three-stdlib 2.35.5 → 2.35.6

Sign up to get free protection for your applications and to get access to all the features.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  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 +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +34 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  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 +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  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 +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  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 +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  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 +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  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 +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  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 +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  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 +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  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 +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +17 -42
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  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 +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  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 +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  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 +3 -3
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -3
  500. package/webxr/ARButton.js +3 -3
  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 +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +9 -6
  509. package/webxr/VRButton.js +98 -95
  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
@@ -23,245 +23,346 @@ const BokehShader2 = {
23
23
  dithering: { value: 1e-4 },
24
24
  pentagon: { value: 0 },
25
25
  shaderFocus: { value: 1 },
26
- focusCoords: { value: new Vector2() }
26
+ focusCoords: { value: /* @__PURE__ */ new Vector2() }
27
27
  },
28
- vertexShader: [
29
- "varying vec2 vUv;",
30
- "void main() {",
31
- " vUv = uv;",
32
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
33
- "}"
34
- ].join("\n"),
35
- fragmentShader: [
36
- "#include <common>",
37
- "varying vec2 vUv;",
38
- "uniform sampler2D tColor;",
39
- "uniform sampler2D tDepth;",
40
- "uniform float textureWidth;",
41
- "uniform float textureHeight;",
42
- "uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below",
43
- "uniform float focalLength; //focal length in mm",
44
- "uniform float fstop; //f-stop value",
45
- "uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)",
46
- "/*",
47
- "make sure that these two values are the same for your camera, otherwise distances will be wrong.",
48
- "*/",
49
- "uniform float znear; // camera clipping start",
50
- "uniform float zfar; // camera clipping end",
51
- "//------------------------------------------",
52
- "//user variables",
53
- "const int samples = SAMPLES; //samples on the first ring",
54
- "const int rings = RINGS; //ring count",
55
- "const int maxringsamples = rings * samples;",
56
- "uniform bool manualdof; // manual dof calculation",
57
- "float ndofstart = 1.0; // near dof blur start",
58
- "float ndofdist = 2.0; // near dof blur falloff distance",
59
- "float fdofstart = 1.0; // far dof blur start",
60
- "float fdofdist = 3.0; // far dof blur falloff distance",
61
- "float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)",
62
- "uniform bool vignetting; // use optical lens vignetting",
63
- "float vignout = 1.3; // vignetting outer border",
64
- "float vignin = 0.0; // vignetting inner border",
65
- "float vignfade = 22.0; // f-stops till vignete fades",
66
- "uniform bool shaderFocus;",
67
- "// disable if you use external focalDepth value",
68
- "uniform vec2 focusCoords;",
69
- "// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)",
70
- "// if center of screen use vec2(0.5, 0.5);",
71
- "uniform float maxblur;",
72
- "//clamp value of max blur (0.0 = no blur, 1.0 default)",
73
- "uniform float threshold; // highlight threshold;",
74
- "uniform float gain; // highlight gain;",
75
- "uniform float bias; // bokeh edge bias",
76
- "uniform float fringe; // bokeh chromatic aberration / fringing",
77
- "uniform bool noise; //use noise instead of pattern for sample dithering",
78
- "uniform float dithering;",
79
- "uniform bool depthblur; // blur the depth buffer",
80
- "float dbsize = 1.25; // depth blur size",
