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
@@ -8,76 +8,49 @@ const FocusShader = {
8
8
  sampleDistance: { value: 0.94 },
9
9
  waveFactor: { value: 125e-5 }
10
10
  },
11
- vertexShader: (
12
- /* glsl */
13
- `
14
- varying vec2 vUv;
15
-
16
- void main() {
17
-
18
- vUv = uv;
19
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
20
-
21
- }
22
- `
23
- ),
24
- fragmentShader: (
25
- /* glsl */
26
- `
27
- uniform float screenWidth;
28
- uniform float screenHeight;
29
- uniform float sampleDistance;
30
- uniform float waveFactor;
31
-
32
- uniform sampler2D tDiffuse;
33
-
34
- varying vec2 vUv;
35
-
36
- void main() {
37
-
38
- vec4 color, org, tmp, add;
39
- float sample_dist, f;
40
- vec2 vin;
41
- vec2 uv = vUv;
42
-
43
- add = color = org = texture2D( tDiffuse, uv );
44
-
45
- vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
46
- sample_dist = dot( vin, vin ) * 2.0;
47
-
48
- f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
49
-
50
- vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
51
-
52
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
53
- if( tmp.b < color.b ) color = tmp;
54
-
55
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
56
- if( tmp.b < color.b ) color = tmp;
57
-
58
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
59
- if( tmp.b < color.b ) color = tmp;
60
-
61
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
62
- if( tmp.b < color.b ) color = tmp;
63
-
64
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
65
- if( tmp.b < color.b ) color = tmp;
66
-
67
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
68
- if( tmp.b < color.b ) color = tmp;
69
-
70
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
71
- if( tmp.b < color.b ) color = tmp;
72
-
73
- color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
74
- color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
75
-
76
- gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
77
-
78
- }
79
- `
80
- )
11
+ vertexShader: [
12
+ "varying vec2 vUv;",
13
+ "void main() {",
14
+ " vUv = uv;",
15
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
+ "}"
17
+ ].join("\n"),
18
+ fragmentShader: [
19
+ "uniform float screenWidth;",
20
+ "uniform float screenHeight;",
21
+ "uniform float sampleDistance;",
22
+ "uniform float waveFactor;",
23
+ "uniform sampler2D tDiffuse;",
24
+ "varying vec2 vUv;",
25
+ "void main() {",
26
+ " vec4 color, org, tmp, add;",
27
+ " float sample_dist, f;",
28
+ " vec2 vin;",
29
+ " vec2 uv = vUv;",
30
+ " add = color = org = texture2D( tDiffuse, uv );",
31
+ " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
32
+ " sample_dist = dot( vin, vin ) * 2.0;",
33
+ " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
34
+ " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
35
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
36
+ " if( tmp.b < color.b ) color = tmp;",
37
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
38
+ " if( tmp.b < color.b ) color = tmp;",
39
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
40
+ " if( tmp.b < color.b ) color = tmp;",
41
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
42
+ " if( tmp.b < color.b ) color = tmp;",
43
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
44
+ " if( tmp.b < color.b ) color = tmp;",
45
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
46
+ " if( tmp.b < color.b ) color = tmp;",
47
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
48
+ " if( tmp.b < color.b ) color = tmp;",
49
+ " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
50
+ " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
51
+ " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
52
+ "}"
53
+ ].join("\n")
81
54
  };
82
55
  exports.FocusShader = FocusShader;
83
56
  //# sourceMappingURL=FocusShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsD7B;;"}
1
+ {"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float screenWidth;',\n 'uniform float screenHeight;',\n 'uniform float sampleDistance;',\n 'uniform float waveFactor;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color, org, tmp, add;',\n '\tfloat sample_dist, f;',\n '\tvec2 vin;',\n '\tvec2 uv = vUv;',\n\n '\tadd = color = org = texture2D( tDiffuse, uv );',\n\n '\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',\n '\tsample_dist = dot( vin, vin ) * 2.0;',\n\n '\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',\n\n '\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',\n '\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',\n\n '\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -6,76 +6,49 @@ const FocusShader = {
6
6
  sampleDistance: { value: 0.94 },
7
7
  waveFactor: { value: 125e-5 }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- uniform float screenWidth;
26
- uniform float screenHeight;
27
- uniform float sampleDistance;
28
- uniform float waveFactor;
29
-
30
- uniform sampler2D tDiffuse;
31
-
32
- varying vec2 vUv;
33
-
34
- void main() {
35
-
36
- vec4 color, org, tmp, add;
37
- float sample_dist, f;
38
- vec2 vin;
39
- vec2 uv = vUv;
40
-
41
