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
@@ -12,11 +12,11 @@ const SAOShader = {
12
12
  tDepth: { value: null },
13
13
  tDiffuse: { value: null },
14
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  tNormal: { value: null },
15
- size: { value: /* @__PURE__ */ new Vector2(512, 512) },
15
+ size: { value: new Vector2(512, 512) },
16
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  cameraNear: { value: 1 },
17
17
  cameraFar: { value: 100 },
18
- cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
19
- cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
18
+ cameraProjectionMatrix: { value: new Matrix4() },
19
+ cameraInverseProjectionMatrix: { value: new Matrix4() },
20
20
  scale: { value: 1 },
21
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  intensity: { value: 0.1 },
22
22
  bias: { value: 0.5 },
@@ -24,157 +24,120 @@ const SAOShader = {
24
24
  kernelRadius: { value: 100 },
25
25
  randomSeed: { value: 0 }
26
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  },
27
- vertexShader: (
28
- /* glsl */
29
- `
30
- varying vec2 vUv;
31
-
32
- void main() {
33
- vUv = uv;
34
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
- }
36
- `
37
- ),
38
- fragmentShader: (
39
- /* glsl */
40
- `
41
- #include <common>
42
-
43
- varying vec2 vUv;
44
-
45
- #if DIFFUSE_TEXTURE == 1
46
- uniform sampler2D tDiffuse;
47
- #endif
48
-
49
- uniform sampler2D tDepth;
50
-
51
- #if NORMAL_TEXTURE == 1
52
- uniform sampler2D tNormal;
53
- #endif
54
-
55
- uniform float cameraNear;
56
- uniform float cameraFar;
57
- uniform mat4 cameraProjectionMatrix;
58
- uniform mat4 cameraInverseProjectionMatrix;
59
-
60
- uniform float scale;
61
- uniform float intensity;
62
- uniform float bias;
63
- uniform float kernelRadius;
64
- uniform float minResolution;
65
- uniform vec2 size;
66
- uniform float randomSeed;
67
-
68
- // RGBA depth
69
-
70
- #include <packing>
71
-
72
- vec4 getDefaultColor( const in vec2 screenPosition ) {
73
- #if DIFFUSE_TEXTURE == 1
74
- return texture2D( tDiffuse, vUv );
75
- #else
76
- return vec4( 1.0 );
77
- #endif
78
- }
79
-
80
- float getDepth( const in vec2 screenPosition ) {
81
- #if DEPTH_PACKING == 1
82
- return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
83
- #else
84
- return texture2D( tDepth, screenPosition ).x;
85
- #endif
86
- }
87
-
88
- float getViewZ( const in float depth ) {
89
- #if PERSPECTIVE_CAMERA == 1
90
- return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
91
- #else
92
- return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
93
- #endif
94
- }
95
-
96
- vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
97
- float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
98
- vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
99
- clipPosition *= clipW; // unprojection.
100
-
101
- return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
102
- }
103
-
104
- vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {
105
- #if NORMAL_TEXTURE == 1
106
- return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
107
- #else
108
- return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );
109
- #endif
110
- }
111
-
112
- float scaleDividedByCameraFar;
113
- float minResolutionMultipliedByCameraFar;
114
-
115
- float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {
116
- vec3 viewDelta = sampleViewPosition - centerViewPosition;
117
- float viewDistance = length( viewDelta );
118
- float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;
119
-
120
- return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );
121
- }
122
-
123
- // moving costly divides into consts
124
- const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
125
- const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
126
-
127
- float getAmbientOcclusion( const in vec3 centerViewPosition ) {
128
- // precompute some variables require in getOcclusion.
129
- scaleDividedByCameraFar = scale / cameraFar;
130
- minResolutionMultipliedByCameraFar = minResolution * cameraFar;
131
- vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );
132
-
133
- // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
134
- float angle = rand( vUv + randomSeed ) * PI2;
135
- vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;
136
- vec2 radiusStep = radius;
137
-
138
- float occlusionSum = 0.0;
139
- float weightSum = 0.0;
140
-
141
- for( int i = 0; i < NUM_SAMPLES; i ++ ) {
142
- vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;
143
- radius += radiusStep;
144
- angle += ANGLE_STEP;
145
-
146
- float sampleDepth = getDepth( sampleUv );
147
- if( sampleDepth >= ( 1.0 - EPSILON ) ) {
148
- continue;
149
- }
150
-
151
- float sampleViewZ = getViewZ( sampleDepth );
152
- vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );
153
- occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );
154
- weightSum += 1.0;
155
- }
156
-
157
- if( weightSum == 0.0 ) discard;
158
-
159
- return occlusionSum * ( intensity / weightSum );
160
- }
161
-
162
- void main() {
163
- float centerDepth = getDepth( vUv );
164
- if( centerDepth >= ( 1.0 - EPSILON ) ) {
165
- discard;
166
- }
167
-
168
- float centerViewZ = getViewZ( centerDepth );
169
- vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );
170
-
171
- float ambientOcclusion = getAmbientOcclusion( viewPosition );
172
-
173
- gl_FragColor = getDefaultColor( vUv );
174
- gl_FragColor.xyz *= 1.0 - ambientOcclusion;
175
- }
176
- `
177
- )
27
+ vertexShader: [
28
+ "varying vec2 vUv;",
29
+ "void main() {",
30
+ " vUv = uv;",
31
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
32
+ "}"
33
+ ].join("\n"),
34
+ fragmentShader: [
35
+ "#include <common>",
36
+ "varying vec2 vUv;",
37
+ "#if DIFFUSE_TEXTURE == 1",