81
- "/*",
82
- "next part is experimental",
83
- "not looking good with small sample and ring count",
84
- "looks okay starting from samples = 4, rings = 4",
85
- "*/",
86
- "uniform bool pentagon; //use pentagon as bokeh shape?",
87
- "float feather = 0.4; //pentagon shape feather",
88
- "//------------------------------------------",
89
- "float penta(vec2 coords) {",
90
- " //pentagonal shape",
91
- " float scale = float(rings) - 1.3;",
92
- " vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);",
93
- " vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);",
94
- " vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);",
95
- " vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);",
96
- " vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);",
97
- " vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);",
98
- " vec4 one = vec4( 1.0 );",
99
- " vec4 P = vec4((coords),vec2(scale, scale));",
100
- " vec4 dist = vec4(0.0);",
101
- " float inorout = -4.0;",
102
- " dist.x = dot( P, HS0 );",
103
- " dist.y = dot( P, HS1 );",
104
- " dist.z = dot( P, HS2 );",
105
- " dist.w = dot( P, HS3 );",
106
- " dist = smoothstep( -feather, feather, dist );",
107
- " inorout += dot( dist, one );",
108
- " dist.x = dot( P, HS4 );",
109
- " dist.y = HS5.w - abs( P.z );",
110
- " dist = smoothstep( -feather, feather, dist );",
111
- " inorout += dist.x;",
112
- " return clamp( inorout, 0.0, 1.0 );",
113
- "}",
114
- "float bdepth(vec2 coords) {",
115
- " // Depth buffer blur",
116
- " float d = 0.0;",
117
- " float kernel[9];",
118
- " vec2 offset[9];",
119
- " vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;",
120
- " offset[0] = vec2(-wh.x,-wh.y);",
121
- " offset[1] = vec2( 0.0, -wh.y);",
122
- " offset[2] = vec2( wh.x -wh.y);",
123
- " offset[3] = vec2(-wh.x, 0.0);",
124
- " offset[4] = vec2( 0.0, 0.0);",
125
- " offset[5] = vec2( wh.x, 0.0);",
126
- " offset[6] = vec2(-wh.x, wh.y);",
127
- " offset[7] = vec2( 0.0, wh.y);",
128
- " offset[8] = vec2( wh.x, wh.y);",
129
- " kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;",
130
- " kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;",
131
- " kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;",
132
- " for( int i=0; i<9; i++ ) {",
133
- " float tmp = texture2D(tDepth, coords + offset[i]).r;",
134
- " d += tmp * kernel[i];",
135
- " }",
136
- " return d;",
137
- "}",
138
- "vec3 color(vec2 coords,float blur) {",
139
- " //processing the sample",
140
- " vec3 col = vec3(0.0);",
141
- " vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);",
142
- " col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;",
143
- " col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;",
144
- " col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;",
145
- " vec3 lumcoeff = vec3(0.299,0.587,0.114);",
146
- " float lum = dot(col.rgb, lumcoeff);",
147
- " float thresh = max((lum-threshold)*gain, 0.0);",
148
- " return col+mix(vec3(0.0),col,thresh*blur);",
149
- "}",
150
- "vec3 debugFocus(vec3 col, float blur, float depth) {",
151
- " float edge = 0.002*depth; //distance based edge smoothing",
152
- " float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);",
153
- " float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);",
154
- " col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);",
155
- " col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);",
156
- " return col;",
157
- "}",
158
- "float linearize(float depth) {",
159
- " return -zfar * znear / (depth * (zfar - znear) - zfar);",
160
- "}",
161
- "float vignette() {",
162
- " float dist = distance(vUv.xy, vec2(0.5,0.5));",
163
- " dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);",
164
- " return clamp(dist,0.0,1.0);",
165
- "}",
166
- "float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {",
167
- " float rings2 = float(rings);",
168
- " float step = PI*2.0 / float(ringsamples);",
169
- " float pw = cos(j*step)*i;",
170
- " float ph = sin(j*step)*i;",
171
- " float p = 1.0;",
172
- " if (pentagon) {",
173
- " p = penta(vec2(pw,ph));",
174
- " }",
175
- " col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;",
176
- " return 1.0 * mix(1.0, i /rings2, bias) * p;",
177
- "}",
178
- "void main() {",
179
- " //scene depth calculation",
180
- " float depth = linearize(texture2D(tDepth,vUv.xy).x);",
181
- " // Blur depth?",
182
- " if ( depthblur ) {",
183
- " depth = linearize(bdepth(vUv.xy));",
184
- " }",
185
- " //focal plane calculation",
186
- " float fDepth = focalDepth;",
187
- " if (shaderFocus) {",
188
- " fDepth = linearize(texture2D(tDepth,focusCoords).x);",
