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
@@ -14,292 +14,214 @@ const HalftoneShader = {
14
14
  greyscale: { value: false },
15
15
  disable: { value: false }
16
16
  },
17
- vertexShader: (
18
- /* glsl */
19
- `
20
- varying vec2 vUV;
21
-
22
- void main() {
23
-
24
- vUV = uv;
25
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
26
-
27
- }
28
- `
29
- ),
30
- fragmentShader: (
31
- /* glsl */
32
- `
33
- #define SQRT2_MINUS_ONE 0.41421356
34
- #define SQRT2_HALF_MINUS_ONE 0.20710678
35
- #define PI2 6.28318531
36
- #define SHAPE_DOT 1
37
- #define SHAPE_ELLIPSE 2
38
- #define SHAPE_LINE 3
39
- #define SHAPE_SQUARE 4
40
- #define BLENDING_LINEAR 1
41
- #define BLENDING_MULTIPLY 2
42
- #define BLENDING_ADD 3
43
- #define BLENDING_LIGHTER 4
44
- #define BLENDING_DARKER 5
45
- uniform sampler2D tDiffuse;
46
- uniform float radius;
47
- uniform float rotateR;
48
- uniform float rotateG;
49
- uniform float rotateB;
50
- uniform float scatter;
51
- uniform float width;
52
- uniform float height;
53
- uniform int shape;
54
- uniform bool disable;
55
- uniform float blending;
56
- uniform int blendingMode;
57
- varying vec2 vUV;
58
- uniform bool greyscale;
59
- const int samples = 8;
60
-
61
- float blend( float a, float b, float t ) {
62
-
17
+ vertexShader: [
18
+ "varying vec2 vUV;",
19
+ "void main() {",
20
+ " vUV = uv;",
21
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
22
+ "}"
23
+ ].join("\n"),
24
+ fragmentShader: [
25
+ "#define SQRT2_MINUS_ONE 0.41421356",
26
+ "#define SQRT2_HALF_MINUS_ONE 0.20710678",
27
+ "#define PI2 6.28318531",
28
+ "#define SHAPE_DOT 1",
29
+ "#define SHAPE_ELLIPSE 2",
30
+ "#define SHAPE_LINE 3",
31
+ "#define SHAPE_SQUARE 4",
32
+ "#define BLENDING_LINEAR 1",
33
+ "#define BLENDING_MULTIPLY 2",
34
+ "#define BLENDING_ADD 3",
35
+ "#define BLENDING_LIGHTER 4",
36
+ "#define BLENDING_DARKER 5",
37
+ "uniform sampler2D tDiffuse;",
38
+ "uniform float radius;",
39
+ "uniform float rotateR;",
40
+ "uniform float rotateG;",
41
+ "uniform float rotateB;",
42
+ "uniform float scatter;",
43
+ "uniform float width;",
44
+ "uniform float height;",
45
+ "uniform int shape;",
46
+ "uniform bool disable;",
47
+ "uniform float blending;",
48
+ "uniform int blendingMode;",
49
+ "varying vec2 vUV;",
50
+ "uniform bool greyscale;",
51
+ "const int samples = 8;",
52
+ "float blend( float a, float b, float t ) {",
63
53
  // linear blend
64
- return a * ( 1.0 - t ) + b * t;
65
-
66
- }
67
-
68
- float hypot( float x, float y ) {
69
-
54
+ " return a * ( 1.0 - t ) + b * t;",
55
+ "}",
56
+ "float hypot( float x, float y ) {",
70
57
  // vector magnitude
71
- return sqrt( x * x + y * y );
72
-
73
- }
74
-
75
- float rand( vec2 seed ){
76
-
58
+ " return sqrt( x * x + y * y );",
59
+ "}",
60
+ "float rand( vec2 seed ){",
77
61
  // get pseudo-random number
78
- return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
79
-
80
- }
81
-
82
- float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
83
-
62
+ "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
63
+ "}",
64
+ "float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
84
65
  // apply shape-specific transforms
85
- float dist = hypot( coord.x - p.x, coord.y - p.y );
86
- float rad = channel;
87
-
88
- if ( shape == SHAPE_DOT ) {
89
-
90
- rad = pow( abs( rad ), 1.125 ) * rad_max;
91
-
92
- } else if ( shape == SHAPE_ELLIPSE ) {
93
-
94
- rad = pow( abs( rad ), 1.125 ) * rad_max;
95
-
96
- if ( dist != 0.0 ) {
97
- float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
98
- dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
99
- }
100
-
101
- } else if ( shape == SHAPE_LINE ) {
102
-
103
- rad = pow( abs( rad ), 1.5) * rad_max;
104
- float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
105
- dist = hypot( normal.x * dot_p, normal.y * dot_p );
106
-
107
- } else if ( shape == SHAPE_SQUARE ) {
108
-
109
- float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
110
- float sin_t = abs( sin( theta ) );
111
- float cos_t = abs( cos( theta ) );
112
- rad = pow( abs( rad ), 1.4 );
113
- rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
114
-
115
- }
116
-
117
- return rad - dist;
118
-
119
- }
120
-
121
- struct Cell {
122
-
66
+ " float dist = hypot( coord.x - p.x, coord.y - p.y );",
67
+ " float rad = channel;",
68
+ " if ( shape == SHAPE_DOT ) {",
