three-stdlib 2.35.4 → 2.35.5
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- package/_polyfill/CapsuleGeometry.cjs +17 -20
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +17 -20
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +715 -722
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +716 -723
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +1 -2
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +2 -3
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +1 -2
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +2 -3
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +1 -2
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +2 -3
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +122 -133
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +21 -23
- package/exporters/DRACOExporter.js +122 -133
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +167 -170
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +167 -170
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +515 -524
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +515 -524
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +1 -2
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +2 -3
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +435 -441
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +435 -441
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +1 -2
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +2 -3
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +374 -377
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +374 -377
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +4 -5
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +5 -6
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +43 -46
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +43 -46
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1688 -1694
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1688 -1694
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +50 -53
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +50 -53
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +268 -271
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +269 -272
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +1 -2
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +2 -3
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +206 -209
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +206 -209
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +146 -154
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +146 -154
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +180 -183
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +180 -183
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +161 -164
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +161 -164
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +32 -35
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +6 -100
- package/objects/Sky.js +32 -35
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +1 -2
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +2 -3
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +140 -143
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +140 -143
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +264 -267
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +264 -267
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +250 -253
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +250 -253
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +376 -379
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +376 -379
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +202 -205
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +202 -205
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +46 -71
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +22 -41
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +22 -41
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +6 -20
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +6 -20
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +26 -46
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +26 -46
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +19 -33
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +19 -33
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +90 -117
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +90 -117
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +232 -333
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +232 -333
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +22 -38
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +22 -38
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +21 -35
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +21 -35
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +19 -34
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +19 -34
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +24 -43
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +24 -43
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +16 -30
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +16 -30
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +21 -38
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +21 -38
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +69 -98
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +69 -98
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +59 -70
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +59 -70
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +28 -49
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +28 -49
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1089 -1098
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1089 -1098
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +29 -57
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +29 -57
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +43 -70
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +43 -70
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +53 -74
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +53 -74
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +35 -55
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +35 -55
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +19 -33
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +19 -33
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +116 -193
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +116 -193
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +192 -270
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +192 -270
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +27 -43
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +27 -43
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +31 -47
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +31 -47
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +24 -37
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +24 -37
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +24 -43
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +24 -43
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +17 -34
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +17 -34
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +26 -39
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +26 -39
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +21 -36
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +21 -36
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +97 -147
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +97 -147
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +18 -31
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +18 -31
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +20 -33
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +20 -33
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +117 -154
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +117 -154
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +270 -358
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +270 -358
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +142 -236
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +142 -236
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +20 -36
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +20 -36
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +37 -64
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +37 -64
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +16 -29
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +16 -29
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +35 -55
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +35 -55
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +165 -275
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +165 -275
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +27 -50
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +27 -50