189
- " }",
190
- " // dof blur factor calculation",
191
- " float blur = 0.0;",
192
- " if (manualdof) {",
193
- " float a = depth-fDepth; // Focal plane",
194
- " float b = (a-fdofstart)/fdofdist; // Far DoF",
195
- " float c = (-a-ndofstart)/ndofdist; // Near Dof",
196
- " blur = (a>0.0) ? b : c;",
197
- " } else {",
198
- " float f = focalLength; // focal length in mm",
199
- " float d = fDepth*1000.0; // focal plane in mm",
200
- " float o = depth*1000.0; // depth in mm",
201
- " float a = (o*f)/(o-f);",
202
- " float b = (d*f)/(d-f);",
203
- " float c = (d-f)/(d*fstop*CoC);",
204
- " blur = abs(a-b)*c;",
205
- " }",
206
- " blur = clamp(blur,0.0,1.0);",
207
- " // calculation of pattern for dithering",
208
- " vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;",
209
- " // getting blur x and y step factor",
210
- " float w = (1.0/textureWidth)*blur*maxblur+noise.x;",
211
- " float h = (1.0/textureHeight)*blur*maxblur+noise.y;",
212
- " // calculation of final color",
213
- " vec3 col = vec3(0.0);",
214
- " if(blur < 0.05) {",
215
- " //some optimization thingy",
216
- " col = texture2D(tColor, vUv.xy).rgb;",
217
- " } else {",
218
- " col = texture2D(tColor, vUv.xy).rgb;",
219
- " float s = 1.0;",
220
- " int ringsamples;",
221
- " for (int i = 1; i <= rings; i++) {",
222
- " /*unboxstart*/",
223
- " ringsamples = i * samples;",
224
- " for (int j = 0 ; j < maxringsamples ; j++) {",
225
- " if (j >= ringsamples) break;",
226
- " s += gather(float(i), float(j), ringsamples, col, w, h, blur);",
227
- " }",
228
- " /*unboxend*/",
229
- " }",
230
- " col /= s; //divide by sample count",
231
- " }",
232
- " if (showFocus) {",
233
- " col = debugFocus(col, blur, depth);",
234
- " }",
235
- " if (vignetting) {",
236
- " col *= vignette();",
237
- " }",
238
- " gl_FragColor.rgb = col;",
239
- " gl_FragColor.a = 1.0;",
240
- "} "
241
- ].join("\n")
28
+ vertexShader: (
29
+ /* glsl */
30
+ `
31
+ varying vec2 vUv;
32
+
33
+ void main() {
34
+
35
+ vUv = uv;
36
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
37
+
38
+ }
39
+ `
40
+ ),
41
+ fragmentShader: (
42
+ /* glsl */
43
+ `
44
+ #include <common>
45
+
46
+ varying vec2 vUv;
47
+
48
+ uniform sampler2D tColor;
49
+ uniform sampler2D tDepth;
50
+ uniform float textureWidth;
51
+ uniform float textureHeight;
52
+
53
+ uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
54
+ uniform float focalLength; //focal length in mm
55
+ uniform float fstop; //f-stop value
56
+ uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
57
+
58
+ /*
59
+ make sure that these two values are the same for your camera, otherwise distances will be wrong.
60
+ */
61
+
62
+ uniform float znear; // camera clipping start
63
+ uniform float zfar; // camera clipping end
64
+
65
+ //------------------------------------------
66
+ //user variables
67
+
68
+ const int samples = SAMPLES; //samples on the first ring
69
+ const int rings = RINGS; //ring count
70
+
71
+ const int maxringsamples = rings * samples;
72
+
73
+ uniform bool manualdof; // manual dof calculation
74
+ float ndofstart = 1.0; // near dof blur start
75
+ float ndofdist = 2.0; // near dof blur falloff distance
76
+ float fdofstart = 1.0; // far dof blur start
77
+ float fdofdist = 3.0; // far dof blur falloff distance
78
+
79
+ float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
80
+
81
+ uniform bool vignetting; // use optical lens vignetting
82
+
83
+ float vignout = 1.3; // vignetting outer border
84
+ float vignin = 0.0; // vignetting inner border
85
+ float vignfade = 22.0; // f-stops till vignete fades
86
+
87
+ uniform bool shaderFocus;
88
+ // disable if you use external focalDepth value
89
+
90
+ uniform vec2 focusCoords;
91
+ // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
92
+ // if center of screen use vec2(0.5, 0.5);
93
+
94
+ uniform float maxblur;
95
+ //clamp value of max blur (0.0 = no blur, 1.0 default)
96
+
97
+ uniform float threshold; // highlight threshold;
98
+ uniform float gain; // highlight gain;
99
+
100
+ uniform float bias; // bokeh edge bias
101
+ uniform float fringe; // bokeh chromatic aberration / fringing
102
+
103
+ uniform bool noise; //use noise instead of pattern for sample dithering
104
+
105
+ uniform float dithering;
106
+
107
+ uniform bool depthblur; // blur the depth buffer
108
+ float dbsize = 1.25; // depth blur size
109
+
110
+ /*
111
+ next part is experimental
112
+ not looking good with small sample and ring count
113
+ looks okay starting from samples = 4, rings = 4
114
+ */
115
+
116
+ uniform bool pentagon; //use pentagon as bokeh shape?