69
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
70
+ " } else if ( shape == SHAPE_ELLIPSE ) {",
71
+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
72
+ " if ( dist != 0.0 ) {",
73
+ " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
74
+ " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
75
+ " }",
76
+ " } else if ( shape == SHAPE_LINE ) {",
77
+ " rad = pow( abs( rad ), 1.5) * rad_max;",
78
+ " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
79
+ " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
80
+ " } else if ( shape == SHAPE_SQUARE ) {",
81
+ " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
82
+ " float sin_t = abs( sin( theta ) );",
83
+ " float cos_t = abs( cos( theta ) );",
84
+ " rad = pow( abs( rad ), 1.4 );",
85
+ " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
86
+ " }",
87
+ " return rad - dist;",
88
+ "}",
89
+ "struct Cell {",
123
90
  // grid sample positions
124
- vec2 normal;
125
- vec2 p1;
126
- vec2 p2;
127
- vec2 p3;
128
- vec2 p4;
129
- float samp2;
130
- float samp1;
131
- float samp3;
132
- float samp4;
133
-
134
- };
135
-
136
- vec4 getSample( vec2 point ) {
137
-
91
+ " vec2 normal;",
92
+ " vec2 p1;",
93
+ " vec2 p2;",
94
+ " vec2 p3;",
95
+ " vec2 p4;",
96
+ " float samp2;",
97
+ " float samp1;",
98
+ " float samp3;",
99
+ " float samp4;",
100
+ "};",
101
+ "vec4 getSample( vec2 point ) {",
138
102
  // multi-sampled point
139
- vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
140
- float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
141
- float step = PI2 / float( samples );
142
- float dist = radius * 0.66;
143
-
144
- for ( int i = 0; i < samples; ++i ) {
145
-
146
- float r = base + step * float( i );
147
- vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
148
- tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
149
-
150
- }
151
-
152
- tex /= float( samples ) + 1.0;
153
- return tex;
154
-
155
- }
156
-
157
- float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
158
-
103
+ " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
104
+ " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
105
+ " float step = PI2 / float( samples );",
106
+ " float dist = radius * 0.66;",
107
+ " for ( int i = 0; i < samples; ++i ) {",
108
+ " float r = base + step * float( i );",
109
+ " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
110
+ " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
111
+ " }",
112
+ " tex /= float( samples ) + 1.0;",
113
+ " return tex;",
114
+ "}",
115
+ "float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
159
116
  // get colour for given point
160
- float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
161
-
162
- if ( channel == 0 ) {
163
-
164
- c.samp1 = getSample( c.p1 ).r;
165
- c.samp2 = getSample( c.p2 ).r;
166
- c.samp3 = getSample( c.p3 ).r;
167
- c.samp4 = getSample( c.p4 ).r;
168
-
169
- } else if (channel == 1) {
170
-
171
- c.samp1 = getSample( c.p1 ).g;
172
- c.samp2 = getSample( c.p2 ).g;
173
- c.samp3 = getSample( c.p3 ).g;
174
- c.samp4 = getSample( c.p4 ).g;
175
-
176
- } else {
177
-
178
- c.samp1 = getSample( c.p1 ).b;
179
- c.samp3 = getSample( c.p3 ).b;
180
- c.samp2 = getSample( c.p2 ).b;
181
- c.samp4 = getSample( c.p4 ).b;
182
-
183
- }
184
-
185
- dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
186
- dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
187
- dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
188
- dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
189
- res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
190
- res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
191
- res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
192
- res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
193
- res = clamp( res, 0.0, 1.0 );
194
-
195
- return res;
196
-
197
- }
198
-
199
- Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
200
-
117
+ " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
118
+ " if ( channel == 0 ) {",
119
+ " c.samp1 = getSample( c.p1 ).r;",
120
+ " c.samp2 = getSample( c.p2 ).r;",
121
+ " c.samp3 = getSample( c.p3 ).r;",
122
+ " c.samp4 = getSample( c.p4 ).r;",
123
+ " } else if (channel == 1) {",
124
+ " c.samp1 = getSample( c.p1 ).g;",
125
+ " c.samp2 = getSample( c.p2 ).g;",
126
+ " c.samp3 = getSample( c.p3 ).g;",
127
