three-stdlib 2.35.4 → 2.35.5
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- package/_polyfill/CapsuleGeometry.cjs +17 -20
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +17 -20
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +715 -722
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +716 -723
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +1 -2
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +2 -3
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +1 -2
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +2 -3
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +1 -2
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +2 -3
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +122 -133
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +21 -23
- package/exporters/DRACOExporter.js +122 -133
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +167 -170
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +167 -170
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +515 -524
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +515 -524
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +1 -2
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +2 -3
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +435 -441
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +435 -441
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +1 -2
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +2 -3
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +374 -377
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +374 -377
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +4 -5
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +5 -6
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +43 -46
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +43 -46
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1688 -1694
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1688 -1694
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +50 -53
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +50 -53
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +268 -271
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +269 -272
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +1 -2
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +2 -3
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +206 -209
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +206 -209
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +146 -154
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +146 -154
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +180 -183
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +180 -183
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +161 -164
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +161 -164
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +32 -35
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +6 -100
- package/objects/Sky.js +32 -35
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +1 -2
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +2 -3
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +140 -143
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +140 -143
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +264 -267
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +264 -267
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +250 -253
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +250 -253
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +376 -379
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +376 -379
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +202 -205
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +202 -205
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +46 -71
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +22 -41
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +22 -41
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +6 -20
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +6 -20
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +26 -46
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +26 -46
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +19 -33
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +19 -33
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +90 -117
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +90 -117
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +232 -333
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +232 -333
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +22 -38
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +22 -38
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +21 -35
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +21 -35
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +19 -34
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +19 -34
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +24 -43
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +24 -43
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +16 -30
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +16 -30
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +21 -38
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +21 -38
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +69 -98
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +69 -98
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +59 -70
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +59 -70
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +28 -49
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +28 -49
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1089 -1098
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1089 -1098
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +29 -57
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +29 -57
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +43 -70
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +43 -70
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +53 -74
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +53 -74