117
+ float feather = 0.4; //pentagon shape feather
118
+
119
+ //------------------------------------------
120
+
121
+ float penta(vec2 coords) {
122
+ //pentagonal shape
123
+ float scale = float(rings) - 1.3;
124
+ vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
125
+ vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
126
+ vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
127
+ vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
128
+ vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
129
+ vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
130
+
131
+ vec4 one = vec4( 1.0 );
132
+
133
+ vec4 P = vec4((coords),vec2(scale, scale));
134
+
135
+ vec4 dist = vec4(0.0);
136
+ float inorout = -4.0;
137
+
138
+ dist.x = dot( P, HS0 );
139
+ dist.y = dot( P, HS1 );
140
+ dist.z = dot( P, HS2 );
141
+ dist.w = dot( P, HS3 );
142
+
143
+ dist = smoothstep( -feather, feather, dist );
144
+
145
+ inorout += dot( dist, one );
146
+
147
+ dist.x = dot( P, HS4 );
148
+ dist.y = HS5.w - abs( P.z );
149
+
150
+ dist = smoothstep( -feather, feather, dist );
151
+ inorout += dist.x;
152
+
153
+ return clamp( inorout, 0.0, 1.0 );
154
+ }
155
+
156
+ float bdepth(vec2 coords) {
157
+ // Depth buffer blur
158
+ float d = 0.0;
159
+ float kernel[9];
160
+ vec2 offset[9];
161
+
162
+ vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
163
+
164
+ offset[0] = vec2(-wh.x,-wh.y);
165
+ offset[1] = vec2( 0.0, -wh.y);
166
+ offset[2] = vec2( wh.x -wh.y);
167
+
168
+ offset[3] = vec2(-wh.x, 0.0);
169
+ offset[4] = vec2( 0.0, 0.0);
170
+ offset[5] = vec2( wh.x, 0.0);
171
+
172
+ offset[6] = vec2(-wh.x, wh.y);
173
+ offset[7] = vec2( 0.0, wh.y);
174
+ offset[8] = vec2( wh.x, wh.y);
175
+
176
+ kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
177
+ kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
178
+ kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
179
+
180
+ for( int i=0; i<9; i++ ) {
181
+ float tmp = texture2D(tDepth, coords + offset[i]).r;
182
+ d += tmp * kernel[i];
183
+ }
184
+
185
+ return d;
186
+ }
187
+
188
+ vec3 color(vec2 coords,float blur) {
189
+ //processing the sample
190
+
191
+ vec3 col = vec3(0.0);
192
+ vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
193
+
194
+ col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
195
+ col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
196
+ col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
197
+
198
+ vec3 lumcoeff = vec3(0.299,0.587,0.114);
199
+ float lum = dot(col.rgb, lumcoeff);
200
+ float thresh = max((lum-threshold)*gain, 0.0);
201
+ return col+mix(vec3(0.0),col,thresh*blur);
202
+ }
203
+
204
+ vec3 debugFocus(vec3 col, float blur, float depth) {
205
+ float edge = 0.002*depth; //distance based edge smoothing
206
+ float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
207
+ float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
208
+
209
+ col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
210
+ col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
211
+
212
+ return col;
213
+ }
214
+
215
+ float linearize(float depth) {
216
+ return -zfar * znear / (depth * (zfar - znear) - zfar);
217
+ }
218
+
219
+ float vignette() {
220
+ float dist = distance(vUv.xy, vec2(0.5,0.5));
221
+ dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
222
+ return clamp(dist,0.0,1.0);
223
+ }
224
+
225
+ float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
226
+ float rings2 = float(rings);
227
+ float step = PI*2.0 / float(ringsamples);
228
+ float pw = cos(j*step)*i;
229
+ float ph = sin(j*step)*i;
230
+ float p = 1.0;
231
+ if (pentagon) {
232
+ p = penta(vec2(pw,ph));
233
+ }
234
+ col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
235
+ return 1.0 * mix(1.0, i /rings2, bias) * p;
236
+ }
237
+
238
+ void main() {
239
+ //scene depth calculation
240
+
241
+ float depth = linearize(texture2D(tDepth,vUv.xy).x);
242
+
243
+ // Blur depth?
