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
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +24 -43
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +17 -34
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +17 -34
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +26 -39
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +26 -39
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +21 -36
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +21 -36
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +97 -147
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +97 -147
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +18 -31
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +18 -31
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +20 -33
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +117 -154
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +117 -154
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +270 -358
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +270 -358
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +142 -236
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +142 -236
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +20 -36
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +20 -36
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +37 -64
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +37 -64
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +16 -29
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +16 -29
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +35 -55
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +35 -55
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +165 -275
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +165 -275
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +27 -50
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +27 -43
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +27 -43
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +213 -264
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +213 -264
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +35 -63
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1,275 +1,224 @@
1
1
  import { Vector3, Vector2 } from "three";
2
2
  const VolumeRenderShader1 = {
3
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  uniforms: {
4
- u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
4
+ u_size: { value: new Vector3(1, 1, 1) },
5
5
  u_renderstyle: { value: 0 },
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6
  u_renderthreshold: { value: 0.5 },
7
- u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },
7
+ u_clim: { value: new Vector2(1, 1) },
8
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  u_data: { value: null },
9
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  u_cmdata: { value: null }
10
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  },
11
- vertexShader: (
12
- /* glsl */
13
- `
14
- varying vec4 v_nearpos;
15
- varying vec4 v_farpos;
16
- varying vec3 v_position;
17
-
18
- void main() {
19
- // Prepare transforms to map to "camera view". See also:
20
- // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
21
- mat4 viewtransformf = modelViewMatrix;
22
- mat4 viewtransformi = inverse(modelViewMatrix);
23
-
24
- // Project local vertex coordinate to camera position. Then do a step
25
- // backward (in cam coords) to the near clipping plane, and project back. Do
26
- // the same for the far clipping plane. This gives us all the information we
27
- // need to calculate the ray and truncate it to the viewing cone.
28
- vec4 position4 = vec4(position, 1.0);
29
- vec4 pos_in_cam = viewtransformf * position4;
30
-
31
- // Intersection of ray and near clipping plane (z = -1 in clip coords)
32
- pos_in_cam.z = -pos_in_cam.w;
33
- v_nearpos = viewtransformi * pos_in_cam;
34
-
35
- // Intersection of ray and far clipping plane (z = +1 in clip coords)
36
- pos_in_cam.z = pos_in_cam.w;
37
- v_farpos = viewtransformi * pos_in_cam;
38
-
39
- // Set varyings and output pos
40
- v_position = position;
41
- gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
42
- }
43
- `
44
- ),
45
- fragmentShader: (
46
- /* glsl */
47
- `
48
- precision highp float;
49
- precision mediump sampler3D;
50
-
51
- uniform vec3 u_size;
52
- uniform int u_renderstyle;
53
- uniform float u_renderthreshold;
54
- uniform vec2 u_clim;
55
-
56
- uniform sampler3D u_data;
57
- uniform sampler2D u_cmdata;
58
-
59
- varying vec3 v_position;
60
- varying vec4 v_nearpos;
61
- varying vec4 v_farpos;
62
-
63
- // The maximum distance through our rendering volume is sqrt(3).
64
- const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
65
- const int REFINEMENT_STEPS = 4;
66
- const float relative_step_size = 1.0;
67
- const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
68
- const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
69
- const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
70
- const float shininess = 40.0;
71
-
72
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
73
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
74
-
75
- float sample1(vec3 texcoords);
76
- vec4 apply_colormap(float val);
77
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
78
-
79
- void main() {
80
- // Normalize clipping plane info
81
- vec3 farpos = v_farpos.xyz / v_farpos.w;
82
- vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
83
-
84
- // Calculate unit vector pointing in the view direction through this fragment.
85
- vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
86
-
87
- // Compute the (negative) distance to the front surface or near clipping plane.
