three-stdlib 2.35.4 → 2.35.5

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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
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  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
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  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
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  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
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  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
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  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
@@ -1,294 +1,184 @@
1
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  import { Vector3, Color } from "three";
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  const ToonShader1 = {
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  uniforms: {
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- uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
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- uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
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- uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
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- uBaseColor: { value: /* @__PURE__ */ new Color(16777215) }
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+ uDirLightPos: { value: new Vector3() },
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+ uDirLightColor: { value: new Color(15658734) },
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+ uAmbientLightColor: { value: new Color(328965) },
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+ uBaseColor: { value: new Color(16777215) }
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  },
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- vertexShader: (
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- /* glsl */
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- `
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- varying vec3 vNormal;
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- varying vec3 vRefract;
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-
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- void main() {
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-
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- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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- vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
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-
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- vNormal = normalize( normalMatrix * normal );
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-
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- vec3 I = worldPosition.xyz - cameraPosition;
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- vRefract = refract( normalize( I ), worldNormal, 1.02 );
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-
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- gl_Position = projectionMatrix * mvPosition;
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-
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- }
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- `
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- ),
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- fragmentShader: (
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- /* glsl */
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- `
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- uniform vec3 uBaseColor;
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-
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- uniform vec3 uDirLightPos;
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- uniform vec3 uDirLightColor;
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-
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- uniform vec3 uAmbientLightColor;
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-
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- varying vec3 vNormal;
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-
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- varying vec3 vRefract;
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-
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- void main() {
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-
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- float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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-
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- float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
51
- intensity += length(lightWeighting) * 0.2;
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-
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- float cameraWeighting = dot( normalize( vNormal ), vRefract );
54
- intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
55
- intensity = intensity * 0.2 + 0.3;
56
-
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- if ( intensity < 0.50 ) {
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-
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- gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
60
-
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- } else {
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-
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- gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
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-
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- }
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-
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- }
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- `
69
- )
9
+ vertexShader: [
10
+ "varying vec3 vNormal;",
11
+ "varying vec3 vRefract;",
12
+ "void main() {",
13
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
14
+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
15
+ " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
16
+ " vNormal = normalize( normalMatrix * normal );",
17
+ " vec3 I = worldPosition.xyz - cameraPosition;",
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+ " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
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+ " gl_Position = projectionMatrix * mvPosition;",
20
+ "}"
21
+ ].join("\n"),
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+ fragmentShader: [
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+ "uniform vec3 uBaseColor;",
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+ "uniform vec3 uAmbientLightColor;",
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+ "varying vec3 vNormal;",
28
+ "varying vec3 vRefract;",
29
+ "void main() {",
30
+ " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
31
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
32
+ " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
33
+ " intensity += length(lightWeighting) * 0.2;",
34
+ " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
35
+ " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
36
+ " intensity = intensity * 0.2 + 0.3;",
37
+ " if ( intensity < 0.50 ) {",
38
+ " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
39
+ " } else {",
40
+ " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
41
+ "}",
42
+ "}"
43
+ ].join("\n")
70
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  };
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  const ToonShader2 = {
72
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  uniforms: {
73
- uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
74
- uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
75
- uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
76
- uBaseColor: { value: /* @__PURE__ */ new Color(15658734) },
77
- uLineColor1: { value: /* @__PURE__ */ new Color(8421504) },
78
- uLineColor2: { value: /* @__PURE__ */ new Color(0) },
79
- uLineColor3: { value: /* @__PURE__ */ new Color(0) },
80
- uLineColor4: { value: /* @__PURE__ */ new Color(0) }
47
+ uDirLightPos: { value: new Vector3() },
48
+ uDirLightColor: { value: new Color(15658734) },
49
+ uAmbientLightColor: { value: new Color(328965) },
50
+ uBaseColor: { value: new Color(15658734) },
51
+ uLineColor1: { value: new Color(8421504) },
52
+ uLineColor2: { value: new Color(0) },
53
+ uLineColor3: { value: new Color(0) },
54
+ uLineColor4: { value: new Color(0) }
81
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  },
82
- vertexShader: (
83
- /* glsl */
84
- `
85
- varying vec3 vNormal;
86
-
87
- void main() {
88
-
89
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
90
- vNormal = normalize( normalMatrix * normal );
91
-
92
- }
93
- `
94
- ),
95
- fragmentShader: (
96
- /* glsl */
97
- `
98
- uniform vec3 uBaseColor;
99
- uniform vec3 uLineColor1;
100
- uniform vec3 uLineColor2;
101
- uniform vec3 uLineColor3;
102
- uniform vec3 uLineColor4;
103
-
104
- uniform vec3 uDirLightPos;
105
- uniform vec3 uDirLightColor;
106
-
107
- uniform vec3 uAmbientLightColor;
108
-
109
- varying vec3 vNormal;
110
-
111
- void main() {
112
-
113
- float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
114
- float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
115
-
116
- gl_FragColor = vec4( uBaseColor, 1.0 );
117
-
118
- if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
119
-
120
- gl_FragColor *= vec4( uLineColor1, 1.0 );
121
-
122
- }
123
-
124
- if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
125
-
126
- gl_FragColor *= vec4( uLineColor2, 1.0 );
127
-
128
- }
129
-
130
- }
131
- `
132
- )
56
+ vertexShader: [
57
+ "varying vec3 vNormal;",
58
+ "void main() {",
59
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
60
+ " vNormal = normalize( normalMatrix * normal );",
61
+ "}"
62
+ ].join("\n"),
63
+ fragmentShader: [
64
+ "uniform vec3 uBaseColor;",