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +17 -32
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +17 -32
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +27 -43
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +27 -43
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +27 -43
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +27 -43
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +213 -264
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +213 -264
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +35 -63
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +35 -63
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +1 -2
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +2 -3
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +106 -109
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -4
- package/webxr/ARButton.js +106 -109
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +95 -98
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +5 -6
- package/webxr/VRButton.js +95 -98
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/GodRaysShader.js
CHANGED
@@ -5,33 +5,20 @@ const GodRaysDepthMaskShader = {
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5
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value: null
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6
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
|
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uniform sampler2D tInput;
|
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void main() {
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gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
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}
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`
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)
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vertexShader: [
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"varying vec2 vUv;",
|
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"void main() {",
|
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" vUv = uv;",
|
12
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+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
13
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+
"}"
|
14
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+
].join("\n"),
|
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fragmentShader: [
|
16
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"varying vec2 vUv;",
|
17
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+
"uniform sampler2D tInput;",
|
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+
"void main() {",
|
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" gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
|
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"}"
|
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].join("\n")
|
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};
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const GodRaysGenerateShader = {
|
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uniforms: {
|
@@ -42,110 +29,79 @@ const GodRaysGenerateShader = {
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value: 1
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},
|
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vSunPositionScreenSpace: {
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value:
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value: new Vector3()
|
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}
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},
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vertexShader:
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`
|
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#define TAPS_PER_PASS 6.0
|
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|
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varying vec2 vUv;
|
67
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|
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uniform sampler2D tInput;
|
69
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|
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-
uniform vec3 vSunPositionScreenSpace;
|
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|
-
uniform float fStepSize; // filter step size
|
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|
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|
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void main() {
|
74
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-
|
35
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vertexShader: [
|
36
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"varying vec2 vUv;",
|
37
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+
"void main() {",
|
38
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+
" vUv = uv;",
|
39
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
40
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+
"}"
|
41
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+
].join("\n"),
|
42
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fragmentShader: [
|
43
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+
"#define TAPS_PER_PASS 6.0",
|
44
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+
"varying vec2 vUv;",
|
45
|
+
"uniform sampler2D tInput;",
|
46
|
+
"uniform vec3 vSunPositionScreenSpace;",
|
47
|
+
"uniform float fStepSize;",
|
48
|
+
// filter step size
|
49
|
+
"void main() {",
|
75
50
|
// delta from current pixel to "sun" position
|
76
|
-
|
77
|
-
|
78
|
-
float dist = length( delta );
|
79
|
-
|
51
|
+
" vec2 delta = vSunPositionScreenSpace.xy - vUv;",
|
52
|
+
" float dist = length( delta );",
|
80
53
|
// Step vector (uv space)
|
81
|
-
|
82
|
-
vec2 stepv = fStepSize * delta / dist;
|
83
|
-
|
54
|
+
" vec2 stepv = fStepSize * delta / dist;",
|
84
55
|
// Number of iterations between pixel and sun
|
85
|
-
|
86
|
-
|
87
|
-
|
88
|
-
vec2 uv = vUv.xy;
|
89
|
-
float col = 0.0;
|
90
|
-
|
56
|
+
" float iters = dist/fStepSize;",
|
57
|
+
" vec2 uv = vUv.xy;",
|
58
|
+
" float col = 0.0;",
|
91
59
|
// This breaks ANGLE in Chrome 22
|
92
60
|
// - see http://code.google.com/p/chromium/issues/detail?id=153105
|
93
|
-
|
94
61
|
/*
|
95
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-
|
62
|
+
// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
|
63
|
+
// so i've just left the loop
|
64
|
+
|
65
|
+
"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
|
66
|
+
|
67
|
+
// Accumulate samples, making sure we dont walk past the light source.
|
68
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+
|
69
|
+
// The check for uv.y < 1 would not be necessary with "border" UV wrap
|
70
|
+
// mode, with a black border color. I don't think this is currently
|
71
|
+
// exposed by three.js. As a result there might be artifacts when the
|
72
|
+
// sun is to the left, right or bottom of screen as these cases are
|
73
|
+
// not specifically handled.
|
74
|
+
|
75
|
+
" col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
|
76
|
+
" uv += stepv;",
|
77
|
+
|
78
|
+
"}",
|
79
|
+
*/
|
114
80
|
// Unrolling loop manually makes it work in ANGLE
|
115
|
-
|
116
|
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|
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|
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|
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|
-
if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
131
|
-
uv += stepv;
|
132
|
-
|
133
|
-
if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
|
134
|
-
uv += stepv;
|
135
|
-
|
136
|
-
// Should technically be dividing by iters but TAPS_PER_PASS smooths out
|
81
|
+
" float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );",
|
82
|
+
// used to fade out godrays
|
83
|
+
" if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
84
|
+
" uv += stepv;",
|
85
|
+
" if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
86
|
+
" uv += stepv;",
|
87
|
+
" if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
88
|
+
" uv += stepv;",
|
89
|
+
" if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
90
|
+
" uv += stepv;",
|
91
|
+
" if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
92
|
+
" uv += stepv;",
|
93
|
+
" if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;",
|
94
|
+
" uv += stepv;",
|
95
|
+
// Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out
|
137
96
|
// objectionable artifacts, in particular near the sun position. The side
|
138
97
|
// effect is that the result is darker than it should be around the sun, as
|
139
98
|
// TAPS_PER_PASS is greater than the number of samples actually accumulated.
|
140
|
-
// When the result is inverted (in the shader godrays_combine this produces
|
99
|
+
// When the result is inverted (in the shader 'godrays_combine', this produces
|
141
100
|
// a slight bright spot at the position of the sun, even when it is occluded.
