three-stdlib 2.35.5 → 2.35.6

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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
@@ -8,49 +8,76 @@ const FocusShader = {
8
8
  sampleDistance: { value: 0.94 },
9
9
  waveFactor: { value: 125e-5 }
10
10
  },
11
- vertexShader: [
12
- "varying vec2 vUv;",
13
- "void main() {",
14
- " vUv = uv;",
15
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
16
- "}"
17
- ].join("\n"),
18
- fragmentShader: [
19
- "uniform float screenWidth;",
20
- "uniform float screenHeight;",
21
- "uniform float sampleDistance;",
22
- "uniform float waveFactor;",
23
- "uniform sampler2D tDiffuse;",
24
- "varying vec2 vUv;",
25
- "void main() {",
26
- " vec4 color, org, tmp, add;",
27
- " float sample_dist, f;",
28
- " vec2 vin;",
29
- " vec2 uv = vUv;",
30
- " add = color = org = texture2D( tDiffuse, uv );",
31
- " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
32
- " sample_dist = dot( vin, vin ) * 2.0;",
33
- " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
34
- " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
35
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
36
- " if( tmp.b < color.b ) color = tmp;",
37
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
38
- " if( tmp.b < color.b ) color = tmp;",
39
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
40
- " if( tmp.b < color.b ) color = tmp;",
41
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
42
- " if( tmp.b < color.b ) color = tmp;",
43
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
44
- " if( tmp.b < color.b ) color = tmp;",
45
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
46
- " if( tmp.b < color.b ) color = tmp;",
47
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
48
- " if( tmp.b < color.b ) color = tmp;",
49
- " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
50
- " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
51
- " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
52
- "}"
53
- ].join("\n")
11
+ vertexShader: (
12
+ /* glsl */
13
+ `
14
+ varying vec2 vUv;
15
+
16
+ void main() {
17
+
18
+ vUv = uv;
19
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
20
+
21
+ }
22
+ `
23
+ ),
24
+ fragmentShader: (
25
+ /* glsl */
26
+ `
27
+ uniform float screenWidth;
28
+ uniform float screenHeight;
29
+ uniform float sampleDistance;
30
+ uniform float waveFactor;
31
+
32
+ uniform sampler2D tDiffuse;
33
+
34
+ varying vec2 vUv;
35
+
36
+ void main() {
37
+
38
+ vec4 color, org, tmp, add;
39
+ float sample_dist, f;
40
+ vec2 vin;
41
+ vec2 uv = vUv;
42
+
43
+ add = color = org = texture2D( tDiffuse, uv );
44
+
45
+ vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
46
+ sample_dist = dot( vin, vin ) * 2.0;
47
+
48
+ f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
49
+
50
+ vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
51
+
52
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
53
+ if( tmp.b < color.b ) color = tmp;
54
+
55
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
56
+ if( tmp.b < color.b ) color = tmp;
57
+
58
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
59
+ if( tmp.b < color.b ) color = tmp;
60
+
61
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
62
+ if( tmp.b < color.b ) color = tmp;
63
+
64
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
65
+ if( tmp.b < color.b ) color = tmp;
66
+
67
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
68
+ if( tmp.b < color.b ) color = tmp;
69
+
70
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
71
+ if( tmp.b < color.b ) color = tmp;
72
+
73
+ color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
74
+ color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
75
+
76
+ gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
77
+
78
+ }
79
+ `
80
+ )
54
81
  };
55
82
  exports.FocusShader = FocusShader;
56
83
  //# sourceMappingURL=FocusShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float screenWidth;',\n 'uniform float screenHeight;',\n 'uniform float sampleDistance;',\n 'uniform float waveFactor;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color, org, tmp, add;',\n '\tfloat sample_dist, f;',\n '\tvec2 vin;',\n '\tvec2 uv = vUv;',\n\n '\tadd = color = org = texture2D( tDiffuse, uv );',\n\n '\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',\n '\tsample_dist = dot( vin, vin ) * 2.0;',\n\n '\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',\n\n '\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',\n '\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',\n\n '\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsD7B;;"}
@@ -6,49 +6,76 @@ const FocusShader = {
6
6
  sampleDistance: { value: 0.94 },
7
7
  waveFactor: { value: 125e-5 }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform float screenWidth;",
18
- "uniform float screenHeight;",
19
- "uniform float sampleDistance;",
20
- "uniform float waveFactor;",
21
- "uniform sampler2D tDiffuse;",
22
- "varying vec2 vUv;",
23
- "void main() {",
24
- " vec4 color, org, tmp, add;",
25
- " float sample_dist, f;",