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +35 -55
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +35 -55
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +19 -33
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +19 -33
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +116 -193
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +116 -193
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +192 -270
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +192 -270
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +27 -43
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +27 -43
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +31 -47
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +31 -47
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +24 -37
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +24 -37
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +24 -43
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +24 -43
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +17 -34
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +17 -34
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +26 -39
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +26 -39
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +21 -36
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +21 -36
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +97 -147
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +97 -147
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +18 -31
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +18 -31
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +20 -33
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +20 -33
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +117 -154
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +117 -154
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +270 -358
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +270 -358
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +142 -236
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +142 -236
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +20 -36
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +20 -36
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +37 -64
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +37 -64
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +16 -29
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +16 -29
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +35 -55
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +35 -55
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +165 -275
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +165 -275
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +27 -50
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +27 -50
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +17 -32
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +17 -32
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +27 -43
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +27 -43
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +27 -43
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +27 -43
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +213 -264
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +213 -264
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +35 -63
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +35 -63
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +1 -2
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +2 -3
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +106 -109
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -4
- package/webxr/ARButton.js +106 -109
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +95 -98
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +5 -6
- package/webxr/VRButton.js +95 -98
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/PixelShader.cjs
CHANGED
@@ -6,37 +6,24 @@ const PixelShader = {
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resolution: { value: null },
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vertexShader:
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uniform vec2 resolution;
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varying highp vec2 vUv;
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void main(){
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vec2 dxy = pixelSize / resolution;
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vec2 coord = dxy * floor( vUv / dxy );
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}
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`
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)
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vertexShader: [
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"varying highp vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform float pixelSize;",
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"uniform vec2 resolution;",
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"varying highp vec2 vUv;",
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"void main(){",
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"vec2 dxy = pixelSize / resolution;",
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"vec2 coord = dxy * floor( vUv / dxy );",
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"}"
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exports.PixelShader = PixelShader;
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//# sourceMappingURL=PixelShader.cjs.map
|
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{"version":3,"file":"PixelShader.cjs","sources":["../../src/shaders/PixelShader.ts"],"sourcesContent":["/**\n * Pixelation shader\n */\n\nexport const PixelShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: null },\n pixelSize: { value: 1 },\n },\n\n vertexShader:
|
1
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+