88
- // v_position is the back face of the cuboid, so the initial distance calculated in the dot
89
- // product below is the distance from near clip plane to the back of the cuboid
90
- float distance = dot(nearpos - v_position, view_ray);
91
- distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
92
- (u_size.x - 0.5 - v_position.x) / view_ray.x));
93
- distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
94
- (u_size.y - 0.5 - v_position.y) / view_ray.y));
95
- distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
96
- (u_size.z - 0.5 - v_position.z) / view_ray.z));
97
-
98
- // Now we have the starting position on the front surface
99
- vec3 front = v_position + view_ray * distance;
100
-
101
- // Decide how many steps to take
102
- int nsteps = int(-distance / relative_step_size + 0.5);
103
- if ( nsteps < 1 )
104
- discard;
105
-
106
- // Get starting location and step vector in texture coordinates
107
- vec3 step = ((v_position - front) / u_size) / float(nsteps);
108
- vec3 start_loc = front / u_size;
109
-
110
- // For testing: show the number of steps. This helps to establish
111
- // whether the rays are correctly oriented
112
- //gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
113
- //return;
114
-
115
- if (u_renderstyle == 0)
116
- cast_mip(start_loc, step, nsteps, view_ray);
117
- else if (u_renderstyle == 1)
118
- cast_iso(start_loc, step, nsteps, view_ray);
119
-
120
- if (gl_FragColor.a < 0.05)
121
- discard;
122
- }
123
-
124
- float sample1(vec3 texcoords) {
125
- /* Sample float value from a 3D texture. Assumes intensity data. */
126
- return texture(u_data, texcoords.xyz).r;
127
- }
128
-
129
- vec4 apply_colormap(float val) {
130
- val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
131
- return texture2D(u_cmdata, vec2(val, 0.5));
132
- }
133
-
134
- void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
135
-
136
- float max_val = -1e6;
137
- int max_i = 100;
138
- vec3 loc = start_loc;
139
-
140
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
141
- // non-constant expression. So we use a hard-coded max, and an additional condition
142
- // inside the loop.
143
- for (int iter=0; iter<MAX_STEPS; iter++) {
144
- if (iter >= nsteps)
145
- break;
146
- // Sample from the 3D texture
147
- float val = sample1(loc);
148
- // Apply MIP operation
149
- if (val > max_val) {
150
- max_val = val;
151
- max_i = iter;
152
- }
153
- // Advance location deeper into the volume
154
- loc += step;
155
- }
156
-
157
- // Refine location, gives crispier images
158
- vec3 iloc = start_loc + step * (float(max_i) - 0.5);
159
- vec3 istep = step / float(REFINEMENT_STEPS);
160
- for (int i=0; i<REFINEMENT_STEPS; i++) {
161
- max_val = max(max_val, sample1(iloc));
162
- iloc += istep;
163
- }
164
-
165
- // Resolve final color
166
- gl_FragColor = apply_colormap(max_val);
167
- }
168
-
169
- void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
170
-
171
- gl_FragColor = vec4(0.0); // init transparent
172
- vec4 color3 = vec4(0.0); // final color
173
- vec3 dstep = 1.5 / u_size; // step to sample derivative
174
- vec3 loc = start_loc;
175
-
176
- float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
177
-
178
- // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
179
- // non-constant expression. So we use a hard-coded max, and an additional condition
180
- // inside the loop.