38
+ "uniform sampler2D tDiffuse;",
39
+ "#endif",
40
+ "uniform sampler2D tDepth;",
41
+ "#if NORMAL_TEXTURE == 1",
42
+ "uniform sampler2D tNormal;",
43
+ "#endif",
44
+ "uniform float cameraNear;",
45
+ "uniform float cameraFar;",
46
+ "uniform mat4 cameraProjectionMatrix;",
47
+ "uniform mat4 cameraInverseProjectionMatrix;",
48
+ "uniform float scale;",
49
+ "uniform float intensity;",
50
+ "uniform float bias;",
51
+ "uniform float kernelRadius;",
52
+ "uniform float minResolution;",
53
+ "uniform vec2 size;",
54
+ "uniform float randomSeed;",
55
+ "// RGBA depth",
56
+ "#include <packing>",
57
+ "vec4 getDefaultColor( const in vec2 screenPosition ) {",
58
+ " #if DIFFUSE_TEXTURE == 1",
59
+ " return texture2D( tDiffuse, vUv );",
60
+ " #else",
61
+ " return vec4( 1.0 );",
62
+ " #endif",
63
+ "}",
64
+ "float getDepth( const in vec2 screenPosition ) {",
65
+ " #if DEPTH_PACKING == 1",
66
+ " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
67
+ " #else",
68
+ " return texture2D( tDepth, screenPosition ).x;",
69
+ " #endif",
70
+ "}",
71
+ "float getViewZ( const in float depth ) {",
72
+ " #if PERSPECTIVE_CAMERA == 1",
73
+ " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
74
+ " #else",
75
+ " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
76
+ " #endif",
77
+ "}",
78
+ "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
79
+ " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
80
+ " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
81
+ " clipPosition *= clipW; // unprojection.",
82
+ " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
83
+ "}",
84
+ "vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {",
85
+ " #if NORMAL_TEXTURE == 1",
86
+ " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
87
+ " #else",
88
+ " return normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );",
89
+ " #endif",
90
+ "}",
91
+ "float scaleDividedByCameraFar;",
92
+ "float minResolutionMultipliedByCameraFar;",
93
+ "float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {",
94
+ " vec3 viewDelta = sampleViewPosition - centerViewPosition;",
95
+ " float viewDistance = length( viewDelta );",
96
+ " float scaledScreenDistance = scaleDividedByCameraFar * viewDistance;",
97
+ " return max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );",
98
+ "}",
99
+ "// moving costly divides into consts",
100
+ "const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );",
101
+ "const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );",
102
+ "float getAmbientOcclusion( const in vec3 centerViewPosition ) {",
103
+ " // precompute some variables require in getOcclusion.",
104
+ " scaleDividedByCameraFar = scale / cameraFar;",
105
+ " minResolutionMultipliedByCameraFar = minResolution * cameraFar;",
106
+ " vec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );",
107
+ " // jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/",
108
+ " float angle = rand( vUv + randomSeed ) * PI2;",
109
+ " vec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;",
110
+ " vec2 radiusStep = radius;",
111
+ " float occlusionSum = 0.0;",
112
+ " float weightSum = 0.0;",
113
+ " for( int i = 0; i < NUM_SAMPLES; i ++ ) {",
114
+ " vec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;",
115
+ " radius += radiusStep;",
116
+ " angle += ANGLE_STEP;",
117
+ " float sampleDepth = getDepth( sampleUv );",
118
+ " if( sampleDepth >= ( 1.0 - EPSILON ) ) {",
119
+ " continue;",
120
+ " }",
121
+ " float sampleViewZ = getViewZ( sampleDepth );",
122
+ " vec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );",
123
+ " occlusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );",
124
+ " weightSum += 1.0;",
125
+ " }",
126
+ " if( weightSum == 0.0 ) discard;",
127
+ " return occlusionSum * ( intensity / weightSum );",
128
+ "}",
129
+ "void main() {",
130
+ " float centerDepth = getDepth( vUv );",
131
+ " if( centerDepth >= ( 1.0 - EPSILON ) ) {",
132
+ " discard;",
133
+ " }",
134
+ " float centerViewZ = getViewZ( centerDepth );",
135
+ " vec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );",
136
+ " float ambientOcclusion = getAmbientOcclusion( viewPosition );",
137
+ " gl_FragColor = getDefaultColor( vUv );",
138
+ " gl_FragColor.xyz *= 1.0 - ambientOcclusion;",
139
+ "}"
140
+ ].join("\n")
178
141
  };
179
142
  export {
180
143
  SAOShader
@@ -1 +1 @@
1
- {"version":3,"file":"SAOShader.js","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: /* @__PURE__ */ new Vector2(512, 512) },\n\n cameraNear: { value: 1 },\n cameraFar: { value: 100 },\n cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n cameraInverseProjectionMatrix: { value: /* @__PURE__ */ 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: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n `,\n fragmentShader: /* glsl */ `\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 `,\n}\n"],"names":[],"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,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,IAErD,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,wBAAwB,EAAE,OAAuB,oBAAI,UAAU;AAAA,IAC/D,+BAA+B,EAAE,OAAuB,oBAAI,UAAU;AAAA,IAEtE,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;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQzB;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;AAyI7B;"}
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+ {"version":3,"file":"SAOShader.js","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":[],"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,IAAI,QAAQ,KAAK,GAAG,EAAE;AAAA,IAErC,YAAY,EAAE,OAAO,EAAE;AAAA,IACvB,WAAW,EAAE,OAAO,IAAI;AAAA,IACxB,wBAAwB,EAAE,OAAO,IAAI,UAAU;AAAA,IAC/C,+BAA+B,EAAE,OAAO,IAAI,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;"}