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
@@ -17,118 +17,168 @@ const ParallaxShader = {
17
17
  parallaxMinLayers: { value: null },
18
18
  parallaxMaxLayers: { value: null }
19
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  },
20
- vertexShader: [
21
- "varying vec2 vUv;",
22
- "varying vec3 vViewPosition;",
23
- "varying vec3 vNormal;",
24
- "void main() {",
25
- " vUv = uv;",
26
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
27
- " vViewPosition = -mvPosition.xyz;",
28
- " vNormal = normalize( normalMatrix * normal );",
29
- " gl_Position = projectionMatrix * mvPosition;",
30
- "}"
31
- ].join("\n"),
32
- fragmentShader: [
33
- "uniform sampler2D bumpMap;",
34
- "uniform sampler2D map;",
35
- "uniform float parallaxScale;",
36
- "uniform float parallaxMinLayers;",
37
- "uniform float parallaxMaxLayers;",
38
- "varying vec2 vUv;",
39
- "varying vec3 vViewPosition;",
40
- "varying vec3 vNormal;",
41
- "#ifdef USE_BASIC_PARALLAX",
42
- " vec2 parallaxMap( in vec3 V ) {",
43
- " float initialHeight = texture2D( bumpMap, vUv ).r;",
20
+ vertexShader: (
21
+ /* glsl */
22
+ `
23
+ varying vec2 vUv;
24
+ varying vec3 vViewPosition;
25
+ varying vec3 vNormal;
26
+
27
+ void main() {
28
+
29
+ vUv = uv;
30
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
31
+ vViewPosition = -mvPosition.xyz;
32
+ vNormal = normalize( normalMatrix * normal );
33
+ gl_Position = projectionMatrix * mvPosition;
34
+
35
+ }
36
+ `
37
+ ),
38
+ fragmentShader: (
39
+ /* glsl */
40
+ `
41
+ uniform sampler2D bumpMap;
42
+ uniform sampler2D map;
43
+
44
+ uniform float parallaxScale;
45
+ uniform float parallaxMinLayers;
46
+ uniform float parallaxMaxLayers;
47
+
48
+ varying vec2 vUv;
49
+ varying vec3 vViewPosition;
50
+ varying vec3 vNormal;
51
+
52
+ #ifdef USE_BASIC_PARALLAX
53
+
54
+ vec2 parallaxMap( in vec3 V ) {
55
+
56
+ float initialHeight = texture2D( bumpMap, vUv ).r;
57
+
44
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  // No Offset Limitting: messy, floating output at grazing angles.
45
59
  //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
60
+
46
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  // Offset Limiting
47
- " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
48
- " return vUv - texCoordOffset;",
49
- " }",
50
- "#else",
51
- " vec2 parallaxMap( in vec3 V ) {",
62
+ vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;
63
+ return vUv - texCoordOffset;
64
+
65
+ }
66
+
67
+ #else
68
+
69
+ vec2 parallaxMap( in vec3 V ) {
70
+
52
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  // Determine number of layers from angle between V and N
53
- " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
54
- " float layerHeight = 1.0 / numLayers;",
55
- " float currentLayerHeight = 0.0;",
72
+ float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );
73
+
74
+ float layerHeight = 1.0 / numLayers;
75
+ float currentLayerHeight = 0.0;
56
76
  // Shift of texture coordinates for each iteration
57
- " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
58
- " vec2 currentTextureCoords = vUv;",
59
- " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
77
+ vec2 dtex = parallaxScale * V.xy / V.z / numLayers;
78
+
79
+ vec2 currentTextureCoords = vUv;
80
+
81
+ float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
82
+
60
83
  // while ( heightFromTexture > currentLayerHeight )
61
84
  // Infinite loops are not well supported. Do a "large" finite
62
85
  // loop, but not too large, as it slows down some compilers.