{"version":3,"file":"PixelShader.cjs","sources":["../../src/shaders/PixelShader.ts"],"sourcesContent":["/**\n * Pixelation shader\n */\n\nexport const PixelShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: null },\n pixelSize: { value: 1 },\n },\n\n vertexShader: [\n 'varying highp 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 'uniform sampler2D tDiffuse;',\n 'uniform float pixelSize;',\n 'uniform vec2 resolution;',\n\n 'varying highp vec2 vUv;',\n\n 'void main(){',\n\n 'vec2 dxy = pixelSize / resolution;',\n 'vec2 coord = dxy * floor( vUv / dxy );',\n 'gl_FragColor = texture2D(tDiffuse, coord);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAIO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,KAAK;AAAA,IAC1B,WAAW,EAAE,OAAO,EAAE;AAAA,EACxB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
|
package/shaders/PixelShader.js
CHANGED
@@ -4,37 +4,24 @@ const PixelShader = {
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resolution: { value: null },
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pixelSize: { value: 1 }
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},
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vertexShader:
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uniform vec2 resolution;
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varying highp vec2 vUv;
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void main(){
|
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vec2 dxy = pixelSize / resolution;
|
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vec2 coord = dxy * floor( vUv / dxy );
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gl_FragColor = texture2D(tDiffuse, coord);
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}
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`
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)
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vertexShader: [
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"varying highp vec2 vUv;",
|
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"void main() {",
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"vUv = uv;",
|
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
|
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform float pixelSize;",
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"uniform vec2 resolution;",
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"varying highp vec2 vUv;",
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"void main(){",
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"vec2 dxy = pixelSize / resolution;",
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"vec2 coord = dxy * floor( vUv / dxy );",
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"gl_FragColor = texture2D(tDiffuse, coord);",
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"}"
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].join("\n")
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};
|
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export {
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PixelShader
|
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|
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{"version":3,"file":"PixelShader.js","sources":["../../src/shaders/PixelShader.ts"],"sourcesContent":["/**\n * Pixelation shader\n */\n\nexport const PixelShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: null },\n pixelSize: { value: 1 },\n },\n\n vertexShader:
|
1
|
+
{"version":3,"file":"PixelShader.js","sources":["../../src/shaders/PixelShader.ts"],"sourcesContent":["/**\n * Pixelation shader\n */\n\nexport const PixelShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: null },\n pixelSize: { value: 1 },\n },\n\n vertexShader: [\n 'varying highp 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 'uniform sampler2D tDiffuse;',\n 'uniform float pixelSize;',\n 'uniform vec2 resolution;',\n\n 'varying highp vec2 vUv;',\n\n 'void main(){',\n\n 'vec2 dxy = pixelSize / resolution;',\n 'vec2 coord = dxy * floor( vUv / dxy );',\n 'gl_FragColor = texture2D(tDiffuse, coord);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAIO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,KAAK;AAAA,IAC1B,WAAW,EAAE,OAAO,EAAE;AAAA,EACxB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
|
@@ -6,39 +6,26 @@ const RGBShiftShader = {
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amount: { value: 5e-3 },
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angle: { value: 0 }
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},
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vertexShader:
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varying vec2 vUv;
|
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void main() {
|
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vec2 offset = amount * vec2( cos(angle), sin(angle));
|
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vec4 cr = texture2D(tDiffuse, vUv + offset);
|
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vec4 cga = texture2D(tDiffuse, vUv);
|
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vec4 cb = texture2D(tDiffuse, vUv - offset);
|
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gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
|
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|
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|
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}
|
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`
|
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)
|
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vertexShader: [
|
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"varying vec2 vUv;",
|
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"void main() {",
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" vUv = uv;",
|
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
|
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+
].join("\n"),
|
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fragmentShader: [
|
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"uniform sampler2D tDiffuse;",
|
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"uniform float amount;",
|