244
+ if ( depthblur ) {
245
+ depth = linearize(bdepth(vUv.xy));
246
+ }
247
+
248
+ //focal plane calculation
249
+
250
+ float fDepth = focalDepth;
251
+
252
+ if (shaderFocus) {
253
+
254
+ fDepth = linearize(texture2D(tDepth,focusCoords).x);
255
+
256
+ }
257
+
258
+ // dof blur factor calculation
259
+
260
+ float blur = 0.0;
261
+
262
+ if (manualdof) {
263
+ float a = depth-fDepth; // Focal plane
264
+ float b = (a-fdofstart)/fdofdist; // Far DoF
265
+ float c = (-a-ndofstart)/ndofdist; // Near Dof
266
+ blur = (a>0.0) ? b : c;
267
+ } else {
268
+ float f = focalLength; // focal length in mm
269
+ float d = fDepth*1000.0; // focal plane in mm
270
+ float o = depth*1000.0; // depth in mm
271
+
272
+ float a = (o*f)/(o-f);
273
+ float b = (d*f)/(d-f);
274
+ float c = (d-f)/(d*fstop*CoC);
275
+
276
+ blur = abs(a-b)*c;
277
+ }
278
+
279
+ blur = clamp(blur,0.0,1.0);
280
+
281
+ // calculation of pattern for dithering
282
+
283
+ vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
284
+
285
+ // getting blur x and y step factor
286
+
287
+ float w = (1.0/textureWidth)*blur*maxblur+noise.x;
288
+ float h = (1.0/textureHeight)*blur*maxblur+noise.y;
289
+
290
+ // calculation of final color
291
+
292
+ vec3 col = vec3(0.0);
293
+
294
+ if(blur < 0.05) {
295
+ //some optimization thingy
296
+ col = texture2D(tColor, vUv.xy).rgb;
297
+ } else {
298
+ col = texture2D(tColor, vUv.xy).rgb;
299
+ float s = 1.0;
300
+ int ringsamples;
301
+
302
+ for (int i = 1; i <= rings; i++) {
303
+ /*unboxstart*/
304
+ ringsamples = i * samples;
305
+
306
+ for (int j = 0 ; j < maxringsamples ; j++) {
307
+ if (j >= ringsamples) break;
308
+ s += gather(float(i), float(j), ringsamples, col, w, h, blur);
309
+ }
310
+ /*unboxend*/
311
+ }
312
+
313
+ col /= s; //divide by sample count
314
+ }
315
+
316
+ if (showFocus) {
317
+ col = debugFocus(col, blur, depth);
318
+ }
319
+
320
+ if (vignetting) {
321
+ col *= vignette();
322
+ }
323
+
324
+ gl_FragColor.rgb = col;
325
+ gl_FragColor.a = 1.0;
326
+ }
327
+ `
328
+ )
242
329
  };
243
330
  const BokehDepthShader = {
244
331
  uniforms: {
245
332
  mNear: { value: 1 },
246
333
  mFar: { value: 1e3 }
247
334
  },
248
- vertexShader: [
249
- "varying float vViewZDepth;",
250
- "void main() {",
251
- " #include <begin_vertex>",
252
- " #include <project_vertex>",
253
- " vViewZDepth = - mvPosition.z;",
254
- "}"
255
- ].join("\n"),
256
- fragmentShader: [
257
- "uniform float mNear;",
258
- "uniform float mFar;",
259
- "varying float vViewZDepth;",
260
- "void main() {",
261
- " float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );",
262
- " gl_FragColor = vec4( vec3( color ), 1.0 );",
263
- "} "
264
- ].join("\n")
335
+ vertexShader: (
336
+ /* glsl */
337
+ `
338
+ varying float vViewZDepth;
339
+
340
+ void main() {
341
+
342
+ #include <begin_vertex>
343
+ #include <project_vertex>
344
+
345
+ vViewZDepth = - mvPosition.z;
346
+
347
+ }
348
+ `
349
+ ),
350
+ fragmentShader: (
351
+ /* glsl */
352
+ `
353
+ uniform float mNear;
354
+ uniform float mFar;
355
+
356
+ varying float vViewZDepth;
357
+
358
+ void main() {
359
+
360
+ float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
361
+ gl_FragColor = vec4( vec3( color ), 1.0 );
362
+
363
+ }
364
+ `
365
+ )
265
366
  };
266
367
  export {
267
368
  BokehDepthShader,