+ " c.samp4 = getSample( c.p4 ).g;",
128
+ " } else {",
129
+ " c.samp1 = getSample( c.p1 ).b;",
130
+ " c.samp3 = getSample( c.p3 ).b;",
131
+ " c.samp2 = getSample( c.p2 ).b;",
132
+ " c.samp4 = getSample( c.p4 ).b;",
133
+ " }",
134
+ " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
135
+ " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
136
+ " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
137
+ " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
138
+ " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
139
+ " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
140
+ " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
141
+ " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
142
+ " res = clamp( res, 0.0, 1.0 );",
143
+ " return res;",
144
+ "}",
145
+ "Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
201
146
  // get containing cell
202
- Cell c;
203
-
147
+ " Cell c;",
204
148
  // calc grid
205
- vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
206
- float threshold = step * 0.5;
207
- float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
208
- float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
209
- vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
210
- float offset_normal = mod( hypot( offset.x, offset.y ), step );
211
- float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
212
- float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
213
- float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
214
- float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
215
- float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
216
-
149
+ " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
150
+ " float threshold = step * 0.5;",
151
+ " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
152
+ " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
153
+ " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
154
+ " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
155
+ " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
156
+ " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
157
+ " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
158
+ " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
159
+ " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
217
160
  // get closest corner
218
- c.normal = n;
219
- c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
220
- c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
221
-
161
+ " c.normal = n;",
162
+ " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
163
+ " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
222
164
  // scatter
223
- if ( scatter != 0.0 ) {
224
-
225
- float off_mag = scatter * threshold * 0.5;
226
- float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
227
- c.p1.x += cos( off_angle ) * off_mag;
228
- c.p1.y += sin( off_angle ) * off_mag;
229
-
230
- }
231
-
165
+ " if ( scatter != 0.0 ) {",
166
+ " float off_mag = scatter * threshold * 0.5;",
167
+ " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
168
+ " c.p1.x += cos( off_angle ) * off_mag;",
169
+ " c.p1.y += sin( off_angle ) * off_mag;",
170
+ " }",
232
171
  // find corners
233
- float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
234
- float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
235
- c.p2.x = c.p1.x - n.x * normal_step;
236
- c.p2.y = c.p1.y - n.y * normal_step;
237
- c.p3.x = c.p1.x + n.y * line_step;
238
- c.p3.y = c.p1.y - n.x * line_step;
239
- c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
240
- c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
241
-
242
- return c;
243
-
244
- }
245
-
246
- float blendColour( float a, float b, float t ) {
247
-
172
+ " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
173
+ " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
174
+ " c.p2.x = c.p1.x - n.x * normal_step;",
175
+ " c.p2.y = c.p1.y - n.y * normal_step;",
176
+ " c.p3.x = c.p1.x + n.y * line_step;",
177
+ " c.p3.y = c.p1.y - n.x * line_step;",
178
+ " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
179
+ " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
180
+ " return c;",
181
+ "}",
182
+ "float blendColour( float a, float b, float t ) {",
248
183
  // blend colours
249
- if ( blendingMode == BLENDING_LINEAR ) {
250
- return blend( a, b, 1.0 - t );
251
- } else if ( blendingMode == BLENDING_ADD ) {