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"uniform float angle;",
|
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"varying vec2 vUv;",
|
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"void main() {",
|
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" vec2 offset = amount * vec2( cos(angle), sin(angle));",
|
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|
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" vec4 cr = texture2D(tDiffuse, vUv + offset);",
|
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" vec4 cga = texture2D(tDiffuse, vUv);",
|
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|
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" vec4 cb = texture2D(tDiffuse, vUv - offset);",
|
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" gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
|
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|
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"}"
|
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|
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].join("\n")
|
42
29
|
};
|
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|
exports.RGBShiftShader = RGBShiftShader;
|
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|
//# sourceMappingURL=RGBShiftShader.cjs.map
|
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|
|
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|
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{"version":3,"file":"RGBShiftShader.cjs","sources":["../../src/shaders/RGBShiftShader.ts"],"sourcesContent":["/**\n * RGB Shift Shader\n * Shifts red and blue channels from center in opposite directions\n * Ported from http://kriss.cx/tom/2009/05/rgb-shift/\n * by Tom Butterworth / http://kriss.cx/tom/\n *\n * amount: shift distance (1 is width of input)\n * angle: shift angle in radians\n */\n\nexport const RGBShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 0.005 },\n angle: { value: 0.0 },\n },\n\n vertexShader:
|
1
|
+
{"version":3,"file":"RGBShiftShader.cjs","sources":["../../src/shaders/RGBShiftShader.ts"],"sourcesContent":["/**\n * RGB Shift Shader\n * Shifts red and blue channels from center in opposite directions\n * Ported from http://kriss.cx/tom/2009/05/rgb-shift/\n * by Tom Butterworth / http://kriss.cx/tom/\n *\n * amount: shift distance (1 is width of input)\n * angle: shift angle in radians\n */\n\nexport const RGBShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 0.005 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float amount;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 offset = amount * vec2( cos(angle), sin(angle));',\n '\tvec4 cr = texture2D(tDiffuse, vUv + offset);',\n '\tvec4 cga = texture2D(tDiffuse, vUv);',\n '\tvec4 cb = texture2D(tDiffuse, vUv - offset);',\n '\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAUO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,KAAM;AAAA,IACvB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
|
@@ -4,39 +4,26 @@ const RGBShiftShader = {
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amount: { value: 5e-3 },
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vertexShader:
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varying vec2 vUv;
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void main() {
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vec2 offset = amount * vec2( cos(angle), sin(angle));
|
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vec4 cr = texture2D(tDiffuse, vUv + offset);
|
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vec4 cga = texture2D(tDiffuse, vUv);
|
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vec4 cb = texture2D(tDiffuse, vUv - offset);
|
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gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
|
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}
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`
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)
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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" vUv = uv;",
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" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform sampler2D tDiffuse;",
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"uniform float amount;",
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"uniform float angle;",
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"varying vec2 vUv;",
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"void main() {",
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" vec2 offset = amount * vec2( cos(angle), sin(angle));",
|
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" vec4 cr = texture2D(tDiffuse, vUv + offset);",
|
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" vec4 cga = texture2D(tDiffuse, vUv);",
|
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|
+
" vec4 cb = texture2D(tDiffuse, vUv - offset);",
|
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|
+
" gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
|
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|
+
"}"
|
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|
+
].join("\n")
|
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};
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export {
|
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29
|
RGBShiftShader
|
@@ -1 +1 @@
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1
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-
{"version":3,"file":"RGBShiftShader.js","sources":["../../src/shaders/RGBShiftShader.ts"],"sourcesContent":["/**\n * RGB Shift Shader\n * Shifts red and blue channels from center in opposite directions\n * Ported from http://kriss.cx/tom/2009/05/rgb-shift/\n * by Tom Butterworth / http://kriss.cx/tom/\n *\n * amount: shift distance (1 is width of input)\n * angle: shift angle in radians\n */\n\nexport const RGBShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 0.005 },\n angle: { value: 0.0 },\n },\n\n vertexShader:
|
1
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+