181
- for (int iter=0; iter<MAX_STEPS; iter++) {
182
- if (iter >= nsteps)
183
- break;
184
-
185
- // Sample from the 3D texture
186
- float val = sample1(loc);
187
-
188
- if (val > low_threshold) {
189
- // Take the last interval in smaller steps
190
- vec3 iloc = loc - 0.5 * step;
191
- vec3 istep = step / float(REFINEMENT_STEPS);
192
- for (int i=0; i<REFINEMENT_STEPS; i++) {
193
- val = sample1(iloc);
194
- if (val > u_renderthreshold) {
195
- gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
196
- return;
197
- }
198
- iloc += istep;
199
- }
200
- }
201
-
202
- // Advance location deeper into the volume
203
- loc += step;
204
- }
205
- }
206
-
207
- vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
208
- {
209
- // Calculate color by incorporating lighting
210
-
211
- // View direction
212
- vec3 V = normalize(view_ray);
213
-
214
- // calculate normal vector from gradient
215
- vec3 N;
216
- float val1, val2;
217
- val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
218
- val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
219
- N[0] = val1 - val2;
220
- val = max(max(val1, val2), val);
221
- val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
222
- val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
223
- N[1] = val1 - val2;
224
- val = max(max(val1, val2), val);
225
- val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
226
- val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
227
- N[2] = val1 - val2;
228
- val = max(max(val1, val2), val);
229
-
230
- float gm = length(N); // gradient magnitude
231
- N = normalize(N);
232
-
233
- // Flip normal so it points towards viewer
234
- float Nselect = float(dot(N, V) > 0.0);
235
- N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
236
-
237
- // Init colors
238
- vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
239
- vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
240
- vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
241
-
242
- // note: could allow multiple lights
243
- for (int i=0; i<1; i++)
244
- {
245
- // Get light direction (make sure to prevent zero devision)
246
- vec3 L = normalize(view_ray); //lightDirs[i];
247
- float lightEnabled = float( length(L) > 0.0 );
248
- L = normalize(L + (1.0 - lightEnabled));
249
-
250
- // Calculate lighting properties
251
- float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
252
- vec3 H = normalize(L+V); // Halfway vector
253
- float specularTerm = pow(max(dot(H, N), 0.0), shininess);
254
-
255
- // Calculate mask
256
- float mask1 = lightEnabled;
257
-
258
- // Calculate colors
259
- ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
260
- diffuse_color += mask1 * lambertTerm;
261
- specular_color += mask1 * specularTerm * specular_color;
262
- }
263
-
264
- // Calculate final color by componing different components
265
- vec4 final_color;
266
- vec4 color = apply_colormap(val);
267
- final_color = color * (ambient_color + diffuse_color) + specular_color;
268
- final_color.a = color.a;
269
- return final_color;
270
- }
271
- `
272
- )
11
+ vertexShader: [
12
+ " varying vec4 v_nearpos;",
13
+ " varying vec4 v_farpos;",
14
+ " varying vec3 v_position;",
15
+ " void main() {",
16
+ // Prepare transforms to map to "camera view". See also:
17
+ // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
18
+ " mat4 viewtransformf = modelViewMatrix;",
19
+ " mat4 viewtransformi = inverse(modelViewMatrix);",
20
+ // Project local vertex coordinate to camera position. Then do a step
21
+ // backward (in cam coords) to the near clipping plane, and project back. Do
22
+ // the same for the far clipping plane. This gives us all the information we
23
+ // need to calculate the ray and truncate it to the viewing cone.
24
+ " vec4 position4 = vec4(position, 1.0);",
25
+ " vec4 pos_in_cam = viewtransformf * position4;",
26
+ // Intersection of ray and near clipping plane (z = -1 in clip coords)
27
+ " pos_in_cam.z = -pos_in_cam.w;",
28
+ " v_nearpos = viewtransformi * pos_in_cam;",
29
+ // Intersection of ray and far clipping plane (z = +1 in clip coords)
30
+ " pos_in_cam.z = pos_in_cam.w;",
31
+ " v_farpos = viewtransformi * pos_in_cam;",
32
+ // Set varyings and output pos
33
+ " v_position = position;",
34
+ " gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
35
+ " }"
36
+ ].join("\n"),
37
+ fragmentShader: [
38
+ " precision highp float;",
39
+ " precision mediump sampler3D;",
40
+ " uniform vec3 u_size;",
41
+ " uniform int u_renderstyle;",
42
+ " uniform float u_renderthreshold;",
43
+ " uniform vec2 u_clim;",
44
+ " uniform sampler3D u_data;",
45
+ " uniform sampler2D u_cmdata;",
46
+ " varying vec3 v_position;",
47
+ " varying vec4 v_nearpos;",
48
+ " varying vec4 v_farpos;",
49
+ // The maximum distance through our rendering volume is sqrt(3).
