/(d-f);
274
- float c = (d-f)/(d*fstop*CoC);
275
-
276
- blur = abs(a-b)*c;
277
- }
278
-
279
- blur = clamp(blur,0.0,1.0);
280
-
281
- // calculation of pattern for dithering
282
-
283
- vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
284
-
285
- // getting blur x and y step factor
286
-
287
- float w = (1.0/textureWidth)*blur*maxblur+noise.x;
288
- float h = (1.0/textureHeight)*blur*maxblur+noise.y;
289
-
290
- // calculation of final color
291
-
292
- vec3 col = vec3(0.0);
293
-
294
- if(blur < 0.05) {
295
- //some optimization thingy
296
- col = texture2D(tColor, vUv.xy).rgb;
297
- } else {
298
- col = texture2D(tColor, vUv.xy).rgb;
299
- float s = 1.0;
300
- int ringsamples;
301
-
302
- for (int i = 1; i <= rings; i++) {
303
- /*unboxstart*/
304
- ringsamples = i * samples;
305
-
306
- for (int j = 0 ; j < maxringsamples ; j++) {
307
- if (j >= ringsamples) break;
308
- s += gather(float(i), float(j), ringsamples, col, w, h, blur);
309
- }
310
- /*unboxend*/
311
- }
312
-
313
- col /= s; //divide by sample count
314
- }
315
-
316
- if (showFocus) {
317
- col = debugFocus(col, blur, depth);
318
- }
319
-
320
- if (vignetting) {
321
- col *= vignette();
322
- }
323
-
324
- gl_FragColor.rgb = col;
325
- gl_FragColor.a = 1.0;
326
- }
327
- `
328
- )
28
+ vertexShader: [
29
+ "varying vec2 vUv;",
30
+ "void main() {",
31
+ " vUv = uv;",
32
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
33
+ "}"
34
+ ].join("\n"),
35
+ fragmentShader: [
36
+ "#include <common>",
37
+ "varying vec2 vUv;",
38
+ "uniform sampler2D tColor;",
39
+ "uniform sampler2D tDepth;",
40
+ "uniform float textureWidth;",
41
+ "uniform float textureHeight;",
42
+ "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
43
+ "uniform float focalLength; //focal length in mm",
44
+ "uniform float fstop; //f-stop value",
45
+ "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
46
+ "/*",
47
+ "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
48
+ "*/",
49
+ "uniform float znear; // camera clipping start",
50
+ "uniform float zfar; // camera clipping end",
51
+ "//------------------------------------------",
52
+ "//user variables",
53
+ "const int samples = SAMPLES; //samples on the first ring",
54
+ "const int rings = RINGS; //ring count",
55
+ "const int maxringsamples = rings * samples;",
56
+ "uniform bool manualdof; // manual dof calculation",
57
+ "float ndofstart = 1.0; // near dof blur start",
58
+ "float ndofdist = 2.0; // near dof blur falloff distance",
59
+ "float fdofstart = 1.0; // far dof blur start",
60
+ "float fdofdist = 3.0; // far dof blur falloff distance",
61
+ "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
62
+ "uniform bool vignetting; // use optical lens vignetting",
63
+ "float vignout = 1.3; // vignetting outer border",
64
+ "float vignin = 0.0; // vignetting inner border",
65
+ "float vignfade = 22.0; // f-stops till vignete fades",
66
+ "uniform bool shaderFocus;",
67
+ "// disable if you use external focalDepth value",
68
+ "uniform vec2 focusCoords;",
69
+ "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
70
+ "// if center of screen use vec2(0.5, 0.5);",
71
+ "uniform float maxblur;",
72
+ "//clamp value of max blur (0.0 = no blur, 1.0 default)",
73
+ "uniform float threshold; // highlight threshold;",
74
+ "uniform float gain; // highlight gain;",
75
+ "uniform float bias; // bokeh edge bias",
76
+ "uniform float fringe; // bokeh chromatic aberration / fringing",
77
+ "uniform bool noise; //use noise instead of pattern for sample dithering",
78
+ "uniform float dithering;",
79
+ "uniform bool depthblur; // blur the depth buffer",
80
+ "float dbsize = 1.25; // depth blur size",
81
+ "/*",
82
+ "next part is experimental",
83
+ "not looking good with small sample and ring count",
84