63
- " for ( int i = 0; i < 30; i += 1 ) {",
64
- " if ( heightFromTexture <= currentLayerHeight ) {",
65
- " break;",
66
- " }",
67
- " currentLayerHeight += layerHeight;",
86
+ for ( int i = 0; i < 30; i += 1 ) {
87
+ if ( heightFromTexture <= currentLayerHeight ) {
88
+ break;
89
+ }
90
+ currentLayerHeight += layerHeight;
68
91
  // Shift texture coordinates along vector V
69
- " currentTextureCoords -= dtex;",
70
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
71
- " }",
72
- " #ifdef USE_STEEP_PARALLAX",
73
- " return currentTextureCoords;",
74
- " #elif defined( USE_RELIEF_PARALLAX )",
75
- " vec2 deltaTexCoord = dtex / 2.0;",
76
- " float deltaHeight = layerHeight / 2.0;",
92
+ currentTextureCoords -= dtex;
93
+ heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
94
+ }
95
+
96
+ #ifdef USE_STEEP_PARALLAX
97
+
98
+ return currentTextureCoords;
99
+
100
+ #elif defined( USE_RELIEF_PARALLAX )
101
+
102
+ vec2 deltaTexCoord = dtex / 2.0;
103
+ float deltaHeight = layerHeight / 2.0;
104
+
77
105
  // Return to the mid point of previous layer
78
- " currentTextureCoords += deltaTexCoord;",
79
- " currentLayerHeight -= deltaHeight;",
106
+ currentTextureCoords += deltaTexCoord;
107
+ currentLayerHeight -= deltaHeight;
108
+
80
109
  // Binary search to increase precision of Steep Parallax Mapping
81
- " const int numSearches = 5;",
82
- " for ( int i = 0; i < numSearches; i += 1 ) {",
83
- " deltaTexCoord /= 2.0;",
84
- " deltaHeight /= 2.0;",
85
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
110
+ const int numSearches = 5;
111
+ for ( int i = 0; i < numSearches; i += 1 ) {
112
+
113
+ deltaTexCoord /= 2.0;
114
+ deltaHeight /= 2.0;
115
+ heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
86
116
  // Shift along or against vector V
87
- " if( heightFromTexture > currentLayerHeight ) {",
88
- // Below the surface
89
- " currentTextureCoords -= deltaTexCoord;",
90
- " currentLayerHeight += deltaHeight;",
91
- " } else {",
92
- // above the surface
93
- " currentTextureCoords += deltaTexCoord;",
94
- " currentLayerHeight -= deltaHeight;",
95
- " }",
96
- " }",
97
- " return currentTextureCoords;",
98
- " #elif defined( USE_OCLUSION_PARALLAX )",
99
- " vec2 prevTCoords = currentTextureCoords + dtex;",
117
+ if( heightFromTexture > currentLayerHeight ) { // Below the surface
118
+
119
+ currentTextureCoords -= deltaTexCoord;
120
+ currentLayerHeight += deltaHeight;
121
+
122
+ } else { // above the surface
123
+
124
+ currentTextureCoords += deltaTexCoord;
125
+ currentLayerHeight -= deltaHeight;
126
+
127
+ }
128
+
129
+ }
130
+ return currentTextureCoords;
131
+
132
+ #elif defined( USE_OCLUSION_PARALLAX )
133
+
134
+ vec2 prevTCoords = currentTextureCoords + dtex;
135
+
100
136
  // Heights for linear interpolation
101
- " float nextH = heightFromTexture - currentLayerHeight;",
102
- " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
137
+ float nextH = heightFromTexture - currentLayerHeight;
138
+ float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;
139
+
103
140
  // Proportions for linear interpolation
104
- " float weight = nextH / ( nextH - prevH );",
141
+ float weight = nextH / ( nextH - prevH );
142
+
105
143
  // Interpolation of texture coordinates
106
- " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
107
- " #else",
108
- // NO_PARALLAX
109
- " return vUv;",
110
- " #endif",
111
- " }",
112
- "#endif",
113
- "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
114
- " vec2 texDx = dFdx( vUv );",
115
- " vec2 texDy = dFdy( vUv );",
116
- " vec3 vSigmaX = dFdx( surfPosition );",
117
- " vec3 vSigmaY = dFdy( surfPosition );",
118
- " vec3 vR1 = cross( vSigmaY, surfNormal );",
119
- " vec3 vR2 = cross( surfNormal, vSigmaX );",
120
- " float fDet = dot( vSigmaX, vR1 );",
121
- " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
122
- " vec3 vProjVtex;",
123
- " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
124
- " vProjVtex.z = dot( surfNormal, viewPosition );",
125
- " return parallaxMap( vProjVtex );",
126
- "}",
127
- "void main() {",
128
- " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
129
- " gl_FragColor = texture2D( map, mapUv );",
130
- "}"
131
- ].join("\n")
144
+ return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );
145
+
146
+ #else // NO_PARALLAX
147
+
148
+ return vUv;
149
+
150
+ #endif
151
+
152
+ }
153
+ #endif
154
+
155
+ vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {
156
+
157