50
+ " const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
51
+ " const int REFINEMENT_STEPS = 4;",
52
+ " const float relative_step_size = 1.0;",
53
+ " const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
54
+ " const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
55
+ " const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
56
+ " const float shininess = 40.0;",
57
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
58
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
59
+ " float sample1(vec3 texcoords);",
60
+ " vec4 apply_colormap(float val);",
61
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
62
+ " void main() {",
63
+ // Normalize clipping plane info
64
+ " vec3 farpos = v_farpos.xyz / v_farpos.w;",
65
+ " vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
66
+ // Calculate unit vector pointing in the view direction through this fragment.
67
+ " vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
68
+ // Compute the (negative) distance to the front surface or near clipping plane.
69
+ // v_position is the back face of the cuboid, so the initial distance calculated in the dot
70
+ // product below is the distance from near clip plane to the back of the cuboid
71
+ " float distance = dot(nearpos - v_position, view_ray);",
72
+ " distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
73
+ " (u_size.x - 0.5 - v_position.x) / view_ray.x));",
74
+ " distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
75
+ " (u_size.y - 0.5 - v_position.y) / view_ray.y));",
76
+ " distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
77
+ " (u_size.z - 0.5 - v_position.z) / view_ray.z));",
78
+ // Now we have the starting position on the front surface
79
+ " vec3 front = v_position + view_ray * distance;",
80
+ // Decide how many steps to take
81
+ " int nsteps = int(-distance / relative_step_size + 0.5);",
82
+ " if ( nsteps < 1 )",
83
+ " discard;",
84
+ // Get starting location and step vector in texture coordinates
85
+ " vec3 step = ((v_position - front) / u_size) / float(nsteps);",
86
+ " vec3 start_loc = front / u_size;",
87
+ // For testing: show the number of steps. This helps to establish
88
+ // whether the rays are correctly oriented
89
+ //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
90
+ //'return;',
91
+ " if (u_renderstyle == 0)",
92
+ " cast_mip(start_loc, step, nsteps, view_ray);",
93
+ " else if (u_renderstyle == 1)",
94
+ " cast_iso(start_loc, step, nsteps, view_ray);",
95
+ " if (gl_FragColor.a < 0.05)",
96
+ " discard;",
97
+ " }",
98
+ " float sample1(vec3 texcoords) {",
99
+ " /* Sample float value from a 3D texture. Assumes intensity data. */",
100
+ " return texture(u_data, texcoords.xyz).r;",
101
+ " }",
102
+ " vec4 apply_colormap(float val) {",
103
+ " val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
104
+ " return texture2D(u_cmdata, vec2(val, 0.5));",
105
+ " }",
106
+ " void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
107
+ " float max_val = -1e6;",
108
+ " int max_i = 100;",
109
+ " vec3 loc = start_loc;",
110
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
111
+ // non-constant expression. So we use a hard-coded max, and an additional condition
112
+ // inside the loop.
113
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
114
+ " if (iter >= nsteps)",
115
+ " break;",
116
+ // Sample from the 3D texture
117
+ " float val = sample1(loc);",
118
+ // Apply MIP operation
119
+ " if (val > max_val) {",
120
+ " max_val = val;",
121
+ " max_i = iter;",
122
+ " }",
123
+ // Advance location deeper into the volume
124
+ " loc += step;",
125
+ " }",
126
+ // Refine location, gives crispier images
127
+ " vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
128
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
129
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
130
+ " max_val = max(max_val, sample1(iloc));",
131
+ " iloc += istep;",
132
+ " }",
133
+ // Resolve final color
134
+ " gl_FragColor = apply_colormap(max_val);",
135
+ " }",
136
+ " void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
137
+ " gl_FragColor = vec4(0.0); // init transparent",
138
+ " vec4 color3 = vec4(0.0); // final color",
139
+ " vec3 dstep = 1.5 / u_size; // step to sample derivative",
140
+ " vec3 loc = start_loc;",
141
+ " float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
142
+ // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
143
+ // non-constant expression. So we use a hard-coded max, and an additional condition
144
+ // inside the loop.