|
142
|
-
|
143
|
-
|
144
|
-
|
145
|
-
|
146
|
-
}
|
147
|
-
`
|
148
|
-
)
|
101
|
+
" gl_FragColor = vec4( col/TAPS_PER_PASS );",
|
102
|
+
" gl_FragColor.a = 1.0;",
|
103
|
+
"}"
|
104
|
+
].join("\n")
|
149
105
|
};
|
150
106
|
const GodRaysCombineShader = {
|
151
107
|
uniforms: {
|
@@ -159,98 +115,65 @@ const GodRaysCombineShader = {
|
|
159
115
|
value: 0.69
|
160
116
|
}
|
161
117
|
},
|
162
|
-
vertexShader:
|
163
|
-
|
164
|
-
|
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|
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|
168
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|
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|
170
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|
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|
173
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-
|
174
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-
|
175
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fragmentShader: (
|
176
|
-
/* glsl */
|
177
|
-
`
|
178
|
-
varying vec2 vUv;
|
179
|
-
|
180
|
-
uniform sampler2D tColors;
|
181
|
-
uniform sampler2D tGodRays;
|
182
|
-
|
183
|
-
uniform float fGodRayIntensity;
|
184
|
-
|
185
|
-
void main() {
|
186
|
-
|
118
|
+
vertexShader: [
|
119
|
+
"varying vec2 vUv;",
|
120
|
+
"void main() {",
|
121
|
+
" vUv = uv;",
|
122
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
123
|
+
"}"
|
124
|
+
].join("\n"),
|
125
|
+
fragmentShader: [
|
126
|
+
"varying vec2 vUv;",
|
127
|
+
"uniform sampler2D tColors;",
|
128
|
+
"uniform sampler2D tGodRays;",
|
129
|
+
"uniform float fGodRayIntensity;",
|
130
|
+
"void main() {",
|
187
131
|
// Since THREE.MeshDepthMaterial renders foreground objects white and background
|
188
132
|
// objects black, the god-rays will be white streaks. Therefore value is inverted
|
189
133
|
// before being combined with tColors
|
190
|
-
|
191
|
-
|
192
|
-
|
193
|
-
|
194
|
-
}
|
195
|
-
`
|
196
|
-
)
|
134
|
+
" gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );",
|
135
|
+
" gl_FragColor.a = 1.0;",
|
136
|
+
"}"
|
137
|
+
].join("\n")
|
197
138
|
};
|
198
139
|
const GodRaysFakeSunShader = {
|
199
140
|
uniforms: {
|
200
141
|
vSunPositionScreenSpace: {
|
201
|
-
value:
|
142
|
+
value: new Vector3()
|
202
143
|
},
|
203
144
|
fAspect: {
|
204
145
|
value: 1
|
205
146
|
},
|
206
147
|
sunColor: {
|
207
|
-
value:
|
148
|
+
value: new Color(16772608)
|
208
149
|
},
|
209
150
|
bgColor: {
|
210
|
-
value:
|
151
|
+
value: new Color(0)
|
211
152
|
}
|
212
153
|
},
|
213
|
-
vertexShader:
|
214
|
-
|
215
|
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|
216
|
-
|
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|
-
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
-
`
|
229
|
-
varying vec2 vUv;
|
230
|
-
|
231
|
-
uniform vec3 vSunPositionScreenSpace;
|
232
|
-
uniform float fAspect;
|
233
|
-
|
234
|
-
uniform vec3 sunColor;
|
235
|
-
uniform vec3 bgColor;
|
236
|
-
|
237
|
-
void main() {
|
238
|
-
|
239
|
-
vec2 diff = vUv - vSunPositionScreenSpace.xy;
|
240
|
-
|
154
|
+
vertexShader: [
|
155
|
+
"varying vec2 vUv;",
|
156
|
+
"void main() {",
|
157
|
+
" vUv = uv;",
|
158
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
159
|
+
"}"
|
160
|
+
].join("\n"),
|
161
|
+
fragmentShader: [
|
162
|
+
"varying vec2 vUv;",
|
163
|
+
"uniform vec3 vSunPositionScreenSpace;",
|
164
|
+
"uniform float fAspect;",
|
165
|
+
"uniform vec3 sunColor;",
|
166
|
+
"uniform vec3 bgColor;",
|
167
|
+
"void main() {",
|
168
|
+
" vec2 diff = vUv - vSunPositionScreenSpace.xy;",
|
241
169
|
// Correct for aspect ratio
|
242
|
-
|
243
|
-
|
244
|
-
|
245
|
-
|
246
|
-
|
247
|
-
|
248
|
-
|
249
|
-
gl_FragColor.w = 1.0;
|
250
|
-
|
251
|
-
}
|
252
|
-
`
|
253
|
-
)
|
170
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" diff.x *= fAspect;",
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" float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
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" prop = 0.35 * pow( 1.0 - prop, 3.0 );",
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" gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
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" gl_FragColor.w = 1.0;",
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"}"