{"version":3,"file":"RGBShiftShader.js","sources":["../../src/shaders/RGBShiftShader.ts"],"sourcesContent":["/**\n * RGB Shift Shader\n * Shifts red and blue channels from center in opposite directions\n * Ported from http://kriss.cx/tom/2009/05/rgb-shift/\n * by Tom Butterworth / http://kriss.cx/tom/\n *\n * amount: shift distance (1 is width of input)\n * angle: shift angle in radians\n */\n\nexport const RGBShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 0.005 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float amount;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 offset = amount * vec2( cos(angle), sin(angle));',\n '\tvec4 cr = texture2D(tDiffuse, vUv + offset);',\n '\tvec4 cga = texture2D(tDiffuse, vUv);',\n '\tvec4 cb = texture2D(tDiffuse, vUv - offset);',\n '\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAUO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,KAAM;AAAA,IACvB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;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,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
|
package/shaders/SAOShader.cjs
CHANGED
@@ -14,11 +14,11 @@ const SAOShader = {
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tDepth: { value: null },
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tDiffuse: { value: null },
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tNormal: { value: null },
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size: { value:
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size: { value: new THREE.Vector2(512, 512) },
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cameraNear: { value: 1 },
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cameraFar: { value: 100 },
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cameraProjectionMatrix: { value:
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cameraInverseProjectionMatrix: { value:
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cameraProjectionMatrix: { value: new THREE.Matrix4() },
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cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
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scale: { value: 1 },
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intensity: { value: 0.1 },
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bias: { value: 0.5 },
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@@ -26,157 +26,120 @@ const SAOShader = {
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kernelRadius: { value: 100 },
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randomSeed: { value: 0 }
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uniform
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uniform
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uniform
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float
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-
for( int i = 0; i < NUM_SAMPLES; i ++ ) {
|
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|
-
vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
|
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|
-
radius += radiusStep;
|
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|
-
angle += ANGLE_STEP;
|
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-
|
148
|
-
float sampleDepth = getDepth( sampleUv );
|
149
|
-
if( sampleDepth >= ( 1.0 - EPSILON ) ) {
|
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|
-
continue;
|
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|
-
}
|
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|
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|
-
float sampleViewZ = getViewZ( sampleDepth );
|
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|
-
vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
|
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|
-
occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
|
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|
-
weightSum += 1.0;
|
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|
-
}
|
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|
-
if( weightSum == 0.0 ) discard;
|
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|
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|
-
return occlusionSum * ( intensity / weightSum );
|
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|
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}
|
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|
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void main() {
|
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|
-
float centerDepth = getDepth( vUv );
|
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|
-
if( centerDepth >= ( 1.0 - EPSILON ) ) {
|
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|
-
discard;
|
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|
-
}
|
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-
|
170
|
-
float centerViewZ = getViewZ( centerDepth );
|
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|
-
vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
|
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|
-
|
173
|
-
float ambientOcclusion = getAmbientOcclusion( viewPosition );
|
174
|
-
|
175
|
-
gl_FragColor = getDefaultColor( vUv );
|
176
|
-
gl_FragColor.xyz *= 1.0 - ambientOcclusion;
|
177
|
-
}
|
178
|
-
`
|
179
|
-
)
|
29
|
+
vertexShader: [
|
30
|
+
"varying vec2 vUv;",
|
31
|
+
"void main() {",
|
32
|
+
" vUv = uv;",
|
33
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
34
|
+
"}"
|
35
|
+
].join("\n"),
|
36
|
+
fragmentShader: [
|
37
|
+
"#include <common>",
|
38
|
+
"varying vec2 vUv;",
|
39
|
+
"#if DIFFUSE_TEXTURE == 1",
|
40
|
+
"uniform sampler2D tDiffuse;",
|
41
|
+
"#endif",
|
42
|
+
"uniform sampler2D tDepth;",
|
43
|
+
"#if NORMAL_TEXTURE == 1",
|
44
|
+
"uniform sampler2D tNormal;",
|
45
|
+
"#endif",
|
46
|
+
"uniform float cameraNear;",
|
47
|
+
"uniform float cameraFar;",
|
48
|
+
"uniform mat4 cameraProjectionMatrix;",
|
49
|
+
"uniform mat4 cameraInverseProjectionMatrix;",
|
50
|
+
"uniform float scale;",
|
51
|
+