145
+ " for (int iter=0; iter<MAX_STEPS; iter++) {",
146
+ " if (iter >= nsteps)",
147
+ " break;",
148
+ // Sample from the 3D texture
149
+ " float val = sample1(loc);",
150
+ " if (val > low_threshold) {",
151
+ // Take the last interval in smaller steps
152
+ " vec3 iloc = loc - 0.5 * step;",
153
+ " vec3 istep = step / float(REFINEMENT_STEPS);",
154
+ " for (int i=0; i<REFINEMENT_STEPS; i++) {",
155
+ " val = sample1(iloc);",
156
+ " if (val > u_renderthreshold) {",
157
+ " gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
158
+ " return;",
159
+ " }",
160
+ " iloc += istep;",
161
+ " }",
162
+ " }",
163
+ // Advance location deeper into the volume
164
+ " loc += step;",
165
+ " }",
166
+ " }",
167
+ " vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
168
+ " {",
169
+ // Calculate color by incorporating lighting
170
+ // View direction
171
+ " vec3 V = normalize(view_ray);",
172
+ // calculate normal vector from gradient
173
+ " vec3 N;",
174
+ " float val1, val2;",
175
+ " val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
176
+ " val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
177
+ " N[0] = val1 - val2;",
178
+ " val = max(max(val1, val2), val);",
179
+ " val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
180
+ " val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
181
+ " N[1] = val1 - val2;",
182
+ " val = max(max(val1, val2), val);",
183
+ " val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
184
+ " val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
185
+ " N[2] = val1 - val2;",
186
+ " val = max(max(val1, val2), val);",
187
+ " float gm = length(N); // gradient magnitude",
188
+ " N = normalize(N);",
189
+ // Flip normal so it points towards viewer
190
+ " float Nselect = float(dot(N, V) > 0.0);",
191
+ " N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
192
+ // Init colors
193
+ " vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
194
+ " vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
195
+ " vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
196
+ // note: could allow multiple lights
197
+ " for (int i=0; i<1; i++)",
198
+ " {",
199
+ // Get light direction (make sure to prevent zero devision)
200
+ " vec3 L = normalize(view_ray); //lightDirs[i];",
201
+ " float lightEnabled = float( length(L) > 0.0 );",
202
+ " L = normalize(L + (1.0 - lightEnabled));",
203
+ // Calculate lighting properties
204
+ " float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
205
+ " vec3 H = normalize(L+V); // Halfway vector",
206
+ " float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
207
+ // Calculate mask
208
+ " float mask1 = lightEnabled;",
209
+ // Calculate colors
210
+ " ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
211
+ " diffuse_color += mask1 * lambertTerm;",
212
+ " specular_color += mask1 * specularTerm * specular_color;",
213
+ " }",
214
+ // Calculate final color by componing different components
215
+ " vec4 final_color;",
216
+ " vec4 color = apply_colormap(val);",
217
+ " final_color = color * (ambient_color + diffuse_color) + specular_color;",
218
+ " final_color.a = color.a;",
219
+ " return final_color;",
220
+ " }"
221
+ ].join("\n")
273
222
  };
274
223
  export {
275
224
  VolumeRenderShader1
@@ -1 +1 @@
1
- {"version":3,"file":"VolumeShader.js","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: /* glsl */ `\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\t\tvarying vec3 v_position;\n\n\t\tvoid main() {\n\t\t\t// Prepare transforms to map to \"camera view\". See also:\n\t\t\t// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n\t\t\tmat4 viewtransformf = modelViewMatrix;\n\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);\n\n\t\t\t// Project local vertex coordinate to camera position. Then do a step\n\t\t\t// backward (in cam coords) to the near clipping plane, and project back. Do\n\t\t\t// the same for the far clipping plane. This gives us all the information we\n\t\t\t// need to calculate the ray and truncate it to the viewing cone.\n\t\t\tvec4 position4 = vec4(position, 1.0);\n\t\t\tvec4 pos_in_cam = viewtransformf * position4;\n\n\t\t\t// Intersection of ray and near clipping plane (z = -1 in clip coords)\n\t\t\tpos_in_cam.z = -pos_in_cam.w;\n\t\t\tv_nearpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Intersection of ray and far clipping plane (z = +1 in clip coords)\n\t\t\tpos_in_cam.z = pos_in_cam.w;\n\t\t\tv_farpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Set varyings and output pos\n\t\t\tv_position = position;\n\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;\n\t\t}\n `,\n fragmentShader: /* glsl */ `\n\t\tprecision highp float;\n\t\tprecision mediump sampler3D;\n\n\t\tuniform vec3 u_size;\n\t\tuniform int u_renderstyle;\n\t\tuniform float u_renderthreshold;\n\t\tuniform vec2 u_clim;\n\n\t\tuniform sampler3D u_data;\n\t\tuniform sampler2D u_cmdata;\n\n\t\tvarying vec3 v_position;\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\n\t// The maximum distance through our rendering volume is sqrt(3).