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
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  399. package/shaders/KaleidoShader.js +24 -37
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  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
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  405. package/shaders/LuminosityShader.cjs +17 -34
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  407. package/shaders/LuminosityShader.js +17 -34
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  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
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  413. package/shaders/NormalMapShader.cjs +21 -36
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  417. package/shaders/ParallaxShader.cjs +97 -147
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  421. package/shaders/PixelShader.cjs +18 -31
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  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
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  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
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  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
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  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
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  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
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  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
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  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
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  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";
2
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  const ToonShader1 = {
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  uniforms: {
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- uDirLightPos: { value: /* @__PURE__ */ new Vector3() },
5
- 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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- `
34
- 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;
49
-
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- float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
51
- intensity += length(lightWeighting) * 0.2;
52
-
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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
-
57
- if ( intensity < 0.50 ) {
58
-
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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 );
64
-
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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;",
18
+ " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
19
+ " gl_Position = projectionMatrix * mvPosition;",
20
+ "}"
21
+ ].join("\n"),
22
+ fragmentShader: [
23
+ "uniform vec3 uBaseColor;",
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+ "uniform vec3 uDirLightPos;",
25
+ "uniform vec3 uDirLightColor;",
26
+ "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;;"}