26
- " vec2 vin;",
27
- " vec2 uv = vUv;",
28
- " add = color = org = texture2D( tDiffuse, uv );",
29
- " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
30
- " sample_dist = dot( vin, vin ) * 2.0;",
31
- " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
32
- " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );",
33
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );",
34
- " if( tmp.b < color.b ) color = tmp;",
35
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );",
36
- " if( tmp.b < color.b ) color = tmp;",
37
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );",
38
- " if( tmp.b < color.b ) color = tmp;",
39
- " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );",
40
- " if( tmp.b < color.b ) color = tmp;",
41
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );",
42
- " if( tmp.b < color.b ) color = tmp;",
43
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );",
44
- " if( tmp.b < color.b ) color = tmp;",
45
- " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );",
46
- " if( tmp.b < color.b ) color = tmp;",
47
- " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
48
- " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );",
49
- " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
50
- "}"
51
- ].join("\n")
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ uniform float screenWidth;
26
+ uniform float screenHeight;
27
+ uniform float sampleDistance;
28
+ uniform float waveFactor;
29
+
30
+ uniform sampler2D tDiffuse;
31
+
32
+ varying vec2 vUv;
33
+
34
+ void main() {
35
+
36
+ vec4 color, org, tmp, add;
37
+ float sample_dist, f;
38
+ vec2 vin;
39
+ vec2 uv = vUv;
40
+
41
+ add = color = org = texture2D( tDiffuse, uv );
42
+
43
+ vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
44
+ sample_dist = dot( vin, vin ) * 2.0;
45
+
46
+ f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
47
+
48
+ vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
49
+
50
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
51
+ if( tmp.b < color.b ) color = tmp;
52
+
53
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
54
+ if( tmp.b < color.b ) color = tmp;
55
+
56
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
57
+ if( tmp.b < color.b ) color = tmp;
58
+
59
+ add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
60
+ if( tmp.b < color.b ) color = tmp;
61
+
62
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
63
+ if( tmp.b < color.b ) color = tmp;
64
+
65
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
66
+ if( tmp.b < color.b ) color = tmp;
67
+
68
+ add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
69
+ if( tmp.b < color.b ) color = tmp;
70
+
71
+ color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
72
+ color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
73
+
74
+ gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
75
+
76
+ }
77
+ `
78
+ )
52
79
  };
53
80
  export {
54
81
  FocusShader
@@ -1 +1 @@
1
- {"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float screenWidth;',\n 'uniform float screenHeight;',\n 'uniform float sampleDistance;',\n 'uniform float waveFactor;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color, org, tmp, add;',\n '\tfloat sample_dist, f;',\n '\tvec2 vin;',\n '\tvec2 uv = vUv;',\n\n '\tadd = color = org = texture2D( tDiffuse, uv );',\n\n '\tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );',\n '\tsample_dist = dot( vin, vin ) * 2.0;',\n\n '\tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;',\n\n '\tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );',\n '\tif( tmp.b < color.b ) color = tmp;',\n\n '\tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );',\n '\tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );',\n\n '\tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsD7B;"}
@@ -4,62 +4,83 @@ const THREE = require("three");
4
4
  const FreiChenShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- aspect: { value: new THREE.Vector2(512, 512) }
7
+ aspect: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "uniform vec2 aspect;",
20
- "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
21
- "mat3 G[9];",
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ uniform sampler2D tDiffuse;
26
+ varying vec2 vUv;
27
+
28
+ uniform vec2 aspect;
29
+
30
+ vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
31
+
32
+ mat3 G[9];
33
+
22
34
  // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
23
- "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
24
- "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
25
- "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
26
- "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
27
- "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
28
- "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
29
- "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
30
- "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
31
- "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
32
- "void main(void)",
33
- "{",
34
- " G[0] = g0,",
35