\n\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3\n\t\tconst int REFINEMENT_STEPS = 4;\n\t\tconst float relative_step_size = 1.0;\n\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);\n\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);\n\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);\n\t\tconst float shininess = 40.0;\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\n\t\tfloat sample1(vec3 texcoords);\n\t\tvec4 apply_colormap(float val);\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);\n\n\t\tvoid main() {\n\t// Normalize clipping plane info\n\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;\n\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;\n\n\t// Calculate unit vector pointing in the view direction through this fragment.\n\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);\n\n\t// Compute the (negative) distance to the front surface or near clipping plane.\n\t// v_position is the back face of the cuboid, so the initial distance calculated in the dot\n\t// product below is the distance from near clip plane to the back of the cuboid\n\t\t\tfloat distance = dot(nearpos - v_position, view_ray);\n\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,\n\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,\n\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,\n\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));\n\n\t// Now we have the starting position on the front surface\n\t\t\tvec3 front = v_position + view_ray * distance;\n\n\t// Decide how many steps to take\n\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);\n\t\t\tif ( nsteps < 1 )\n\t\t\t\tdiscard;\n\n\t// Get starting location and step vector in texture coordinates\n\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);\n\t\t\tvec3 start_loc = front / u_size;\n\n\t// For testing: show the number of steps. This helps to establish\n\t// whether the rays are correctly oriented\n\t//gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);\n\t//return;\n\n\t\t\tif (u_renderstyle == 0)\n\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);\n\t\t\telse if (u_renderstyle == 1)\n\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);\n\n\t\t\tif (gl_FragColor.a < 0.05)\n\t\t\t\tdiscard;\n\t\t}\n\n\t\tfloat sample1(vec3 texcoords) {\n\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */\n\t\t\treturn texture(u_data, texcoords.xyz).r;\n\t\t}\n\n\t\tvec4 apply_colormap(float val) {\n\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);\n\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));\n\t\t}\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tfloat max_val = -1e6;\n\t\t\tint max_i = 100;\n\t\t\tvec3 loc = start_loc;\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\t// Apply MIP operation\n\t\t\t\tif (val > max_val) {\n\t\t\t\t\tmax_val = val;\n\t\t\t\t\tmax_i = iter;\n\t\t\t\t}\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\n\t// Refine location, gives crispier images\n\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);\n\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\tmax_val = max(max_val, sample1(iloc));\n\t\t\t\tiloc += istep;\n\t\t\t}\n\n\t// Resolve final color\n\t\t\tgl_FragColor = apply_colormap(max_val);\n\t\t}\n\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tgl_FragColor = vec4(0.0);\t// init transparent\n\t\t\tvec4 color3 = vec4(0.0);\t// final color\n\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative\n\t\t\tvec3 loc = start_loc;\n\n\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\n\t\t\t\tif (val > low_threshold) {\n\t// Take the last interval in smaller steps\n\t\t\t\t\tvec3 iloc = loc - 0.5 * step;\n\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\t\t\tval = sample1(iloc);\n\t\t\t\t\t\tif (val > u_renderthreshold) {\n\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tiloc += istep;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\t\t}\n\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)\n\t\t{\n\t// Calculate color by incorporating lighting\n\n\t// View direction\n\t\t\tvec3 V = normalize(view_ray);\n\n\t// calculate normal vector from gradient\n\t\t\tvec3 N;\n\t\t\tfloat val1, val2;\n\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));\n\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));\n\t\t\tN[0] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));\n\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));\n\t\t\tN[1] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));\n\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));\n\t\t\tN[2] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\n\t\t\tfloat