- add = color = org = texture2D( tDiffuse, uv );
42
-
43
- vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
44
- sample_dist = dot( vin, vin ) * 2.0;
45
-
46
- f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
47
-
48
- vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
49
-
50
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
51
- if( tmp.b < color.b ) color = tmp;
52
-
53
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
54
- if( tmp.b < color.b ) color = tmp;
55
-
56
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
57
- if( tmp.b < color.b ) color = tmp;
58
-
59
- add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
60
- if( tmp.b < color.b ) color = tmp;
61
-
62
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
63
- if( tmp.b < color.b ) color = tmp;
64
-
65
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
66
- if( tmp.b < color.b ) color = tmp;
67
-
68
- add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
69
- if( tmp.b < color.b ) color = tmp;
70
-
71
- color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
72
- color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
73
-
74
- gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
75
-
76
- }
77
- `
78
- )
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform float screenWidth;",
18
+ "uniform float screenHeight;",
19
+ "uniform float sampleDistance;",
20
+ "uniform float waveFactor;",
21
+ "uniform sampler2D tDiffuse;",
22
+ "varying vec2 vUv;",
23
+ "void main() {",
24
+ " vec4 color, org, tmp, add;",
25
+ " float sample_dist, f;",
26
+ " vec2 vin;",
27
+ " vec2 uv = vUv;",
28
+ " add = color = org = texture2D( tDiffuse, uv );",
29
+ " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
30
+ " sample_dist = dot( vin, vin ) * 2.0;",
31
+ " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
32
+ " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
33
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
34
+ " if( tmp.b < color.b ) color = tmp;",
35
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
36
+ " if( tmp.b < color.b ) color = tmp;",
37
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
38
+ " if( tmp.b < color.b ) color = tmp;",
39
+ " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
40
+ " if( tmp.b < color.b ) color = tmp;",
41
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
42
+ " if( tmp.b < color.b ) color = tmp;",
43
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
44
+ " if( tmp.b < color.b ) color = tmp;",
45
+ " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
46
+ " if( tmp.b < color.b ) color = tmp;",
47
+ " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
48
+ " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
49
+ " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
50
+ "}"
51
+ ].join("\n")
79
52
  };
80
53
  export {
81
54
  FocusShader
@@ -1 +1 @@
1
- {"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsD7B;"}
1
+ {"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float screenWidth;',\n 'uniform float screenHeight;',\n 'uniform float sampleDistance;',\n 'uniform float waveFactor;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color, org, tmp, add;',\n '\tfloat sample_dist, f;',\n '\tvec2 vin;',\n '\tvec2 uv = vUv;',\n\n '\tadd = color = org = texture2D( tDiffuse, uv );',\n\n '\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',\n '\tsample_dist = dot( vin, vin ) * 2.0;',\n\n '\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',\n\n '\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',\n '\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',\n\n '\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -4,83 +4,62 @@ const THREE = require("three");
4
4
  const FreiChenShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- aspect: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) }
7
+ aspect: { value: new THREE.Vector2(512, 512) }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- uniform sampler2D tDiffuse;
26
- varying vec2 vUv;
27
-
28
- uniform vec2 aspect;
29
-
30
- vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
31
-
32
- mat3 G[9];
33
-
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "varying vec2 vUv;",
19
+ "uniform vec2 aspect;",
20
+ "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
21
+ "mat3 G[9];",
34
22
  // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
35
-
36
- const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
37
- const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
38
- const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
39
- const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
40
- const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
41
- const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
42
- const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
43
- const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
44
- const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
45
-
46
- void main(void)
47
- {
48
-
49
- G[0] = g0,
50
- G[1] = g1,
51
- G[2] = g2,
52
- G[3] = g3,
53
- G[4] = g4,
54
- G[5] = g5,
55
- G[6] = g6,