65
+ "uniform vec3 uLineColor1;",
66
+ "uniform vec3 uLineColor2;",
67
+ "uniform vec3 uLineColor3;",
68
+ "uniform vec3 uLineColor4;",
69
+ "uniform vec3 uDirLightPos;",
70
+ "uniform vec3 uDirLightColor;",
71
+ "uniform vec3 uAmbientLightColor;",
72
+ "varying vec3 vNormal;",
73
+ "void main() {",
74
+ " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
75
+ " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
76
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
77
+ " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
78
+ " gl_FragColor *= vec4( uLineColor1, 1.0 );",
79
+ " }",
80
+ " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
81
+ " gl_FragColor *= vec4( uLineColor2, 1.0 );",
82
+ " }",
83
+ "}"
84
+ ].join("\n")
133
85
  };
134
86
  const ToonShaderHatching = {
135
87
  uniforms: {
136
- uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
137
- uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
138
- uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
139
- uBaseColor: { value: /* @__PURE__ */ new Color(16777215) },
140
- uLineColor1: { value: /* @__PURE__ */ new Color(0) },
141
- uLineColor2: { value: /* @__PURE__ */ new Color(0) },
142
- uLineColor3: { value: /* @__PURE__ */ new Color(0) },
143
- uLineColor4: { value: /* @__PURE__ */ new Color(0) }
88
+ uDirLightPos: { value: new Vector3() },
89
+ uDirLightColor: { value: new Color(15658734) },
90
+ uAmbientLightColor: { value: new Color(328965) },
91
+ uBaseColor: { value: new Color(16777215) },
92
+ uLineColor1: { value: new Color(0) },
93
+ uLineColor2: { value: new Color(0) },
94
+ uLineColor3: { value: new Color(0) },
95
+ uLineColor4: { value: new Color(0) }
144
96
  },
145
- vertexShader: (
146
- /* glsl */
147
- `
148
- varying vec3 vNormal;
149
-
150
- void main() {
151
-
152
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
153
- vNormal = normalize( normalMatrix * normal );
154
-
155
- }
156
- `
157
- ),
158
- fragmentShader: (
159
- /* glsl */
160
- `
161
- uniform vec3 uBaseColor;
162
- uniform vec3 uLineColor1;
163
- uniform vec3 uLineColor2;
164
- uniform vec3 uLineColor3;
165
- uniform vec3 uLineColor4;
166
-
167
- uniform vec3 uDirLightPos;
168
- uniform vec3 uDirLightColor;
169
-
170
- uniform vec3 uAmbientLightColor;
171
-
172
- varying vec3 vNormal;
173
-
174
- void main() {
175
-
176
- float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
177
- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
178
-
179
- gl_FragColor = vec4( uBaseColor, 1.0 );
180
-
181
- if ( length(lightWeighting) < 1.00 ) {
182
-
183
- if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
184
-
185
- gl_FragColor = vec4( uLineColor1, 1.0 );
186
-
187
- }
188
-
189
- }
190
-
191
- if ( length(lightWeighting) < 0.75 ) {
192
-
193
- if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
194
-
195
- gl_FragColor = vec4( uLineColor2, 1.0 );
196
-
197
- }
198
-
199
- }
200
-
201
- if ( length(lightWeighting) < 0.50 ) {
202
-
203
- if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
204
-
205
- gl_FragColor = vec4( uLineColor3, 1.0 );
206
-
207
- }
208
-
209
- }
210
-
211
- if ( length(lightWeighting) < 0.3465 ) {
212
-
213
- if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
214
-
215
- gl_FragColor = vec4( uLineColor4, 1.0 );
216
-
217
- }
218
-
219
- }
220
-
221
- }
222
- `
223
- )
97
+ vertexShader: [
98
+ "varying vec3 vNormal;",
99
+ "void main() {",
100
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
101
+ " vNormal = normalize( normalMatrix * normal );",
102
+ "}"
103
+ ].join("\n"),
104
+ fragmentShader: [
105
+ "uniform vec3 uBaseColor;",
106
+ "uniform vec3 uLineColor1;",
107
+ "uniform vec3 uLineColor2;",
108
+ "uniform vec3 uLineColor3;",
109
+ "uniform vec3 uLineColor4;",
110
+ "uniform vec3 uDirLightPos;",
111
+ "uniform vec3 uDirLightColor;",
112
+ "uniform vec3 uAmbientLightColor;",
113
+ "varying vec3 vNormal;",
114
+ "void main() {",
115
+ " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
116
+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
117
+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
118
+ " if ( length(lightWeighting) < 1.00 ) {",
119
+ " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
120
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
121
+ " }",
122
+ " }",
123
+ " if ( length(lightWeighting) < 0.75 ) {",
124
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
125
+ " gl_FragColor = vec4( uLineColor2, 1.0 );",
126
+ " }",
127
+ " }",
128
+ " if ( length(lightWeighting) < 0.50 ) {",
129
+ " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
130
+ " gl_FragColor = vec4( uLineColor3, 1.0 );",
131
+ " }",
132
+ " }",
133
+ " if ( length(lightWeighting) < 0.3465 ) {",
134
+ " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
135
+ " gl_FragColor = vec4( uLineColor4, 1.0 );",
136
+ " }",
137
+ " }",
138
+ "}"
139
+ ].join("\n")
224
140
  };
225
141
  const ToonShaderDotted = {
226
142
  uniforms: {
227
- uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
228
- uDirLightColor: { value: /* @__PURE__ */ new Color(15658734) },
229
- uAmbientLightColor: { value: /* @__PURE__ */ new Color(328965) },
230
- uBaseColor: { value: /* @__PURE__ */ new Color(16777215) },
231
- uLineColor1: { value: /* @__PURE__ */ new Color(0) }
143
+ uDirLightPos: { value: new Vector3() },
144
+ uDirLightColor: { value: new Color(15658734) },
145
+ uAmbientLightColor: { value: new Color(328965) },
146
+ uBaseColor: { value: new Color(16777215) },
147
+ uLineColor1: { value: new Color(0) }
232
148
  },
233
- vertexShader: (
234
- /* glsl */
235
- `
236
- varying vec3 vNormal;
237
-
238
- void main() {
239
-
240
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
241
- vNormal = normalize( normalMatrix * normal );
242
-
243
- }
244
- `
245
- ),
246
- fragmentShader: (
247
- /* glsl */
248
- `
249
- uniform vec3 uBaseColor;
250
- uniform vec3 uLineColor1;
251
- uniform vec3 uLineColor2;
252
- uniform vec3 uLineColor3;
253
- uniform vec3 uLineColor4;
254
-
255
- uniform vec3 uDirLightPos;
256
- uniform vec3 uDirLightColor;
257
-
258
- uniform vec3 uAmbientLightColor;
259
-
260
- varying vec3 vNormal;
261
-
262
- void main() {
263
-
264
- float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
265
- vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
266
-
267
- gl_FragColor = vec4( uBaseColor, 1.0 );
268
-
269
- if ( length(lightWeighting) < 1.00 ) {
270
-
271
- if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
272
-
273
- gl_FragColor = vec4( uLineColor1, 1.0 );
274
-
275
- }
276
-
277
- }
278
-
279
- if ( length(lightWeighting) < 0.50 ) {
280
-
281
- if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
282
-
283
- gl_FragColor = vec4( uLineColor1, 1.0 );
284
-
285
- }
286
-
287
- }
288
-
289
- }
290
- `
291
- )
149
+ vertexShader: [
150
+ "varying vec3 vNormal;",
151
+ "void main() {",
152
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
153
+ " vNormal = normalize( normalMatrix * normal );",
154
+ "}"
155
+ ].join("\n"),
156
+ fragmentShader: [
157
+ "uniform vec3 uBaseColor;",
158
+ "uniform vec3 uLineColor1;",
159
+ "uniform vec3 uLineColor2;",
160
+ "uniform vec3 uLineColor3;",
161
+ "uniform vec3 uLineColor4;",
162
+ "uniform vec3 uDirLightPos;",
163
+ "uniform vec3 uDirLightColor;",
164
+ "uniform vec3 uAmbientLightColor;",
165
+ "varying vec3 vNormal;",
166
+ "void main() {",
167
+ "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
168
+ "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
169
+ "gl_FragColor = vec4( uBaseColor, 1.0 );",
170
+ "if ( length(lightWeighting) < 1.00 ) {",
171
+ " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
172
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
173
+ " }",
174
+ " }",
175
+ " if ( length(lightWeighting) < 0.50 ) {",
176
+ " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
177
+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
178
+ " }",
179
+ " }",
180
+ "}"
181
+ ].join("\n")
292
182
  };
293
183
  export {
294
184
  ToonShader1,
@@ -1 +1 @@
1
- {"version":3,"file":"ToonShader.js","sources":["../../src/shaders/ToonShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * Currently contains:\n *\n *\ttoon1\n *\ttoon2\n *\thatching\n *\tdotted\n */\n\nexport const ToonShader1 = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n varying vec3 vRefract;\n\n void main() {\n\n \tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n \tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n \tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );\n\n \tvNormal = normalize( normalMatrix * normal );\n\n \tvec3 I = worldPosition.xyz - cameraPosition;\n \tvRefract = refract( normalize( I ), worldNormal, 1.02 );\n\n \tgl_Position = projectionMatrix * mvPosition;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n varying vec3 vRefract;\n\n void main() {\n\n \tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n \tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n \tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );\n \tintensity += length(lightWeighting) * 0.2;\n\n \tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );\n \tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );\n \tintensity = intensity * 0.2 + 0.3;\n\n \tif ( intensity < 0.50 ) {\n\n \t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );\n\n \t} else {\n\n \t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );\n\n }\n\n }\n `,\n}\n\nexport const ToonShader2 = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x808080) },\n uLineColor2: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor3: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor4: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n \tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);\n \tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n\n \tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n \tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {\n\n \t\tgl_FragColor *= vec4( uLineColor1, 