gm = length(N); // gradient magnitude\n\t\t\tN = normalize(N);\n\n\t// Flip normal so it points towards viewer\n\t\t\tfloat Nselect = float(dot(N, V) > 0.0);\n\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;\n\n\t// Init colors\n\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);\n\n\t// note: could allow multiple lights\n\t\t\tfor (int i=0; i<1; i++)\n\t\t\t{\n\t// Get light direction (make sure to prevent zero devision)\n\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];\n\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );\n\t\t\t\tL = normalize(L + (1.0 - lightEnabled));\n\n\t// Calculate lighting properties\n\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);\n\t\t\t\tvec3 H = normalize(L+V); // Halfway vector\n\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);\n\n\t// Calculate mask\n\t\t\t\tfloat mask1 = lightEnabled;\n\n\t// Calculate colors\n\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;\n\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;\n\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;\n\t\t\t}\n\n\t// Calculate final color by componing different components\n\t\t\tvec4 final_color;\n\t\t\tvec4 color = apply_colormap(val);\n\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;\n\t\t\tfinal_color.a = color.a;\n\t\t\treturn final_color;\n\t\t}\n `,\n}\n"],"names":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,2BAA2B,QAAQ,GAAG,CAAC,EAAE;AAAA,IACnD,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA+BzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiO7B;"}
1
+ {"version":3,"file":"VolumeShader.js","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: [\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n '\t\tvarying vec3 v_position;',\n\n '\t\tvoid main() {',\n // Prepare transforms to map to \"camera view\". See also:\n // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n '\t\t\t\tmat4 viewtransformf = modelViewMatrix;',\n '\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);',\n\n // Project local vertex coordinate to camera position. Then do a step\n // backward (in cam coords) to the near clipping plane, and project back. Do\n // the same for the far clipping plane. This gives us all the information we\n // need to calculate the ray and truncate it to the viewing cone.\n '\t\t\t\tvec4 position4 = vec4(position, 1.0);',\n '\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;',\n\n // Intersection of ray and near clipping plane (z = -1 in clip coords)\n '\t\t\t\tpos_in_cam.z = -pos_in_cam.w;',\n '\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;',\n\n // Intersection of ray and far clipping plane (z = +1 in clip coords)\n '\t\t\t\tpos_in_cam.z = pos_in_cam.w;',\n '\t\t\t\tv_farpos = viewtransformi * pos_in_cam;',\n\n // Set varyings and output pos\n '\t\t\t\tv_position = position;',\n '\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',\n '\t\t}',\n ].join('\\n'),\n fragmentShader: [\n '\t\tprecision highp float;',\n '\t\tprecision mediump sampler3D;',\n\n '\t\tuniform vec3 u_size;',\n '\t\tuniform int u_renderstyle;',\n '\t\tuniform float u_renderthreshold;',\n '\t\tuniform vec2 u_clim;',\n\n '\t\tuniform sampler3D u_data;',\n '\t\tuniform sampler2D u_cmdata;',\n\n '\t\tvarying vec3 v_position;',\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n\n // The maximum distance through our rendering volume is sqrt(3).\n '\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3',\n '\t\tconst int REFINEMENT_STEPS = 4;',\n '\t\tconst float relative_step_size = 1.0;',\n '\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',\n '\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',\n '\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',\n '\t\tconst float shininess = 40.0;',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n\n '\t\tfloat sample1(vec3 texcoords);',\n '\t\tvec4 apply_colormap(float val);',\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',\n\n '\t\tvoid main() {',\n // Normalize clipping plane info\n '\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;',\n '\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;',\n\n // Calculate unit vector pointing in the view direction through this fragment.\n '\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',\n\n // Compute the (negative) distance to the front surface or near clipping plane.