252
- return blend( a, min( 1.0, a + b ), t );
253
- } else if ( blendingMode == BLENDING_MULTIPLY ) {
254
- return blend( a, max( 0.0, a * b ), t );
255
- } else if ( blendingMode == BLENDING_LIGHTER ) {
256
- return blend( a, max( a, b ), t );
257
- } else if ( blendingMode == BLENDING_DARKER ) {
258
- return blend( a, min( a, b ), t );
259
- } else {
260
- return blend( a, b, 1.0 - t );
261
- }
262
-
263
- }
264
-
265
- void main() {
266
-
267
- if ( ! disable ) {
268
-
184
+ " if ( blendingMode == BLENDING_LINEAR ) {",
185
+ " return blend( a, b, 1.0 - t );",
186
+ " } else if ( blendingMode == BLENDING_ADD ) {",
187
+ " return blend( a, min( 1.0, a + b ), t );",
188
+ " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
189
+ " return blend( a, max( 0.0, a * b ), t );",
190
+ " } else if ( blendingMode == BLENDING_LIGHTER ) {",
191
+ " return blend( a, max( a, b ), t );",
192
+ " } else if ( blendingMode == BLENDING_DARKER ) {",
193
+ " return blend( a, min( a, b ), t );",
194
+ " } else {",
195
+ " return blend( a, b, 1.0 - t );",
196
+ " }",
197
+ "}",
198
+ "void main() {",
199
+ " if ( ! disable ) {",
269
200
  // setup
270
- vec2 p = vec2( vUV.x * width, vUV.y * height );
271
- vec2 origin = vec2( 0, 0 );
272
- float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
273
-
201
+ " vec2 p = vec2( vUV.x * width, vUV.y * height );",
202
+ " vec2 origin = vec2( 0, 0 );",
203
+ " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
274
204
  // get channel samples
275
- Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
276
- Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
277
- Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
278
- float r = getDotColour( cell_r, p, 0, rotateR, aa );
279
- float g = getDotColour( cell_g, p, 1, rotateG, aa );
280
- float b = getDotColour( cell_b, p, 2, rotateB, aa );
281
-
205
+ " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
206
+ " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
207
+ " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
208
+ " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
209
+ " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
210
+ " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
282
211
  // blend with original
283
- vec4 colour = texture2D( tDiffuse, vUV );
284
- r = blendColour( r, colour.r, blending );
285
- g = blendColour( g, colour.g, blending );
286
- b = blendColour( b, colour.b, blending );
287
-
288
- if ( greyscale ) {
289
- r = g = b = (r + b + g) / 3.0;
290
- }
291
-
292
- gl_FragColor = vec4( r, g, b, 1.0 );
293
-
294
- } else {
295
-
296
- gl_FragColor = texture2D( tDiffuse, vUV );
297
-
298
- }
299
-
300
- }
301
- `
302
- )
212
+ " vec4 colour = texture2D( tDiffuse, vUV );",
213
+ " r = blendColour( r, colour.r, blending );",
214
+ " g = blendColour( g, colour.g, blending );",
215
+ " b = blendColour( b, colour.b, blending );",
216
+ " if ( greyscale ) {",
217
+ " r = g = b = (r + b + g) / 3.0;",
218
+ " }",
219
+ " gl_FragColor = vec4( r, g, b, 1.0 );",
220
+ " } else {",
221
+ " gl_FragColor = texture2D( tDiffuse, vUV );",
222
+ " }",
223
+ "}"
224
+ ].join("\n")
303
225
  };
304
226
  export {
305
227
  HalftoneShader
@@ -1 +1 @@
1
- {"version":3,"file":"HalftoneShader.js","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\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 #define SQRT2_MINUS_ONE 0.41421356\n #define SQRT2_HALF_MINUS_ONE 0.20710678\n #define PI2 6.28318531\n #define SHAPE_DOT 1\n #define SHAPE_ELLIPSE 2\n #define SHAPE_LINE 3\n #define SHAPE_SQUARE 4\n #define BLENDING_LINEAR 1\n #define BLENDING_MULTIPLY 2\n #define BLENDING_ADD 3\n #define BLENDING_LIGHTER 4\n #define BLENDING_DARKER 5\n uniform sampler2D tDiffuse;\n uniform float radius;\n uniform float rotateR;\n uniform float rotateG;\n uniform float rotateB;\n uniform float scatter;\n uniform float width;\n uniform float height;\n uniform int shape;\n uniform bool disable;\n uniform float blending;\n uniform int blendingMode;\n varying vec2 vUV;\n uniform bool greyscale;\n const int samples = 8;\n\n float blend( float a, float b, float t ) {\n\n // linear blend\n \treturn a * ( 1.0 - t ) + b * t;\n\n }\n\n float hypot( float x, float y ) {\n\n // vector magnitude\n \treturn sqrt( x * x + y * y );\n\n }\n\n float rand( vec2 seed ){\n\n // get pseudo-random