three-stdlib 2.35.4 → 2.35.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/_polyfill/CapsuleGeometry.cjs +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 = {
|
|
|
5
5
|
value: null
|
|
6
6
|
}
|
|
7
7
|
},
|
|
8
|
-
vertexShader:
|
|
9
|
-
|
|
10
|
-
|
|
11
|
-
|
|
12
|
-
|
|
13
|
-
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
/* glsl */
|
|
23
|
-
`
|
|
24
|
-
varying vec2 vUv;
|
|
25
|
-
|
|
26
|
-
uniform sampler2D tInput;
|
|
27
|
-
|
|
28
|
-
void main() {
|
|
29
|
-
|
|
30
|
-
gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
|
|
31
|
-
|
|
32
|
-
}
|
|
33
|
-
`
|
|
34
|
-
)
|
|
8
|
+
vertexShader: [
|
|
9
|
+
"varying vec2 vUv;",
|
|
10
|
+
"void main() {",
|
|
11
|
+
" vUv = uv;",
|
|
12
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
13
|
+
"}"
|
|
14
|
+
].join("\n"),
|
|
15
|
+
fragmentShader: [
|
|
16
|
+
"varying vec2 vUv;",
|
|
17
|
+
"uniform sampler2D tInput;",
|
|
18
|
+
"void main() {",
|
|
19
|
+
" gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );",
|
|
20
|
+
"}"
|
|
21
|
+
].join("\n")
|
|
35
22
|
};
|
|
36
23
|
const GodRaysGenerateShader = {
|
|
37
24
|
uniforms: {
|
|
@@ -42,110 +29,79 @@ const GodRaysGenerateShader = {
|
|
|
42
29
|
value: 1
|
|
43
30
|
},
|
|
44
31
|
vSunPositionScreenSpace: {
|
|
45
|
-
value:
|
|
32
|
+
value: new Vector3()
|
|
46
33
|
}
|
|
47
34
|
},
|
|
48
|
-
vertexShader:
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
`
|
|
64
|
-
#define TAPS_PER_PASS 6.0
|
|
65
|
-
|
|
66
|
-
varying vec2 vUv;
|
|
67
|
-
|
|
68
|
-
uniform sampler2D tInput;
|
|
69
|
-
|
|
70
|
-
uniform vec3 vSunPositionScreenSpace;
|
|
71
|
-
uniform float fStepSize; // filter step size
|
|
72
|
-
|
|
73
|
-
void main() {
|
|
74
|
-
|
|
35
|
+
vertexShader: [
|
|
36
|
+
"varying vec2 vUv;",
|
|
37
|
+
"void main() {",
|
|
38
|
+
" vUv = uv;",
|
|
39
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
40
|
+
"}"
|
|
41
|
+
].join("\n"),
|
|
42
|
+
fragmentShader: [
|
|
43
|
+
"#define TAPS_PER_PASS 6.0",
|
|
44
|
+
"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
|
-
|
|
96
|
-
|
|
97
|
-
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
101
|
-
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
|
|
113
|
-
|
|
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
|
+
|
|
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
|
-
|
|
117
|
-
|
|
118
|
-
|
|
119
|
-
|
|
120
|
-
|
|
121
|
-
|
|
122
|
-
|
|
123
|
-
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
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
|
-
|
|
165
|
-
|
|
166
|
-
|
|
167
|
-
|
|
168
|
-
|
|
169
|
-
|
|
170
|
-
|
|
171
|
-
|
|
172
|
-
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
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
|
-
|
|
216
|
-
|
|
217
|
-
|
|
218
|
-
|
|
219
|
-
|
|
220
|
-
|
|
221
|
-
|
|
222
|
-
|
|
223
|
-
|
|
224
|
-
|
|
225
|
-
|
|
226
|
-
|
|
227
|
-
|
|
228
|
-
`
|
|
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
|
+
" diff.x *= fAspect;",
|
|
171
|
+
" float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );",
|
|
172
|
+
" prop = 0.35 * pow( 1.0 - prop, 3.0 );",
|
|
173
|
+
" gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;",
|
|
174
|
+
" gl_FragColor.w = 1.0;",
|
|
175
|
+
"}"
|
|
176
|
+
].join("\n")
|
|
254
177
|
};
|
|
255
178
|
export {
|
|
256
179
|
GodRaysCombineShader,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"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:
|
|
1
|
+
{"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;"}
|