\n // v_position is the back face of the cuboid, so the initial distance calculated in the dot\n // product below is the distance from near clip plane to the back of the cuboid\n '\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));',\n\n // Now we have the starting position on the front surface\n '\t\t\t\tvec3 front = v_position + view_ray * distance;',\n\n // Decide how many steps to take\n '\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);',\n '\t\t\t\tif ( nsteps < 1 )',\n '\t\t\t\t\t\tdiscard;',\n\n // Get starting location and step vector in texture coordinates\n '\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);',\n '\t\t\t\tvec3 start_loc = front / u_size;',\n\n // For testing: show the number of steps. This helps to establish\n // whether the rays are correctly oriented\n //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',\n //'return;',\n\n '\t\t\t\tif (u_renderstyle == 0)',\n '\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);',\n '\t\t\t\telse if (u_renderstyle == 1)',\n '\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);',\n\n '\t\t\t\tif (gl_FragColor.a < 0.05)',\n '\t\t\t\t\t\tdiscard;',\n '\t\t}',\n\n '\t\tfloat sample1(vec3 texcoords) {',\n '\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */',\n '\t\t\t\treturn texture(u_data, texcoords.xyz).r;',\n '\t\t}',\n\n '\t\tvec4 apply_colormap(float val) {',\n '\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',\n '\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));',\n '\t\t}',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tfloat max_val = -1e6;',\n '\t\t\t\tint max_i = 100;',\n '\t\t\t\tvec3 loc = start_loc;',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n // Apply MIP operation\n '\t\t\t\t\t\tif (val > max_val) {',\n '\t\t\t\t\t\t\t\tmax_val = val;',\n '\t\t\t\t\t\t\t\tmax_i = iter;',\n '\t\t\t\t\t\t}',\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n\n // Refine location, gives crispier images\n '\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);',\n '\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));',\n '\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t}',\n\n // Resolve final color\n '\t\t\t\tgl_FragColor = apply_colormap(max_val);',\n '\t\t}',\n\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent',\n '\t\t\t\tvec4 color3 = vec4(0.0);\t// final color',\n '\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative',\n '\t\t\t\tvec3 loc = start_loc;',\n\n '\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n\n '\t\t\t\t\t\tif (val > low_threshold) {',\n // Take the last interval in smaller steps\n '\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;',\n '\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);',\n '\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {',\n '\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);',\n '\t\t\t\t\t\t\t\t\t\t\t\treturn;',\n '\t\t\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t}',\n\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n '\t\t}',\n\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',\n '\t\t{',\n // Calculate color by incorporating lighting\n\n // View direction\n '\t\t\t\tvec3 V = normalize(view_ray);',\n\n // calculate normal vector from gradient\n '\t\t\t\tvec3 N;',\n '\t\t\t\tfloat val1, val2;',\n '\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',\n '\t\t\t\tN[0] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));',\n '\t\t\t\tN[1] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',\n '\t\t\t\tN[2] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n\n '\t\t\t\tfloat gm = length(N); // gradient magnitude',\n '\t\t\t\tN = normalize(N);',\n\n // Flip normal so it points towards viewer\n '\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);',\n '\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;',\n\n // Init colors\n '\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',\n\n // note: could allow multiple lights\n '\t\t\t\tfor (int i=0; i<1; i++)',\n '\t\t\t\t{',\n // Get light direction (make sure to prevent zero devision)\n '\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];',\n '\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );',\n '\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));',\n\n // Calculate lighting properties\n '\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);',\n '\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector',\n '\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);',\n\n // Calculate mask\n '\t\t\t\t\t\tfloat mask1 = lightEnabled;',\n\n // Calculate colors\n '\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;',\n '\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;',\n '\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;',\n '\t\t\t\t}',\n\n // Calculate final color by componing different components\n '\t\t\t\tvec4 final_color;',\n '\t\t\t\tvec4 color = apply_colormap(val);',\n '\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;',\n '\t\t\t\tfinal_color.a = color.a;',\n '\t\t\t\treturn final_color;',\n '\t\t}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,CAAC,EAAE;AAAA,IACnC,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAOA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}