number\n return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );\n\n }\n\n float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {\n\n // apply shape-specific transforms\n \tfloat dist = hypot( coord.x - p.x, coord.y - p.y );\n \tfloat rad = channel;\n\n \tif ( shape == SHAPE_DOT ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t} else if ( shape == SHAPE_ELLIPSE ) {\n\n \t\trad = pow( abs( rad ), 1.125 ) * rad_max;\n\n \t\tif ( dist != 0.0 ) {\n \t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );\n \t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;\n \t\t}\n\n \t} else if ( shape == SHAPE_LINE ) {\n\n \t\trad = pow( abs( rad ), 1.5) * rad_max;\n \t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;\n \t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );\n\n \t} else if ( shape == SHAPE_SQUARE ) {\n\n \t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;\n \t\tfloat sin_t = abs( sin( theta ) );\n \t\tfloat cos_t = abs( cos( theta ) );\n \t\trad = pow( abs( rad ), 1.4 );\n \t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );\n\n \t}\n\n \treturn rad - dist;\n\n }\n\n struct Cell {\n\n // grid sample positions\n \tvec2 normal;\n \tvec2 p1;\n \tvec2 p2;\n \tvec2 p3;\n \tvec2 p4;\n \tfloat samp2;\n \tfloat samp1;\n \tfloat samp3;\n \tfloat samp4;\n\n };\n\n vec4 getSample( vec2 point ) {\n\n // multi-sampled point\n \tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );\n \tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;\n \tfloat step = PI2 / float( samples );\n \tfloat dist = radius * 0.66;\n\n \tfor ( int i = 0; i < samples; ++i ) {\n\n \t\tfloat r = base + step * float( i );\n \t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );\n \t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );\n\n \t}\n\n \ttex /= float( samples ) + 1.0;\n \treturn tex;\n\n }\n\n float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {\n\n // get colour for given point\n \tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;\n\n \tif ( channel == 0 ) {\n\n \t\tc.samp1 = getSample( c.p1 ).r;\n \t\tc.samp2 = getSample( c.p2 ).r;\n \t\tc.samp3 = getSample( c.p3 ).r;\n \t\tc.samp4 = getSample( c.p4 ).r;\n\n \t} else if (channel == 1) {\n\n \t\tc.samp1 = getSample( c.p1 ).g;\n \t\tc.samp2 = getSample( c.p2 ).g;\n \t\tc.samp3 = getSample( c.p3 ).g;\n \t\tc.samp4 = getSample( c.p4 ).g;\n\n \t} else {\n\n \t\tc.samp1 = getSample( c.p1 ).b;\n \t\tc.samp3 = getSample( c.p3 ).b;\n \t\tc.samp2 = getSample( c.p2 ).b;\n \t\tc.samp4 = getSample( c.p4 ).b;\n\n \t}\n\n \tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );\n \tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );\n \tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );\n \tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );\n \tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;\n \tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;\n \tres = clamp( res, 0.0, 1.0 );\n\n \treturn res;\n\n }\n\n Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {\n\n // get containing cell\n \tCell c;\n\n // calc grid\n \tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );\n \tfloat threshold = step * 0.5;\n \tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );\n \tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );\n \tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );\n \tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );\n \tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;\n \tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;\n \tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );\n \tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;\n \tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;\n\n // get closest corner\n \tc.normal = n;\n \tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;\n \tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;\n\n // scatter\n \tif ( scatter != 0.0 ) {\n\n \t\tfloat off_mag = scatter * threshold * 0.5;\n \t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;\n \t\tc.p1.x += cos( off_angle ) * off_mag;\n \t\tc.p1.y += sin( off_angle ) * off_mag;\n\n \t}\n\n // find corners\n \tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );\n \tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );\n \tc.p2.x = c.p1.x - n.x * normal_step;\n \tc.p2.y = c.p1.y - n.y * normal_step;\n \tc.p3.x = c.p1.x + n.y * line_step;\n \tc.p3.y = c.p1.y - n.x * line_step;\n \tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;\n \tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;\n\n \treturn c;\n\n }\n\n float blendColour( float a, float b, float t ) {\n\n // blend colours\n \tif ( blendingMode == BLENDING_LINEAR ) {\n \t\treturn blend( a, b, 1.0 - t );\n \t} else if ( blendingMode == BLENDING_ADD ) {\n \t\treturn blend( a, min( 1.0, a + b ), t );\n \t} else if ( blendingMode == BLENDING_MULTIPLY ) {\n \t\treturn blend( a, max( 0.0, a * b ), t );\n \t} else if ( blendingMode == BLENDING_LIGHTER ) {\n \t\treturn blend( a, max( a, b ), t );\n \t} else if ( blendingMode == BLENDING_DARKER ) {\n \t\treturn blend( a, min( a, b ), t );\n \t} else {\n \t\treturn blend( a, b, 1.0 - t );\n \t}\n\n }\n\n void main() {\n\n \tif ( ! disable ) {\n\n // setup\n \t\tvec2 p = vec2( vUV.x * width, vUV.y * height );\n \t\tvec2 origin = vec2( 0, 0 );\n \t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;\n\n // get channel samples\n \t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );\n \t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );\n \t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );\n \t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );\n \t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );\n \t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );\n\n // blend with original\n \t\tvec4 colour = texture2D( tDiffuse, vUV );\n \t\tr = blendColour( r, colour.r, blending );\n \t\tg = blendColour( g, colour.g, blending );\n \t\tb = blendColour( b, colour.b, blending );\n\n \t\tif ( greyscale ) {\n \t\t\tr = g = b = (r + b + g) / 3.0;\n \t\t}\n\n \t\tgl_FragColor = vec4( r, g, b, 1.0 );\n\n \t} else {\n\n \t\tgl_FragColor = texture2D( tDiffuse, vUV );\n\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAO,EAAE;AAAA,IACpB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,cAAc,EAAE,OAAO,EAAE;AAAA,IACzB,WAAW,EAAE,OAAO,MAAM;AAAA,IAC1B,SAAS,EAAE,OAAO,MAAM;AAAA,EAC1B;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;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;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA8Q7B;"}
1
+ {"version":3,"file":"HalftoneShader.js","sources":["../../src/shaders/HalftoneShader.ts"],"sourcesContent":["/**\n * RGB Halftone shader for three.js.\n *\tNOTE:\n * \t\tShape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)\n *\t\tBlending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)\n */\n\nexport const HalftoneShader = {\n uniforms: {\n tDiffuse: { value: null },\n shape: { value: 1 },\n radius: { value: 4 },\n rotateR: { value: (Math.PI / 12) * 1 },\n rotateG: { value: (Math.PI / 12) * 2 },\n rotateB: { value: (Math.PI / 12) * 3 },\n scatter: { value: 0 },\n width: { value: 1 },\n height: { value: 1 },\n blending: { value: 1 },\n blendingMode: { value: 1 },\n greyscale: { value: false },\n disable: { value: false },\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 '#define SQRT2_MINUS_ONE 0.41421356',\n '#define SQRT2_HALF_MINUS_ONE 0.20710678',\n '#define PI2 6.28318531',\n '#define SHAPE_DOT 1',\n '#define SHAPE_ELLIPSE 2',\n '#define SHAPE_LINE 3',\n '#define SHAPE_SQUARE 4',\n '#define BLENDING_LINEAR 1',\n '#define BLENDING_MULTIPLY 2',\n '#define BLENDING_ADD 3',\n '#define BLENDING_LIGHTER 4',\n '#define BLENDING_DARKER 5',\n 'uniform sampler2D tDiffuse;',\n 'uniform float radius;',\n 'uniform float rotateR;',\n 'uniform float rotateG;',\n 'uniform float rotateB;',\n 'uniform float scatter;',\n 'uniform float width;',\n 'uniform float height;',\n 'uniform int shape;',\n 'uniform bool disable;',\n 'uniform float blending;',\n 'uniform int blendingMode;',\n 'varying vec2 vUV;',\n 'uniform bool greyscale;',\n 'const int samples = 8;',\n\n 'float blend( float a, float b, float t ) {',\n\n // linear blend\n '\treturn a * ( 1.0 - t ) + b * t;',\n\n '}',\n\n 'float hypot( float x, float y ) {',\n\n // vector magnitude\n '\treturn sqrt( x * x + y * y );',\n\n '}',\n\n 'float rand( vec2 seed ){',\n\n // get pseudo-random number\n 'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );',\n\n '}',\n\n 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {',\n\n // apply shape-specific transforms\n '\tfloat dist = hypot( coord.x - p.x, coord.y - p.y );',\n '\tfloat rad = channel;',\n\n '\tif ( shape == SHAPE_DOT ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t} else if ( shape == SHAPE_ELLIPSE ) {',\n\n '\t\trad = pow( abs( rad ), 1.125 ) * rad_max;',\n\n '\t\tif ( dist != 0.0 ) {',\n '\t\t\tfloat dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );',\n '\t\t\tdist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;',\n '\t\t}',\n\n '\t} else if ( shape == SHAPE_LINE ) {',\n\n '\t\trad = pow( abs( rad ), 1.5) * rad_max;',\n '\t\tfloat dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;',\n '\t\tdist = hypot( normal.x * dot_p, normal.y * dot_p );',\n\n '\t} else if ( shape == SHAPE_SQUARE ) {',\n\n '\t\tfloat theta = atan( p.y - coord.y, p.x - coord.x ) - angle;',\n '\t\tfloat sin_t = abs( sin( theta ) );',\n '\t\tfloat cos_t = abs( cos( theta ) );',\n '\t\trad = pow( abs( rad ), 1.4 );',\n '\t\trad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );',\n\n '\t}',\n\n '\treturn rad - dist;',\n\n '}',\n\n 'struct Cell {',\n\n // grid sample positions\n '\tvec2 normal;',\n '\tvec2 p1;',\n '\tvec2 p2;',\n '\tvec2 p3;',\n '\tvec2 p4;',\n '\tfloat samp2;',\n '\tfloat samp1;',\n '\tfloat samp3;',\n '\tfloat samp4;',\n\n '};',\n\n 'vec4 getSample( vec2 point ) {',\n\n // multi-sampled point\n '\tvec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );',\n '\tfloat base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;',\n '\tfloat step = PI2 / float( samples );',\n '\tfloat dist = radius * 0.66;',\n\n '\tfor ( int i = 0; i < samples; ++i ) {',\n\n '\t\tfloat r = base + step * float( i );',\n '\t\tvec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );',\n '\t\ttex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );',\n\n '\t}',\n\n '\ttex /= float( samples ) + 1.0;',\n '\treturn tex;',\n\n '}',\n\n 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {',\n\n // get colour for given point\n '\tfloat dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;',\n\n '\tif ( channel == 0 ) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).r;',\n '\t\tc.samp2 = getSample( c.p2 ).r;',\n '\t\tc.samp3 = getSample( c.p3 ).r;',\n '\t\tc.samp4 = getSample( c.p4 ).r;',\n\n '\t} else if (channel == 1) {',\n\n '\t\tc.samp1 = getSample( c.p1 ).g;',\n '\t\tc.samp2 = getSample( c.p2 ).g;',\n '\t\tc.samp3 = getSample( c.p3 ).g;',\n '\t\tc.samp4 = getSample( c.p4 ).g;',\n\n '\t} else {',\n\n '\t\tc.samp1 = getSample( c.p1 ).b;',\n '\t\tc.samp3 = getSample( c.p3 ).b;',\n '\t\tc.samp2 = getSample( c.p2 ).b;',\n '\t\tc.samp4 = getSample( c.p4 ).b;',\n\n '\t}',\n\n '\tdist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );',\n '\tdist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );',\n '\tdist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );',\n '\tdist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );',\n '\tres = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;',\n '\tres = clamp( res, 0.0, 1.0 );',\n\n '\treturn res;',\n\n '}',\n\n 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {',\n\n // get containing cell\n '\tCell c;',\n\n // calc grid\n '\tvec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );',\n '\tfloat threshold = step * 0.5;',\n '\tfloat dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );',\n '\tfloat dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );',\n '\tvec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );',\n '\tfloat offset_normal = mod( hypot( offset.x, offset.y ), step );',\n '\tfloat normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;',\n '\tfloat offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );',\n '\tfloat line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;',\n '\tfloat line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;',\n\n // get closest corner\n '\tc.normal = n;',\n '\tc.p1.x = p.x - n.x * normal_scale + n.y * line_scale;',\n '\tc.p1.y = p.y - n.y * normal_scale - n.x * line_scale;',\n\n // scatter\n '\tif ( scatter != 0.0 ) {',\n\n '\t\tfloat off_mag = scatter * threshold * 0.5;',\n '\t\tfloat off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;',\n '\t\tc.p1.x += cos( off_angle ) * off_mag;',\n '\t\tc.p1.y += sin( off_angle ) * off_mag;',\n\n '\t}',\n\n // find corners\n '\tfloat normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );',\n '\tfloat line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );',\n '\tc.p2.x = c.p1.x - n.x * normal_step;',\n '\tc.p2.y = c.p1.y - n.y * normal_step;',\n '\tc.p3.x = c.p1.x + n.y * line_step;',\n '\tc.p3.y = c.p1.y - n.x * line_step;',\n '\tc.