+ "looks okay starting from samples = 4, rings = 4",
85
+ "*/",
86
+ "uniform bool pentagon; //use pentagon as bokeh shape?",
87
+ "float feather = 0.4; //pentagon shape feather",
88
+ "//------------------------------------------",
89
+ "float penta(vec2 coords) {",
90
+ " //pentagonal shape",
91
+ " float scale = float(rings) - 1.3;",
92
+ " vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
93
+ " vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
94
+ " vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
95
+ " vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
96
+ " vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
97
+ " vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
98
+ " vec4 one = vec4( 1.0 );",
99
+ " vec4 P = vec4((coords),vec2(scale, scale));",
100
+ " vec4 dist = vec4(0.0);",
101
+ " float inorout = -4.0;",
102
+ " dist.x = dot( P, HS0 );",
103
+ " dist.y = dot( P, HS1 );",
104
+ " dist.z = dot( P, HS2 );",
105
+ " dist.w = dot( P, HS3 );",
106
+ " dist = smoothstep( -feather, feather, dist );",
107
+ " inorout += dot( dist, one );",
108
+ " dist.x = dot( P, HS4 );",
109
+ " dist.y = HS5.w - abs( P.z );",
110
+ " dist = smoothstep( -feather, feather, dist );",
111
+ " inorout += dist.x;",
112
+ " return clamp( inorout, 0.0, 1.0 );",
113
+ "}",
114
+ "float bdepth(vec2 coords) {",
115
+ " // Depth buffer blur",
116
+ " float d = 0.0;",
117
+ " float kernel[9];",
118
+ " vec2 offset[9];",
119
+ " vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
120
+ " offset[0] = vec2(-wh.x,-wh.y);",
121
+ " offset[1] = vec2( 0.0, -wh.y);",
122
+ " offset[2] = vec2( wh.x -wh.y);",
123
+ " offset[3] = vec2(-wh.x, 0.0);",
124
+ " offset[4] = vec2( 0.0, 0.0);",
125
+ " offset[5] = vec2( wh.x, 0.0);",
126
+ " offset[6] = vec2(-wh.x, wh.y);",
127
+ " offset[7] = vec2( 0.0, wh.y);",
128
+ " offset[8] = vec2( wh.x, wh.y);",
129
+ " kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
130
+ " kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
131
+ " kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
132
+ " for( int i=0; i<9; i++ ) {",
133
+ " float tmp = texture2D(tDepth, coords + offset[i]).r;",
134
+ " d += tmp * kernel[i];",
135
+ " }",
136
+ " return d;",
137
+ "}",
138
+ "vec3 color(vec2 coords,float blur) {",
139
+ " //processing the sample",
140
+ " vec3 col = vec3(0.0);",
141
+ " vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
142
+ " col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
143
+ " col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
144
+ " col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
145
+ " vec3 lumcoeff = vec3(0.299,0.587,0.114);",
146
+ " float lum = dot(col.rgb, lumcoeff);",
147
+ " float thresh = max((lum-threshold)*gain, 0.0);",
148
+ " return col+mix(vec3(0.0),col,thresh*blur);",
149
+ "}",
150
+ "vec3 debugFocus(vec3 col, float blur, float depth) {",
151
+ " float edge = 0.002*depth; //distance based edge smoothing",
152
+ " float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
153
+ " float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
154
+ " col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
155
+ " col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
156
+ " return col;",
157
+ "}",
158
+ "float linearize(float depth) {",
159
+ " return -zfar * znear / (depth * (zfar - znear) - zfar);",
160
+ "}",
161
+ "float vignette() {",
162
+ " float dist = distance(vUv.xy, vec2(0.5,0.5));",
163
+ " dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
164
+ " return clamp(dist,0.0,1.0);",
165
+ "}",
166
+ "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
167
+ " float rings2 = float(rings);",
168
+ " float step = PI*2.0 / float(ringsamples);",
169
+ " float pw = cos(j*step)*i;",
170
+ " float ph = sin(j*step)*i;",