"uniform float intensity;",
|
52
|
+
"uniform float bias;",
|
53
|
+
"uniform float kernelRadius;",
|
54
|
+
"uniform float minResolution;",
|
55
|
+
"uniform vec2 size;",
|
56
|
+
"uniform float randomSeed;",
|
57
|
+
"// RGBA depth",
|
58
|
+
"#include <packing>",
|
59
|
+
"vec4 getDefaultColor( const in vec2 screenPosition ) {",
|
60
|
+
" #if DIFFUSE_TEXTURE == 1",
|
61
|
+
" return texture2D( tDiffuse, vUv );",
|
62
|
+
" #else",
|
63
|
+
" return vec4( 1.0 );",
|
64
|
+
" #endif",
|
65
|
+
"}",
|
66
|
+
"float getDepth( const in vec2 screenPosition ) {",
|
67
|
+
" #if DEPTH_PACKING == 1",
|
68
|
+
" return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
|
69
|
+
" #else",
|
70
|
+
" return texture2D( tDepth, screenPosition ).x;",
|
71
|
+
" #endif",
|
72
|
+
"}",
|
73
|
+
"float getViewZ( const in float depth ) {",
|
74
|
+
" #if PERSPECTIVE_CAMERA == 1",
|
75
|
+
" return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
|
76
|
+
" #else",
|
77
|
+
" return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
|
78
|
+
" #endif",
|
79
|
+
"}",
|
80
|
+
"vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
|
81
|
+
" float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
|
82
|
+
" vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
|
83
|
+
" clipPosition *= clipW; // unprojection.",
|
84
|
+
" return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
|
85
|
+
"}",
|
86
|
+
"vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {",
|
87
|
+
" #if NORMAL_TEXTURE == 1",
|
88
|
+
" return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
|
89
|
+
" #else",
|
90
|
+
" return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );",
|
91
|
+
" #endif",
|
92
|
+
"}",
|
93
|
+
"float scaleDividedByCameraFar;",
|
94
|
+
"float minResolutionMultipliedByCameraFar;",
|
95
|
+
"float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {",
|
96
|
+
" vec3 viewDelta = sampleViewPosition - centerViewPosition;",
|
97
|
+
" float viewDistance = length( viewDelta );",
|
98
|
+
" float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;",
|
99
|
+
" return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );",
|
100
|
+
"}",
|
101
|
+
"// moving costly divides into consts",
|
102
|
+
"const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );",
|
103
|
+
"const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );",
|
104
|
+
"float getAmbientOcclusion( const in vec3 centerViewPosition ) {",
|
105
|
+
" // precompute some variables require in getOcclusion.",
|
106
|
+
" scaleDividedByCameraFar = scale / cameraFar;",
|
107
|
+
" minResolutionMultipliedByCameraFar = minResolution * cameraFar;",
|
108
|
+
" vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );",
|
109
|
+
" // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/",
|
110
|
+
" float angle = rand( vUv + randomSeed ) * PI2;",
|
111
|
+
" vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;",
|
112
|
+
" vec2 radiusStep = radius;",
|
113
|
+
" float occlusionSum = 0.0;",
|
114
|
+
" float weightSum = 0.0;",
|
115
|
+
" for( int i = 0; i < NUM_SAMPLES; i ++ ) {",
|
116
|
+
" vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;",
|
117
|
+
" radius += radiusStep;",
|
118
|
+
" angle += ANGLE_STEP;",
|
119
|
+
" float sampleDepth = getDepth( sampleUv );",
|
120
|
+
" if( sampleDepth >= ( 1.0 - EPSILON ) ) {",
|
121
|
+
" continue;",
|
122
|
+
" }",
|
123
|
+
" float sampleViewZ = getViewZ( sampleDepth );",
|
124
|
+
" vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );",
|
125
|
+
" occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );",
|
126
|
+
" weightSum += 1.0;",
|
127
|
+
" }",
|
128
|
+
" if( weightSum == 0.0 ) discard;",
|
129
|
+
" return occlusionSum * ( intensity / weightSum );",
|
130
|
+
"}",
|
131
|
+
"void main() {",
|
132
|
+
" float centerDepth = getDepth( vUv );",
|
133
|
+
" if( centerDepth >= ( 1.0 - EPSILON ) ) {",
|
134
|
+
" discard;",
|
135
|
+
" }",
|
136
|
+
" float centerViewZ = getViewZ( centerDepth );",
|
137
|
+
" vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );",
|
138
|
+
" float ambientOcclusion = getAmbientOcclusion( viewPosition );",
|
139
|
+
" gl_FragColor = getDefaultColor( vUv );",
|
140
|
+
" gl_FragColor.xyz *= 1.0 - ambientOcclusion;",
|
141
|
+
"}"
|
142
|
+
].join("\n")
|
180
143
|
};
|
181
144
|
exports.SAOShader = SAOShader;
|
182
145
|
//# sourceMappingURL=SAOShader.cjs.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"SAOShader.cjs","sources":["../../src/shaders/SAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type SAOShaderDefines = Record<\n 'DEPTH_PACKING' | 'DIFFUSE_TEXTURE' | 'NORMAL_TEXTURE' | 'NUM_RINGS' | 'NUM_SAMPLES' | 'PERSPECTIVE_CAMERA',\n number\n>\n\nexport type SAOShaderUniforms = {\n bias: IUniform<number>\n cameraFar: IUniform<number>\n cameraInverseProjectionMatrix: IUniform<Matrix4>\n cameraNear: IUniform<number>\n cameraProjectionMatrix: IUniform<Matrix4>\n intensity: IUniform<number>\n kernelRadius: IUniform<number>\n minResolution: IUniform<number>\n randomSeed: IUniform<number>\n scale: IUniform<number>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n tNormal: IUniform<Texture | null>\n}\n\nexport interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines> {\n defines: SAOShaderDefines\n needsUpdate?: boolean\n}\n\nexport const SAOShader: ISAOShader = {\n defines: {\n NUM_SAMPLES: 7,\n NUM_RINGS: 4,\n NORMAL_TEXTURE: 0,\n DIFFUSE_TEXTURE: 0,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDepth: { value: null },\n tDiffuse: { value: null },\n tNormal: { value: null },\n size: { value:
|
1
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+