56
- G[7] = g7,
57
- G[8] = g8;
58
-
59
- mat3 I;
60
- float cnv[9];
61
- vec3 sample;
62
-
63
- /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
64
- for (float i=0.0; i<3.0; i++) {
65
- for (float j=0.0; j<3.0; j++) {
66
- sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
67
- I[int(i)][int(j)] = length(sample);
68
- }
69
- }
70
-
23
+ "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
24
+ "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
25
+ "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
26
+ "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
27
+ "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
28
+ "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
29
+ "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
30
+ "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
31
+ "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
32
+ "void main(void)",
33
+ "{",
34
+ " G[0] = g0,",
35
+ " G[1] = g1,",
36
+ " G[2] = g2,",
37
+ " G[3] = g3,",
38
+ " G[4] = g4,",
39
+ " G[5] = g5,",
40
+ " G[6] = g6,",
41
+ " G[7] = g7,",
42
+ " G[8] = g8;",
43
+ " mat3 I;",
44
+ " float cnv[9];",
45
+ " vec3 sample;",
46
+ /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
47
+ " for (float i=0.0; i<3.0; i++) {",
48
+ " for (float j=0.0; j<3.0; j++) {",
49
+ " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
50
+ " I[int(i)][int(j)] = length(sample);",
51
+ " }",
52
+ " }",
71
53
  /* calculate the convolution values for all the masks */
72
- for (int i=0; i<9; i++) {
73
- float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
74
- cnv[i] = dp3 * dp3;
75
- }
76
-
77
- float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
78
- float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
79
-
80
- gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
81
- }
82
- `
83
- )
54
+ " for (int i=0; i<9; i++) {",
55
+ " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
56
+ " cnv[i] = dp3 * dp3;",
57
+ " }",
58
+ " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
59
+ " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
60
+ " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
61
+ "}"
62
+ ].join("\n")
84
63
  };
85
64
  exports.FreiChenShader = FreiChenShader;
86
65
  //# sourceMappingURL=FreiChenShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2BA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2D7B;;"}
1
+ {"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'uniform vec2 aspect;',\n\n 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);',\n\n 'mat3 G[9];',\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );',\n 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );',\n 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );',\n 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );',\n 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );',\n 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );',\n 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );',\n 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );',\n 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );',\n\n 'void main(void)',\n '{',\n\n '\tG[0] = g0,',\n '\tG[1] = g1,',\n '\tG[2] = g2,',\n '\tG[3] = g3,',\n '\tG[4] = g4,',\n '\tG[5] = g5,',\n '\tG[6] = g6,',\n '\tG[7] = g7,',\n '\tG[8] = g8;',\n\n '\tmat3 I;',\n '\tfloat cnv[9];',\n '\tvec3 sample;',\n\n /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */\n '\tfor (float i=0.0; i<3.0; i++) {',\n '\t\tfor (float j=0.0; j<3.0; j++) {',\n '\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;',\n '\t\t\tI[int(i)][int(j)] = length(sample);',\n '\t\t}',\n '\t}',\n\n /* calculate the convolution values for all the masks */\n '\tfor (int i=0; i<9; i++) {',\n '\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);',\n '\t\tcnv[i] = dp3 * dp3;',\n '\t}',\n\n '\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);',\n '\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);',\n\n '\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);',\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAIA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
@@ -2,83 +2,62 @@ import { Vector2 } from "three";
2
2
  const FreiChenShader = {
3
3
  uniforms: {
4
4
  tDiffuse: { value: null },
5
- aspect: { value: /* @__PURE__ */ new Vector2(512, 512) }
5
+ aspect: { value: new Vector2(512, 512) }
6
6
  },
7
- vertexShader: (
8
- /* glsl */
9
- `
10
- varying vec2 vUv;
11
-
12
- void main() {
13
-
14
- vUv = uv;
15
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
-
17
- }
18
- `
19
- ),
20
- fragmentShader: (
21
- /* glsl */
22
- `
23
- uniform sampler2D tDiffuse;
24
- varying vec2 vUv;
25
-
26
- uniform vec2 aspect;
27
-
28
- vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
29
-
30
- mat3 G[9];
31
-
7
+ vertexShader: [
8
+ "varying vec2 vUv;",
9
+ "void main() {",
10
+ " vUv = uv;",
11
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
+ "}"
13
+ ].join("\n"),
14
+ fragmentShader: [
15
+ "uniform sampler2D tDiffuse;",
16
+ "varying vec2 vUv;",
17
+ "uniform vec2 aspect;",
18