171
+ " float p = 1.0;",
172
+ " if (pentagon) {",
173
+ " p = penta(vec2(pw,ph));",
174
+ " }",
175
+ " col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
176
+ " return 1.0 * mix(1.0, i /rings2, bias) * p;",
177
+ "}",
178
+ "void main() {",
179
+ " //scene depth calculation",
180
+ " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
181
+ " // Blur depth?",
182
+ " if ( depthblur ) {",
183
+ " depth = linearize(bdepth(vUv.xy));",
184
+ " }",
185
+ " //focal plane calculation",
186
+ " float fDepth = focalDepth;",
187
+ " if (shaderFocus) {",
188
+ " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
189
+ " }",
190
+ " // dof blur factor calculation",
191
+ " float blur = 0.0;",
192
+ " if (manualdof) {",
193
+ " float a = depth-fDepth; // Focal plane",
194
+ " float b = (a-fdofstart)/fdofdist; // Far DoF",
195
+ " float c = (-a-ndofstart)/ndofdist; // Near Dof",
196
+ " blur = (a>0.0) ? b : c;",
197
+ " } else {",
198
+ " float f = focalLength; // focal length in mm",
199
+ " float d = fDepth*1000.0; // focal plane in mm",
200
+ " float o = depth*1000.0; // depth in mm",
201
+ " float a = (o*f)/(o-f);",
202
+ " float b = (d*f)/(d-f);",
203
+ " float c = (d-f)/(d*fstop*CoC);",
204
+ " blur = abs(a-b)*c;",
205
+ " }",
206
+ " blur = clamp(blur,0.0,1.0);",
207
+ " // calculation of pattern for dithering",
208
+ " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
209
+ " // getting blur x and y step factor",
210
+ " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
211
+ " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
212
+ " // calculation of final color",
213
+ " vec3 col = vec3(0.0);",
214
+ " if(blur < 0.05) {",
215
+ " //some optimization thingy",
216
+ " col = texture2D(tColor, vUv.xy).rgb;",
217
+ " } else {",
218
+ " col = texture2D(tColor, vUv.xy).rgb;",
219
+ " float s = 1.0;",
220
+ " int ringsamples;",
221
+ " for (int i = 1; i <= rings; i++) {",
222
+ " /*unboxstart*/",
223
+ " ringsamples = i * samples;",
224
+ " for (int j = 0 ; j < maxringsamples ; j++) {",
225
+ " if (j >= ringsamples) break;",
226
+ " s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
227
+ " }",
228
+ " /*unboxend*/",
229
+ " }",
230
+ " col /= s; //divide by sample count",
231
+ " }",
232
+ " if (showFocus) {",
233
+ " col = debugFocus(col, blur, depth);",
234
+ " }",
235
+ " if (vignetting) {",
236
+ " col *= vignette();",
237
+ " }",
238
+ " gl_FragColor.rgb = col;",
239
+ " gl_FragColor.a = 1.0;",
240
+ "} "
241
+ ].join("\n")
329
242
  };
330
243
  const BokehDepthShader = {
331
244
  uniforms: {
332
245
  mNear: { value: 1 },
333
246
  mFar: { value: 1e3 }
334
247
  },
335
- vertexShader: (
336
- /* glsl */
337
- `
338
- varying float vViewZDepth;
339
-
340
- void main() {
341
-
342
- #include <begin_vertex>
343
- #include <project_vertex>
344
-
345
- vViewZDepth = - mvPosition.z;
346
-
347
- }
348
- `
349
- ),
350
- fragmentShader: (
351
- /* glsl */
352
- `
353
- uniform float mNear;
354
- uniform float mFar;
355
-
356
- varying float vViewZDepth;
357
-
358
- void main() {
359
-
360
- float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
361
- gl_FragColor = vec4( vec3( color ), 1.0 );
362
-
363
- }
364
- `
365
- )
248
+ vertexShader: [
249
+ "varying float vViewZDepth;",
250
+ "void main() {",
251
+ " #include <begin_vertex>",
252
+ " #include <project_vertex>",
253
+ " vViewZDepth = - mvPosition.z;",
254
+ "}"
255
+ ].join("\n"),
256
+ fragmentShader: [
257
+ "uniform float mNear;",
258
+ "uniform float mFar;",
259
+ "varying float vViewZDepth;",
260
+ "void main() {",
261
+ " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
262
+ " gl_FragColor = vec4( vec3( color ), 1.0 );",
263
+ "} "
264
+ ].join("\n")
366
265
  };
367
266
  export {
368
267
  BokehDepthShader,