{"version":3,"file":"SAOShader.cjs","sources":["../../src/shaders/SAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type SAOShaderDefines = Record<\n 'DEPTH_PACKING' | 'DIFFUSE_TEXTURE' | 'NORMAL_TEXTURE' | 'NUM_RINGS' | 'NUM_SAMPLES' | 'PERSPECTIVE_CAMERA',\n number\n>\n\nexport type SAOShaderUniforms = {\n bias: IUniform<number>\n cameraFar: IUniform<number>\n cameraInverseProjectionMatrix: IUniform<Matrix4>\n cameraNear: IUniform<number>\n cameraProjectionMatrix: IUniform<Matrix4>\n intensity: IUniform<number>\n kernelRadius: IUniform<number>\n minResolution: IUniform<number>\n randomSeed: IUniform<number>\n scale: IUniform<number>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n tNormal: IUniform<Texture | null>\n}\n\nexport interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines> {\n defines: SAOShaderDefines\n needsUpdate?: boolean\n}\n\nexport const SAOShader: ISAOShader = {\n defines: {\n NUM_SAMPLES: 7,\n NUM_RINGS: 4,\n NORMAL_TEXTURE: 0,\n DIFFUSE_TEXTURE: 0,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDepth: { value: null },\n tDiffuse: { value: null },\n tNormal: { value: null },\n size: { value: new Vector2(512, 512) },\n\n cameraNear: { value: 1 },\n cameraFar: { value: 100 },\n cameraProjectionMatrix: { value: new Matrix4() },\n cameraInverseProjectionMatrix: { value: new Matrix4() },\n\n scale: { value: 1.0 },\n intensity: { value: 0.1 },\n bias: { value: 0.5 },\n\n minResolution: { value: 0.0 },\n kernelRadius: { value: 100.0 },\n randomSeed: { value: 0.0 },\n },\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '}',\n ].join('\\n'),\n fragmentShader: [\n '#include <common>',\n\n 'varying vec2 vUv;',\n\n '#if DIFFUSE_TEXTURE == 1',\n 'uniform sampler2D tDiffuse;',\n '#endif',\n\n 'uniform sampler2D tDepth;',\n\n '#if NORMAL_TEXTURE == 1',\n 'uniform sampler2D tNormal;',\n '#endif',\n\n 'uniform float cameraNear;',\n 'uniform float cameraFar;',\n 'uniform mat4 cameraProjectionMatrix;',\n 'uniform mat4 cameraInverseProjectionMatrix;',\n\n 'uniform float scale;',\n 'uniform float intensity;',\n 'uniform float bias;',\n 'uniform float kernelRadius;',\n 'uniform float minResolution;',\n 'uniform vec2 size;',\n 'uniform float randomSeed;',\n\n '// RGBA depth',\n\n '#include <packing>',\n\n 'vec4 getDefaultColor( const in vec2 screenPosition ) {',\n '\t#if DIFFUSE_TEXTURE == 1',\n '\treturn texture2D( tDiffuse, vUv );',\n '\t#else',\n '\treturn vec4( 1.0 );',\n '\t#endif',\n '}',\n\n 'float getDepth( const in vec2 screenPosition ) {',\n '\t#if DEPTH_PACKING == 1',\n '\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',\n '\t#else',\n '\treturn texture2D( tDepth, screenPosition ).x;',\n '\t#endif',\n '}',\n\n 'float getViewZ( const in float depth ) {',\n '\t#if PERSPECTIVE_CAMERA == 1',\n '\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#else',\n '\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#endif',\n '}',\n\n 'vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {',\n '\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];',\n '\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );',\n '\tclipPosition *= clipW; // unprojection.',\n\n '\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;',\n '}',\n\n 'vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {',\n '\t#if NORMAL_TEXTURE == 1',\n '\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );',\n '\t#else',\n '\treturn normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );',\n '\t#endif',\n '}',\n\n 'float scaleDividedByCameraFar;',\n 'float minResolutionMultipliedByCameraFar;',\n\n 'float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {',\n '\tvec3 viewDelta = sampleViewPosition - centerViewPosition;',\n '\tfloat viewDistance = length( viewDelta );',\n '\tfloat scaledScreenDistance = scaleDividedByCameraFar * viewDistance;',\n\n '\treturn max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );',\n '}',\n\n '// moving costly divides into consts',\n 'const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );',\n 'const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );',\n\n 'float getAmbientOcclusion( const in vec3 centerViewPosition ) {',\n '\t// precompute some variables require in getOcclusion.',\n '\tscaleDividedByCameraFar = scale / cameraFar;',\n '\tminResolutionMultipliedByCameraFar = minResolution * cameraFar;',\n '\tvec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );',\n\n '\t// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/',\n '\tfloat angle = rand( vUv + randomSeed ) * PI2;',\n '\tvec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;',\n '\tvec2 radiusStep = radius;',\n\n '\tfloat occlusionSum = 0.0;',\n '\tfloat weightSum = 0.0;',\n\n '\tfor( int i = 0; i < NUM_SAMPLES; i ++ ) {',\n '\t\tvec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;',\n '\t\tradius += radiusStep;',\n '\t\tangle += ANGLE_STEP;',\n\n '\t\tfloat sampleDepth = getDepth( sampleUv );',\n '\t\tif( sampleDepth >= ( 1.0 - EPSILON ) ) {',\n '\t\t\tcontinue;',\n '\t\t}',\n\n '\t\tfloat sampleViewZ = getViewZ( sampleDepth );',\n '\t\tvec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );',\n '\t\tocclusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );',\n '\t\tweightSum += 1.0;',\n '\t}',\n\n '\tif( weightSum == 0.0 ) discard;',\n\n '\treturn occlusionSum * ( intensity / weightSum );',\n '}',\n\n 'void main() {',\n '\tfloat centerDepth = getDepth( vUv );',\n '\tif( centerDepth >= ( 1.0 - EPSILON ) ) {',\n '\t\tdiscard;',\n '\t}',\n\n '\tfloat centerViewZ = getViewZ( centerDepth );',\n '\tvec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );',\n\n '\tfloat ambientOcclusion = getAmbientOcclusion( viewPosition );',\n\n '\tgl_FragColor = getDefaultColor( vUv );',\n '\tgl_FragColor.xyz *= 1.0 - ambientOcclusion;',\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2","Matrix4"],"mappings":";;;AAgCO,MAAM,YAAwB;AAAA,EACnC,SAAS;AAAA,IACP,aAAa;AAAA,IACb,WAAW;AAAA,IACX,gBAAgB;AAAA,IAChB,iBAAiB;AAAA,IACjB,eAAe;AAAA,IACf,oBAAoB;AAAA,EACtB;AAAA,EACA,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,MAAM,EAAE,OAAO,IAAIA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,IAErC,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,wBAAwB,EAAE,OAAO,IAAIC,MAAAA,UAAU;AAAA,IAC/C,+BAA+B,EAAE,OAAO,IAAIA,MAAAA,UAAU;AAAA,IAEtD,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,MAAM,EAAE,OAAO,IAAI;AAAA,IAEnB,eAAe,EAAE,OAAO,EAAI;AAAA,IAC5B,cAAc,EAAE,OAAO,IAAM;AAAA,IAC7B,YAAY,EAAE,OAAO,EAAI;AAAA,EAC3B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
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