+ "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
19
+ "mat3 G[9];",
32
20
  // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
33
-
34
- const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
35
- const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
36
- const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
37
- const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
38
- const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
39
- const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
40
- const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
41
- const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
42
- const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
43
-
44
- void main(void)
45
- {
46
-
47
- G[0] = g0,
48
- G[1] = g1,
49
- G[2] = g2,
50
- G[3] = g3,
51
- G[4] = g4,
52
- G[5] = g5,
53
- G[6] = g6,
54
- G[7] = g7,
55
- G[8] = g8;
56
-
57
- mat3 I;
58
- float cnv[9];
59
- vec3 sample;
60
-
61
- /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
62
- for (float i=0.0; i<3.0; i++) {
63
- for (float j=0.0; j<3.0; j++) {
64
- sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
65
- I[int(i)][int(j)] = length(sample);
66
- }
67
- }
68
-
21
+ "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
22
+ "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
23
+ "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
24
+ "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
25
+ "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
26
+ "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
27
+ "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
28
+ "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
29
+ "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
30
+ "void main(void)",
31
+ "{",
32
+ " G[0] = g0,",
33
+ " G[1] = g1,",
34
+ " G[2] = g2,",
35
+ " G[3] = g3,",
36
+ " G[4] = g4,",
37
+ " G[5] = g5,",
38
+ " G[6] = g6,",
39
+ " G[7] = g7,",
40
+ " G[8] = g8;",
41
+ " mat3 I;",
42
+ " float cnv[9];",
43
+ " vec3 sample;",
44
+ /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
45
+ " for (float i=0.0; i<3.0; i++) {",
46
+ " for (float j=0.0; j<3.0; j++) {",
47
+ " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
48
+ " I[int(i)][int(j)] = length(sample);",
49
+ " }",
50
+ " }",
69
51
  /* calculate the convolution values for all the masks */
70
- for (int i=0; i<9; i++) {
71
- float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
72
- cnv[i] = dp3 * dp3;
73
- }
74
-
75
- float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
76
- float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
77
-
78
- gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
79
- }
80
- `
81
- )
52
+ " for (int i=0; i<9; i++) {",
53
+ " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
54
+ " cnv[i] = dp3 * dp3;",
55
+ " }",
56
+ " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
57
+ " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
58
+ " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
59
+ "}"
60
+ ].join("\n")
82
61
  };
83
62
  export {
84
63
  FreiChenShader
@@ -1 +1 @@
1
- {"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":[],"mappings":";AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,EACzD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2D7B;"}
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+ {"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'uniform vec2 aspect;',\n\n 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);',\n\n 'mat3 G[9];',\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );',\n 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );',\n 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );',\n 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );',\n 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );',\n 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );',\n 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );',\n 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );',\n 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );',\n\n 'void main(void)',\n '{',\n\n '\tG[0] = g0,',\n '\tG[1] = g1,',\n '\tG[2] = g2,',\n '\tG[3] = g3,',\n '\tG[4] = g4,',\n '\tG[5] = g5,',\n '\tG[6] = g6,',\n '\tG[7] = g7,',\n '\tG[8] = g8;',\n\n '\tmat3 I;',\n '\tfloat cnv[9];',\n '\tvec3 sample;',\n\n /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */\n '\tfor (float i=0.0; i<3.0; i++) {',\n '\t\tfor (float j=0.0; j<3.0; j++) {',\n '\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;',\n '\t\t\tI[int(i)][int(j)] = length(sample);',\n '\t\t}',\n '\t}',\n\n /* calculate the convolution values for all the masks */\n '\tfor (int i=0; i<9; i++) {',\n '\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);',\n '\t\tcnv[i] = dp3 * dp3;',\n '\t}',\n\n '\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);',\n '\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);',\n\n '\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);',\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAI,QAAQ,KAAK,GAAG,EAAE;AAAA,EACzC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}