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.
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
@@ -5,33 +5,20 @@ const GodRaysDepthMaskShader = {
5
5
  value: null
6
6
  }
7
7
  },
8
- vertexShader: (
9
- /* glsl */
10
- `
11
- varying vec2 vUv;
12
-
13
- void main() {
14
-
15
- vUv = uv;
16
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
-
18
- }
19
- `
20
- ),
21
- fragmentShader: (
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: /* @__PURE__ */ new Vector3()
32
+ value: new Vector3()
46
33
  }
47
34
  },
48
- vertexShader: (
49
- /* glsl */
50
- `
51
- varying vec2 vUv;
52
-
53
- void main() {
54
-
55
- vUv = uv;
56
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
57
-
58
- }
59
- `
60
- ),
61
- fragmentShader: (
62
- /* glsl */
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
- vec2 delta = vSunPositionScreenSpace.xy - vUv;
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
- float iters = dist/fStepSize;
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
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
96
- // so ive just left the loop
97
-
98
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
99
-
100
- // Accumulate samples, making sure we dont walk past the light source.
101
-
102
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
103
- // mode, with a black border color. I dont think this is currently
104
- // exposed by three.js. As a result there might be artifacts when the
105
- // sun is to the left, right or bottom of screen as these cases are
106
- // not specifically handled.
107
-
108
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
109
- " uv += stepv;",
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
- float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
117
-
118
- if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
119
- uv += stepv;
120
-
121
- if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
122
- uv += stepv;
123
-
124
- if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
125
- uv += stepv;
126
-
127
- if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
128
- uv += stepv;
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
- gl_FragColor = vec4( col/TAPS_PER_PASS );
144
- gl_FragColor.a = 1.0;
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
- /* glsl */
164
- `
165
- varying vec2 vUv;
166
-
167
- void main() {
168
-
169
- vUv = uv;
170
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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
- gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
192
- gl_FragColor.a = 1.0;
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: /* @__PURE__ */ new Vector3()
142
+ value: new Vector3()
202
143
  },
203
144
  fAspect: {
204
145
  value: 1
205
146
  },
206
147
  sunColor: {
207
- value: /* @__PURE__ */ new Color(16772608)
148
+ value: new Color(16772608)
208
149
  },
209
150
  bgColor: {
210
- value: /* @__PURE__ */ new Color(0)
151
+ value: new Color(0)
211
152
  }
212
153
  },
213
- vertexShader: (
214
- /* glsl */
215
- `
216
- varying vec2 vUv;
217
-
218
- void main() {
219
-
220
- vUv = uv;
221
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
222
-
223
- }
224
- `
225
- ),
226
- fragmentShader: (
227
- /* glsl */
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
- diff.x *= fAspect;
244
-
245
- float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
246
- prop = 0.35 * pow( 1.0 - prop, 3.0 );
247
-
248
- gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
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: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\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 `,\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: /* @__PURE__ */ new Vector3(),\n },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\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 ive 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 dont 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 `,\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: /* 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 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 `,\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: /* @__PURE__ */ new Vector3(),\n },\n\n fAspect: {\n value: 1.0,\n },\n\n sunColor: {\n value: /* @__PURE__ */ new Color(0xffee00),\n },\n\n bgColor: {\n value: /* @__PURE__ */ new Color(0x000000),\n },\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 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 `,\n}\n"],"names":[],"mappings":";AAoBO,MAAM,yBAAyB;AAAA,EACpC,UAAU;AAAA,IACR,QAAQ;AAAA,MACN,OAAO;AAAA,IACT;AAAA,EACF;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;AAW7B;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,2BAA2B,QAAQ;AAAA,IACrC;AAAA,EACF;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAqF7B;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;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;AAmB7B;AAOO,MAAM,uBAAuB;AAAA,EAClC,UAAU;AAAA,IACR,yBAAyB;AAAA,MACvB,2BAA2B,QAAQ;AAAA,IACrC;AAAA,IAEA,SAAS;AAAA,MACP,OAAO;AAAA,IACT;AAAA,IAEA,UAAU;AAAA,MACR,OAA2B,oBAAA,MAAM,QAAQ;AAAA,IAC3C;AAAA,IAEA,SAAS;AAAA,MACP,OAA2B,oBAAA,MAAM,CAAQ;AAAA,IAC3C;AAAA,EACF;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;AAyB7B;"}
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;"}