1.0 );\n\n \t}\n\n \tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {\n\n \t\tgl_FragColor *= vec4( uLineColor2, 1.0 );\n\n \t}\n\n }\n `,\n}\n\nexport const ToonShaderHatching = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor2: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor3: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor4: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n \tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n \tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n \tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n \tif ( length(lightWeighting) < 1.00 ) {\n\n \t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.75 ) {\n\n \t\tif (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor2, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.50 ) {\n\n \t\tif (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor3, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.3465 ) {\n\n \t\tif (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor4, 1.0 );\n\n \t}\n\n \t}\n\n }\n `,\n}\n\nexport const ToonShaderDotted = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n gl_FragColor = vec4( uBaseColor, 1.0 );\n\n if ( length(lightWeighting) < 1.00 ) {\n\n \t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.50 ) {\n\n \t\tif ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";AAWO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAI,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,EAC3D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAoBzB;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;AAoC7B;AAEO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAI,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAA,MAAM,OAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAmC7B;AAEO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAI,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA+D7B;AAEO,MAAM,mBAAmB;AAAA,EAC9B,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAI,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2C7B;"}
1
+ {"version":3,"file":"ToonShader.js","sources":["../../src/shaders/ToonShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * Currently contains:\n *\n *\ttoon1\n *\ttoon2\n *\thatching\n *\tdotted\n */\n\nexport const ToonShader1 = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xffffff) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n 'varying vec3 vRefract;',\n\n 'void main() {',\n\n '\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );',\n '\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',\n '\tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',\n\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '\tvec3 I = worldPosition.xyz - cameraPosition;',\n '\tvRefract = refract( normalize( I ), worldNormal, 1.02 );',\n\n '\tgl_Position = projectionMatrix * mvPosition;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'varying vec3 vRefract;',\n\n 'void main() {',\n\n '\tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',\n '\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n '\tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',\n '\tintensity += length(lightWeighting) * 0.2;',\n\n '\tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );',\n '\tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',\n '\tintensity = intensity * 0.2 + 0.3;',\n\n '\tif ( intensity < 0.50 ) {',\n\n '\t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',\n\n '}',\n\n '}',\n ].join('\\n'),\n}\n\nexport const ToonShader2 = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xeeeeee) },\n uLineColor1: { value: new Color(0x808080) },\n uLineColor2: { value: new Color(0x000000) },\n uLineColor3: { value: new Color(0x000000) },\n uLineColor4: { value: new Color(0x000000) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',\n '\tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',\n\n '\tgl_FragColor = vec4( uBaseColor, 1.0 );',\n\n '\tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',\n\n '\t\tgl_FragColor *= vec4( uLineColor1, 1.0 );',\n\n '\t}',\n\n '\tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',\n\n '\t\tgl_FragColor *= vec4( uLineColor2, 1.0 );',\n\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n\nexport const ToonShaderHatching = {\n uniforms: {\n uDirLightPos: { value: new Vector3() },\n uDirLightColor: { value: new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: new Color(0x050505) },\n\n uBaseColor: { value: new Color(0xffffff) },\n uLineColor1: { value: new Color(0x000000) },\n uLineColor2: { value: new Color(0x000000) },\n uLineColor3: { value: new Color(0x000000) },\n uLineColor4: { value: new Color(0x000000) },\n },\n\n vertexShader: [\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',\n '\tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n '\tgl_FragColor = vec4( uBaseColor, 1.0 );',\n\n '\tif ( length(lightWeighting) < 1.00 ) {',\n\n '\t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',\n\n '\t\t\tgl_FragColor = vec4( 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vec3 vNormal;',\n\n 'void main() {',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '\tvNormal = normalize( normalMatrix * normal );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform vec3 uBaseColor;',\n 'uniform vec3 uLineColor1;',\n 'uniform vec3 uLineColor2;',\n 'uniform vec3 uLineColor3;',\n 'uniform vec3 uLineColor4;',\n\n 'uniform vec3 uDirLightPos;',\n 'uniform vec3 uDirLightColor;',\n\n 'uniform vec3 uAmbientLightColor;',\n\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',\n 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',\n\n 'gl_FragColor = vec4( uBaseColor, 1.0 );',\n\n 'if ( length(lightWeighting) < 1.00 ) {',\n\n '\t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',\n\n '\t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );',\n\n '\t\t}',\n\n '\t}',\n\n '\tif ( 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@@ -4,58 +4,35 @@ const THREE = require("three");
4
4
  const TriangleBlurShader = {
5
5
  uniforms: {
6
6
  texture: { value: null },
7
- delta: { value: /* @__PURE__ */ new THREE.Vector2(1, 1) }
7
+ delta: { value: new THREE.Vector2(1, 1) }
8
8
  },
9
- vertexShader: (
10
- /* glsl */
11
- `
12
- varying vec2 vUv;
13
-
14
- void main() {
15
-
16
- vUv = uv;
17
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
-
19
- }
20
- `
21
- ),
22
- fragmentShader: (
23
- /* glsl */
24
- `
25
- #include <common>
26
-
27
- #define ITERATIONS 10.0
28
-
29
- uniform sampler2D texture;
30
- uniform vec2 delta;
31
-
32
- varying vec2 vUv;
33
-
34
- void main() {
35
-
36
- vec4 color = vec4( 0.0 );
37
-
38
- float total = 0.0;
39
-
9
+ vertexShader: [
10
+ "varying vec2 vUv;",
11
+ "void main() {",
12
+ " vUv = uv;",
13
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
+ "}"
15
+ ].join("\n"),
16
+ fragmentShader: [
17
+ "#include <common>",
18
+ "#define ITERATIONS 10.0",
19
+ "uniform sampler2D texture;",
20
+ "uniform vec2 delta;",
21
+ "varying vec2 vUv;",
22
+ "void main() {",
23
+ " vec4 color = vec4( 0.0 );",
24
+ " float total = 0.0;",
40
25
  // randomize the lookup values to hide the fixed number of samples
41
-
42
- float offset = rand( vUv );
43
-
44
- for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
45
-
46
- float percent = ( t + offset - 0.5 ) / ITERATIONS;
47
- float weight = 1.0 - abs( percent );
48
-
49
- color += texture2D( texture, vUv + delta * percent ) * weight;
50
- total += weight;
51
-
52
- }
53
-
54
- gl_FragColor = color / total;
55
-
56
- }
57
- `
58
- )
26
+ " float offset = rand( vUv );",
27
+ " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
28
+ " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
29
+ " float weight = 1.0 - abs( percent );",
30
+ " color += texture2D( texture, vUv + delta * percent ) * weight;",
31
+ " total += weight;",
32
+ " }",
33
+ " gl_FragColor = color / total;",
34
+ "}"
35
+ ].join("\n")
59
36
  };
60
37
  exports.TriangleBlurShader = TriangleBlurShader;
61
38
  //# sourceMappingURL=TriangleBlurShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"TriangleBlurShader.cjs","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: /* @__PURE__ */ new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #include <common>\n\n #define ITERATIONS 10.0\n\n uniform sampler2D texture;\n uniform vec2 delta;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = vec4( 0.0 );\n\n \tfloat total = 0.0;\n\n // randomize the lookup values to hide the fixed number of samples\n\n \tfloat offset = rand( vUv );\n\n \tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {\n\n \t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;\n \t\tfloat weight = 1.0 - abs( percent );\n\n \t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;\n \t\ttotal += weight;\n\n \t}\n\n \tgl_FragColor = color / total;\n\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,2BAA2BA,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,EACpD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAkC7B;;"}
1
+ {"version":3,"file":"TriangleBlurShader.cjs","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: new Vector2(1, 1) },\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 '#include <common>',\n\n '#define ITERATIONS 10.0',\n\n 'uniform sampler2D texture;',\n 'uniform vec2 delta;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color = vec4( 0.0 );',\n\n '\tfloat total = 0.0;',\n\n // randomize the lookup values to hide the fixed number of samples\n\n '\tfloat offset = rand( vUv );',\n\n '\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {',\n\n '\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;',\n '\t\tfloat weight = 1.0 - abs( percent );',\n\n '\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;',\n '\t\ttotal += weight;',\n\n '\t}',\n\n '\tgl_FragColor = color / total;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,OAAO,IAAIA,MAAQ,QAAA,GAAG,CAAC,EAAE;AAAA,EACpC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}