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].join("\n")
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};
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export {
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GodRaysCombineShader,
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{"version":3,"file":"GodRaysShader.js","sources":["../../src/shaders/GodRaysShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * God-rays (crepuscular rays)\n *\n * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].\n * Blurs a mask generated from the depth map along radial lines emanating from the light\n * source. The blur repeatedly applies a blur filter of increasing support but constant\n * sample count to produce a blur filter with large support.\n *\n * My implementation performs 3 passes, similar to the implementation from Sousa. I found\n * just 6 samples per pass produced acceptible results. The blur is applied three times,\n * with decreasing filter support. The result is equivalent to a single pass with\n * 6*6*6 = 216 samples.\n *\n * References:\n *\n * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt\n */\n\nexport const GodRaysDepthMaskShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n },\n\n vertexShader:
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{"version":3,"file":"GodRaysShader.js","sources":["../../src/shaders/GodRaysShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * God-rays (crepuscular rays)\n *\n * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].\n * Blurs a mask generated from the depth map along radial lines emanating from the light\n * source. The blur repeatedly applies a blur filter of increasing support but constant\n * sample count to produce a blur filter with large support.\n *\n * My implementation performs 3 passes, similar to the implementation from Sousa. I found\n * just 6 samples per pass produced acceptible results. The blur is applied three times,\n * with decreasing filter support. The result is equivalent to a single pass with\n * 6*6*6 = 216 samples.\n *\n * References:\n *\n * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt\n */\n\nexport const GodRaysDepthMaskShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n ' vUv = uv;',\n ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'varying vec2 vUv;',\n\n 'uniform sampler2D tInput;',\n\n 'void main() {',\n\n '\tgl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );',\n\n '}',\n ].join('\\n'),\n}\n\n/**\n * The god-ray generation shader.\n *\n * First pass:\n *\n * The depth map is blurred along radial lines towards the \"sun\". The\n * output is written to a temporary render target (I used a 1/4 sized\n * target).\n *\n * Pass two & three:\n *\n * The results of the previous pass are re-blurred, each time with a\n * decreased distance between samples.\n */\n\nexport const GodRaysGenerateShader = {\n uniforms: {\n tInput: {\n value: null,\n },\n fStepSize: {\n value: 1.0,\n },\n vSunPositionScreenSpace: {\n value: new Vector3(),\n },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n ' vUv = uv;',\n ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#define TAPS_PER_PASS 6.0',\n\n 'varying vec2 vUv;',\n\n 'uniform sampler2D tInput;',\n\n 'uniform vec3 vSunPositionScreenSpace;',\n 'uniform float fStepSize;', // filter step size\n\n 'void main() {',\n\n // delta from current pixel to \"sun\" position\n\n '\tvec2 delta = vSunPositionScreenSpace.xy - vUv;',\n '\tfloat dist = length( delta );',\n\n // Step vector (uv space)\n\n '\tvec2 stepv = fStepSize * delta / dist;',\n\n // Number of iterations between pixel and sun\n\n '\tfloat iters = dist/fStepSize;',\n\n '\tvec2 uv = vUv.xy;',\n '\tfloat col = 0.0;',\n\n // This breaks ANGLE in Chrome 22\n //\t- see http://code.google.com/p/chromium/issues/detail?id=153105\n\n /*\n\t\t// Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),\n\t\t// so i've just left the loop\n\n\t\t\"for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {\",\n\n\t\t// Accumulate samples, making sure we dont walk past the light source.\n\n\t\t// The check for uv.y < 1 would not be necessary with \"border\" UV wrap\n\t\t// mode, with a black border color. I don't think this is currently\n\t\t// exposed by three.js. As a result there might be artifacts when the\n\t\t// sun is to the left, right or bottom of screen as these cases are\n\t\t// not specifically handled.