- " G[1] = g1,",
36
- " G[2] = g2,",
37
- " G[3] = g3,",
38
- " G[4] = g4,",
39
- " G[5] = g5,",
40
- " G[6] = g6,",
41
- " G[7] = g7,",
42
- " G[8] = g8;",
43
- " mat3 I;",
44
- " float cnv[9];",
45
- " vec3 sample;",
46
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
47
- " for (float i=0.0; i<3.0; i++) {",
48
- " for (float j=0.0; j<3.0; j++) {",
49
- " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
50
- " I[int(i)][int(j)] = length(sample);",
51
- " }",
52
- " }",
35
+
36
+ const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
37
+ const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
38
+ const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
39
+ const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
40
+ const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
41
+ const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
42
+ const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
43
+ const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
44
+ const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
45
+
46
+ void main(void)
47
+ {
48
+
49
+ G[0] = g0,
50
+ G[1] = g1,
51
+ G[2] = g2,
52
+ G[3] = g3,
53
+ G[4] = g4,
54
+ G[5] = g5,
55
+ G[6] = g6,
56
+ G[7] = g7,
57
+ G[8] = g8;
58
+
59
+ mat3 I;
60
+ float cnv[9];
61
+ vec3 sample;
62
+
63
+ /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
64
+ for (float i=0.0; i<3.0; i++) {
65
+ for (float j=0.0; j<3.0; j++) {
66
+ sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
67
+ I[int(i)][int(j)] = length(sample);
68
+ }
69
+ }
70
+
53
71
  /* calculate the convolution values for all the masks */
54
- " for (int i=0; i<9; i++) {",
55
- " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
56
- " cnv[i] = dp3 * dp3;",
57
- " }",
58
- " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
59
- " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
60
- " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
61
- "}"
62
- ].join("\n")
72
+ for (int i=0; i<9; i++) {
73
+ float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
74
+ cnv[i] = dp3 * dp3;
75
+ }
76
+
77
+ float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
78
+ float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
79
+
80
+ gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
81
+ }
82
+ `
83
+ )
63
84
  };
64
85
  exports.FreiChenShader = FreiChenShader;
65
86
  //# sourceMappingURL=FreiChenShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'uniform vec2 aspect;',\n\n 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);',\n\n 'mat3 G[9];',\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );',\n 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );',\n 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );',\n 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );',\n 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );',\n 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );',\n 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );',\n 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );',\n 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );',\n\n 'void main(void)',\n '{',\n\n '\tG[0] = g0,',\n '\tG[1] = g1,',\n '\tG[2] = g2,',\n '\tG[3] = g3,',\n '\tG[4] = g4,',\n '\tG[5] = g5,',\n '\tG[6] = g6,',\n '\tG[7] = g7,',\n '\tG[8] = g8;',\n\n '\tmat3 I;',\n '\tfloat cnv[9];',\n '\tvec3 sample;',\n\n /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */\n '\tfor (float i=0.0; i<3.0; i++) {',\n '\t\tfor (float j=0.0; j<3.0; j++) {',\n '\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;',\n '\t\t\tI[int(i)][int(j)] = length(sample);',\n '\t\t}',\n '\t}',\n\n /* calculate the convolution values for all the masks */\n '\tfor (int i=0; i<9; i++) {',\n '\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);',\n '\t\tcnv[i] = dp3 * dp3;',\n '\t}',\n\n '\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);',\n '\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);',\n\n '\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);',\n '}',\n ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAIA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2BA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2D7B;;"}
@@ -2,62 +2,83 @@ import { Vector2 } from "three";
2
2
  const FreiChenShader = {
3
3
  uniforms: {
4
4
  tDiffuse: { value: null },
5
- aspect: { value: new Vector2(512, 512) }
5
+ aspect: { value: /* @__PURE__ */ new Vector2(512, 512) }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "uniform vec2 aspect;",
18
- "vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);",
19
- "mat3 G[9];",
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform sampler2D tDiffuse;
24
+ varying vec2 vUv;
25
+
26
+ uniform vec2 aspect;
27
+
28
+ vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
29
+
30
+ mat3 G[9];
31
+
20
32
  // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
21
- "const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );",
22
- "const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );",
23