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;',\n '\tc.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;',\n\n '\treturn c;',\n\n '}',\n\n 'float blendColour( float a, float b, float t ) {',\n\n // blend colours\n '\tif ( blendingMode == BLENDING_LINEAR ) {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t} else if ( blendingMode == BLENDING_ADD ) {',\n '\t\treturn blend( a, min( 1.0, a + b ), t );',\n '\t} else if ( blendingMode == BLENDING_MULTIPLY ) {',\n '\t\treturn blend( a, max( 0.0, a * b ), t );',\n '\t} else if ( blendingMode == BLENDING_LIGHTER ) {',\n '\t\treturn blend( a, max( a, b ), t );',\n '\t} else if ( blendingMode == BLENDING_DARKER ) {',\n '\t\treturn blend( a, min( a, b ), t );',\n '\t} else {',\n '\t\treturn blend( a, b, 1.0 - t );',\n '\t}',\n\n '}',\n\n 'void main() {',\n\n '\tif ( ! disable ) {',\n\n // setup\n '\t\tvec2 p = vec2( vUV.x * width, vUV.y * height );',\n '\t\tvec2 origin = vec2( 0, 0 );',\n '\t\tfloat aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;',\n\n // get channel samples\n '\t\tCell cell_r = getReferenceCell( p, origin, rotateR, radius );',\n '\t\tCell cell_g = getReferenceCell( p, origin, rotateG, radius );',\n '\t\tCell cell_b = getReferenceCell( p, origin, rotateB, radius );',\n '\t\tfloat r = getDotColour( cell_r, p, 0, rotateR, aa );',\n '\t\tfloat g = getDotColour( cell_g, p, 1, rotateG, aa );',\n '\t\tfloat b = getDotColour( cell_b, p, 2, rotateB, aa );',\n\n // blend with original\n '\t\tvec4 colour = texture2D( tDiffuse, vUV );',\n '\t\tr = blendColour( r, colour.r, blending );',\n '\t\tg = blendColour( g, colour.g, blending );',\n '\t\tb = blendColour( b, colour.b, blending );',\n\n '\t\tif ( greyscale ) {',\n '\t\t\tr = g = b = (r + b + g) / 3.0;',\n '\t\t}',\n\n '\t\tgl_FragColor = vec4( r, g, b, 1.0 );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = texture2D( tDiffuse, vUV );',\n\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAOO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAQ,KAAK,KAAK,KAAM,EAAE;AAAA,IACrC,SAAS,EAAE,OAAO,EAAE;AAAA,IACpB,OAAO,EAAE,OAAO,EAAE;AAAA,IAClB,QAAQ,EAAE,OAAO,EAAE;AAAA,IACnB,UAAU,EAAE,OAAO,EAAE;AAAA,IACrB,cAAc,EAAE,OAAO,EAAE;AAAA,IACzB,WAAW,EAAE,OAAO,MAAM;AAAA,IAC1B,SAAS,EAAE,OAAO,MAAM;AAAA,EAC1B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
@@ -6,49 +6,33 @@ const HorizontalTiltShiftShader = {
6
6
  h: { value: 1 / 512 },
7
7
  r: { value: 0.35 }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- uniform sampler2D tDiffuse;
26
- uniform float h;
27
- uniform float r;
28
-
29
- varying vec2 vUv;
30
-
31
- void main() {
32
-
33
- vec4 sum = vec4( 0.0 );
34
-
35
- float hh = h * abs( r - vUv.y );
36
-
37
- sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
38
- sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
39
- sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
40
- sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
41
- sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
42
- sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
43
- sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
44
- sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
45
- sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
46
-
47
- gl_FragColor = sum;
48
-
49
- }
50
- `
51
- )
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "uniform sampler2D tDiffuse;",
18
+ "uniform float h;",
19
+ "uniform float r;",
20
+ "varying vec2 vUv;",
21
+ "void main() {",
22
+ " vec4 sum = vec4( 0.0 );",
23
+ " float hh = h * abs( r - vUv.y );",
24
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
25
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
26
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
27
+ " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
28
+ " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
30
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
31
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
32
+ " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
33
+ " gl_FragColor = sum;",
34
+ "}"
35
+ ].join("\n")
52
36
  };
53
37
  exports.HorizontalTiltShiftShader = HorizontalTiltShiftShader;
54
38
  //# sourceMappingURL=HorizontalTiltShiftShader.cjs.map