\n\n\t\t\"\tcol += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );\",\n\t\t\"\tuv += stepv;\",\n\n\t\t\"}\",\n\t\t*/\n\n // Unrolling loop manually makes it work in ANGLE\n\n '\tfloat f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) );', // used to fade out godrays\n\n '\tif ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n '\tif ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n '\tif ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n '\tif ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n '\tif ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n '\tif ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;',\n '\tuv += stepv;',\n\n // Should technically be dividing by 'iters', but 'TAPS_PER_PASS' smooths out\n // objectionable artifacts, in particular near the sun position. The side\n // effect is that the result is darker than it should be around the sun, as\n // TAPS_PER_PASS is greater than the number of samples actually accumulated.\n // When the result is inverted (in the shader 'godrays_combine', this produces\n // a slight bright spot at the position of the sun, even when it is occluded.\n\n '\tgl_FragColor = vec4( col/TAPS_PER_PASS );',\n '\tgl_FragColor.a = 1.0;',\n\n '}',\n ].join('\\n'),\n}\n\n/**\n * Additively applies god rays from texture tGodRays to a background (tColors).\n * fGodRayIntensity attenuates the god rays.\n */\n\nexport const GodRaysCombineShader = {\n uniforms: {\n tColors: {\n value: null,\n },\n\n tGodRays: {\n value: null,\n },\n\n fGodRayIntensity: {\n value: 0.69,\n },\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 'varying vec2 vUv;',\n\n 'uniform sampler2D tColors;',\n 'uniform sampler2D tGodRays;',\n\n 'uniform float fGodRayIntensity;',\n\n 'void main() {',\n\n // Since THREE.MeshDepthMaterial renders foreground objects white and background\n // objects black, the god-rays will be white streaks. Therefore value is inverted\n // before being combined with tColors\n\n '\tgl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );',\n '\tgl_FragColor.a = 1.0;',\n\n '}',\n ].join('\\n'),\n}\n\n/**\n * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be\n * cheaper/faster/simpler to implement this as a simple sun sprite.\n */\n\nexport const GodRaysFakeSunShader = {\n uniforms: {\n vSunPositionScreenSpace: {\n value: new Vector3(),\n },\n\n fAspect: {\n value: 1.0,\n },\n\n sunColor: {\n value: new Color(0xffee00),\n },\n\n bgColor: {\n value: new Color(0x000000),\n },\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 'varying vec2 vUv;',\n\n 'uniform vec3 vSunPositionScreenSpace;',\n 'uniform float fAspect;',\n\n 'uniform vec3 sunColor;',\n 'uniform vec3 bgColor;',\n\n 'void main() {',\n\n '\tvec2 diff = vUv - vSunPositionScreenSpace.xy;',\n\n // Correct for aspect ratio\n\n '\tdiff.x *= fAspect;',\n\n '\tfloat prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );',\n '\tprop = 0.35 * pow( 1.0 - prop, 3.0 );',\n\n '\tgl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;',\n '\tgl_FragColor.w = 1.0;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAoBO,MAAM,yBAAyB;AAAA,EACpC,UAAU;AAAA,IACR,QAAQ;AAAA,MACN,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAiBO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,QAAQ;AAAA,MACN,OAAO;AAAA,IACT;AAAA,IACA,WAAW;AAAA,MACT,OAAO;AAAA,IACT;AAAA,IACA,yBAAyB;AAAA,MACvB,OAAO,IAAI,QAAQ;AAAA,IACrB;AAAA,EACF;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA;AAAA,IAIA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IA2BA;AAAA;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IASA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAOO,MAAM,uBAAuB;AAAA,EAClC,UAAU;AAAA,IACR,SAAS;AAAA,MACP,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAAO;AAAA,IACT;AAAA,IAEA,kBAAkB;AAAA,MAChB,OAAO;AAAA,IACT;AAAA,EACF;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAOO,MAAM,uBAAuB;AAAA,EAClC,UAAU;AAAA,IACR,yBAAyB;AAAA,MACvB,OAAO,IAAI,QAAQ;AAAA,IACrB;AAAA,IAEA,SAAS;AAAA,MACP,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAAO,IAAI,MAAM,QAAQ;AAAA,IAC3B;AAAA,IAEA,SAAS;AAAA,MACP,OAAO,IAAI,MAAM,CAAQ;AAAA,IAC3B;AAAA,EACF;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
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