- "const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );",
24
- "const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );",
25
- "const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );",
26
- "const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );",
27
- "const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );",
28
- "const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );",
29
- "const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );",
30
- "void main(void)",
31
- "{",
32
- " G[0] = g0,",
33
- " G[1] = g1,",
34
- " G[2] = g2,",
35
- " G[3] = g3,",
36
- " G[4] = g4,",
37
- " G[5] = g5,",
38
- " G[6] = g6,",
39
- " G[7] = g7,",
40
- " G[8] = g8;",
41
- " mat3 I;",
42
- " float cnv[9];",
43
- " vec3 sample;",
44
- /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */
45
- " for (float i=0.0; i<3.0; i++) {",
46
- " for (float j=0.0; j<3.0; j++) {",
47
- " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;",
48
- " I[int(i)][int(j)] = length(sample);",
49
- " }",
50
- " }",
33
+
34
+ const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
35
+ const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
36
+ const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
37
+ const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
38
+ const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
39
+ const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
40
+ const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
41
+ const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
42
+ const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
43
+
44
+ void main(void)
45
+ {
46
+
47
+ G[0] = g0,
48
+ G[1] = g1,
49
+ G[2] = g2,
50
+ G[3] = g3,
51
+ G[4] = g4,
52
+ G[5] = g5,
53
+ G[6] = g6,
54
+ G[7] = g7,
55
+ G[8] = g8;
56
+
57
+ mat3 I;
58
+ float cnv[9];
59
+ vec3 sample;
60
+
61
+ /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
62
+ for (float i=0.0; i<3.0; i++) {
63
+ for (float j=0.0; j<3.0; j++) {
64
+ sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
65
+ I[int(i)][int(j)] = length(sample);
66
+ }
67
+ }
68
+
51
69
  /* calculate the convolution values for all the masks */
52
- " for (int i=0; i<9; i++) {",
53
- " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);",
54
- " cnv[i] = dp3 * dp3;",
55
- " }",
56
- " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);",
57
- " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);",
58
- " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);",
59
- "}"
60
- ].join("\n")
70
+ for (int i=0; i<9; i++) {
71
+ float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
72
+ cnv[i] = dp3 * dp3;
73
+ }
74
+
75
+ float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
76
+ float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
77
+
78
+ gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
79
+ }
80
+ `
81
+ )
61
82
  };
62
83
  export {
63
84
  FreiChenShader
@@ -1 +1 @@
1
- {"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'varying vec2 vUv;',\n\n 'uniform vec2 aspect;',\n\n 'vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);',\n\n 'mat3 G[9];',\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n 'const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );',\n 'const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );',\n 'const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );',\n 'const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );',\n 'const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );',\n 'const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );',\n 'const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );',\n 'const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );',\n 'const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );',\n\n 'void main(void)',\n '{',\n\n '\tG[0] = g0,',\n '\tG[1] = g1,',\n '\tG[2] = g2,',\n '\tG[3] = g3,',\n '\tG[4] = g4,',\n '\tG[5] = g5,',\n '\tG[6] = g6,',\n '\tG[7] = g7,',\n '\tG[8] = g8;',\n\n '\tmat3 I;',\n '\tfloat cnv[9];',\n '\tvec3 sample;',\n\n /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */\n '\tfor (float i=0.0; i<3.0; i++) {',\n '\t\tfor (float j=0.0; j<3.0; j++) {',\n '\t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;',\n '\t\t\tI[int(i)][int(j)] = length(sample);',\n '\t\t}',\n '\t}',\n\n /* calculate the convolution values for all the masks */\n '\tfor (int i=0; i<9; i++) {',\n '\t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);',\n '\t\tcnv[i] = dp3 * dp3;',\n '\t}',\n\n '\tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);',\n '\tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);',\n\n '\tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);',\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,IAAI,QAAQ,KAAK,GAAG,EAAE;AAAA,EACzC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
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+ {"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":[],"mappings":";AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,EACzD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2D7B;"}