+ vec2 texDx = dFdx( vUv );
158
+ vec2 texDy = dFdy( vUv );
159
+
160
+ vec3 vSigmaX = dFdx( surfPosition );
161
+ vec3 vSigmaY = dFdy( surfPosition );
162
+ vec3 vR1 = cross( vSigmaY, surfNormal );
163
+ vec3 vR2 = cross( surfNormal, vSigmaX );
164
+ float fDet = dot( vSigmaX, vR1 );
165
+
166
+ vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );
167
+ vec3 vProjVtex;
168
+ vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;
169
+ vProjVtex.z = dot( surfNormal, viewPosition );
170
+
171
+ return parallaxMap( vProjVtex );
172
+ }
173
+
174
+ void main() {
175
+
176
+ vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );
177
+ gl_FragColor = texture2D( map, mapUv );
178
+
179
+ }
180
+ `
181
+ )
132
182
  };
133
183
  exports.ParallaxShader = ParallaxShader;
134
184
  //# sourceMappingURL=ParallaxShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"ParallaxShader.cjs","sources":["../../src/shaders/ParallaxShader.ts"],"sourcesContent":["// Parallax Occlusion shaders from\n// http://sunandblackcat.com/tipFullView.php?topicid=28\n// No tangent-space transforms logic based on\n// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html\n\nexport const ParallaxShader = {\n // Ordered from fastest to best quality.\n modes: {\n none: 'NO_PARALLAX',\n basic: 'USE_BASIC_PARALLAX',\n steep: 'USE_STEEP_PARALLAX',\n occlusion: 'USE_OCLUSION_PARALLAX', // a.k.a. POM\n relief: 'USE_RELIEF_PARALLAX',\n },\n\n uniforms: {\n bumpMap: { value: null },\n map: { value: null },\n parallaxScale: { value: null },\n parallaxMinLayers: { value: null },\n parallaxMaxLayers: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n 'varying vec3 vViewPosition;',\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',\n '\tvViewPosition = -mvPosition.xyz;',\n '\tvNormal = normalize( normalMatrix * normal );',\n '\tgl_Position = projectionMatrix * mvPosition;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D bumpMap;',\n 'uniform sampler2D map;',\n\n 'uniform float parallaxScale;',\n 'uniform float parallaxMinLayers;',\n 'uniform float parallaxMaxLayers;',\n\n 'varying vec2 vUv;',\n 'varying vec3 vViewPosition;',\n 'varying vec3 vNormal;',\n\n '#ifdef USE_BASIC_PARALLAX',\n\n '\tvec2 parallaxMap( in vec3 V ) {',\n\n '\t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;',\n\n // No Offset Limitting: messy, floating output at grazing angles.\n //\"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;\",\n\n // Offset Limiting\n '\t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;',\n '\t\treturn vUv - texCoordOffset;',\n\n '\t}',\n\n '#else',\n\n '\tvec2 parallaxMap( in vec3 V ) {',\n\n // Determine number of layers from angle between V and N\n '\t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );',\n\n '\t\tfloat layerHeight = 1.0 / numLayers;',\n '\t\tfloat currentLayerHeight = 0.0;',\n // Shift of texture coordinates for each iteration\n '\t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;',\n\n '\t\tvec2 currentTextureCoords = vUv;',\n\n '\t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n\n // while ( heightFromTexture > currentLayerHeight )\n // Infinite loops are not well supported. Do a \"large\" finite\n // loop, but not too large, as it slows down some compilers.\n '\t\tfor ( int i = 0; i < 30; i += 1 ) {',\n '\t\t\tif ( heightFromTexture <= currentLayerHeight ) {',\n '\t\t\t\tbreak;',\n '\t\t\t}',\n '\t\t\tcurrentLayerHeight += layerHeight;',\n // Shift texture coordinates along vector V\n '\t\t\tcurrentTextureCoords -= dtex;',\n '\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n '\t\t}',\n\n '\t\t#ifdef USE_STEEP_PARALLAX',\n\n '\t\t\treturn currentTextureCoords;',\n\n '\t\t#elif defined( USE_RELIEF_PARALLAX )',\n\n '\t\t\tvec2 deltaTexCoord = dtex / 2.0;',\n '\t\t\tfloat deltaHeight = layerHeight / 2.0;',\n\n // Return to the mid point of previous layer\n '\t\t\tcurrentTextureCoords += deltaTexCoord;',\n '\t\t\tcurrentLayerHeight -= deltaHeight;',\n\n // Binary search to increase precision of Steep Parallax Mapping\n '\t\t\tconst int numSearches = 5;',\n '\t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {',\n\n '\t\t\t\tdeltaTexCoord /= 2.0;',\n '\t\t\t\tdeltaHeight /= 2.0;',\n '\t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n // Shift along or against vector V\n '\t\t\t\tif( heightFromTexture > currentLayerHeight ) {', // Below the surface\n\n '\t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;',\n '\t\t\t\t\tcurrentLayerHeight += deltaHeight;',\n\n '\t\t\t\t} else {', // above the surface\n\n '\t\t\t\t\tcurrentTextureCoords += deltaTexCoord;',\n '\t\t\t\t\tcurrentLayerHeight -= deltaHeight;',\n\n '\t\t\t\t}',\n\n '\t\t\t}',\n '\t\t\treturn currentTextureCoords;',\n\n '\t\t#elif defined( USE_OCLUSION_PARALLAX )',\n\n '\t\t\tvec2 prevTCoords = currentTextureCoords + dtex;',\n\n // Heights for linear interpolation\n '\t\t\tfloat nextH = heightFromTexture - currentLayerHeight;',\n '\t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;',\n\n // Proportions for linear interpolation\n '\t\t\tfloat weight = nextH / ( nextH - prevH );',\n\n // Interpolation of texture coordinates\n '\t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );',\n\n '\t\t#else', // NO_PARALLAX\n\n '\t\t\treturn vUv;',\n\n '\t\t#endif',\n\n '\t}',\n '#endif',\n\n 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {',\n\n '\tvec2 texDx = dFdx( vUv );',\n '\tvec2 texDy = dFdy( vUv );',\n\n '\tvec3 vSigmaX = dFdx( surfPosition );',\n '\tvec3 vSigmaY = dFdy( surfPosition );',\n '\tvec3 vR1 = cross( vSigmaY, surfNormal );',\n '\tvec3 vR2 = cross( surfNormal, vSigmaX );',\n '\tfloat fDet = dot( vSigmaX, vR1 );',\n\n '\tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );',\n '\tvec3 vProjVtex;',\n '\tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;',\n '\tvProjVtex.z = dot( surfNormal, viewPosition );',\n\n '\treturn parallaxMap( vProjVtex );',\n '}',\n\n 'void main() {',\n\n '\tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );',\n '\tgl_FragColor = texture2D( map, mapUv );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAKO,MAAM,iBAAiB;AAAA;AAAA,EAE5B,OAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,WAAW;AAAA;AAAA,IACX,QAAQ;AAAA,EACV;AAAA,EAEA,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,KAAK,EAAE,OAAO,KAAK;AAAA,IACnB,eAAe,EAAE,OAAO,KAAK;AAAA,IAC7B,mBAAmB,EAAE,OAAO,KAAK;AAAA,IACjC,mBAAmB,EAAE,OAAO,KAAK;AAAA,EACnC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"ParallaxShader.cjs","sources":["../../src/shaders/ParallaxShader.ts"],"sourcesContent":["// Parallax Occlusion shaders from\n// http://sunandblackcat.com/tipFullView.php?topicid=28\n// No tangent-space transforms logic based on\n// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html\n\nexport const ParallaxShader = {\n // Ordered from fastest to best quality.\n modes: {\n none: 'NO_PARALLAX',\n basic: 'USE_BASIC_PARALLAX',\n steep: 'USE_STEEP_PARALLAX',\n occlusion: 'USE_OCLUSION_PARALLAX', // a.k.a. POM\n relief: 'USE_RELIEF_PARALLAX',\n },\n\n uniforms: {\n bumpMap: { value: null },\n map: { value: null },\n parallaxScale: { value: null },\n parallaxMinLayers: { value: null },\n parallaxMaxLayers: { value: null },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n varying vec3 vViewPosition;\n varying vec3 vNormal;\n\n void main() {\n\n \tvUv = uv;\n \tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n \tvViewPosition = -mvPosition.xyz;\n \tvNormal = normalize( normalMatrix * normal );\n \tgl_Position = projectionMatrix * mvPosition;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D bumpMap;\n uniform sampler2D map;\n\n uniform float parallaxScale;\n uniform float parallaxMinLayers;\n uniform float parallaxMaxLayers;\n\n varying vec2 vUv;\n varying vec3 vViewPosition;\n varying vec3 vNormal;\n\n #ifdef USE_BASIC_PARALLAX\n\n \tvec2 parallaxMap( in vec3 V ) {\n\n \t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;\n\n // No Offset Limitting: messy, floating output at grazing angles.\n //\"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;\",\n\n // Offset Limiting\n \t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;\n \t\treturn vUv - texCoordOffset;\n\n \t}\n\n #else\n\n \tvec2 parallaxMap( in vec3 V ) {\n\n // Determine number of layers from angle between V and N\n \t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );\n\n \t\tfloat layerHeight = 1.0 / numLayers;\n \t\tfloat currentLayerHeight = 0.0;\n // Shift of texture coordinates for each iteration\n \t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;\n\n \t\tvec2 currentTextureCoords = vUv;\n\n \t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n\n // while ( heightFromTexture > currentLayerHeight )\n // Infinite loops are not well supported. Do a \"large\" finite\n // loop, but not too large, as it slows down some compilers.\n \t\tfor ( int i = 0; i < 30; i += 1 ) {\n \t\t\tif ( heightFromTexture <= currentLayerHeight ) {\n \t\t\t\tbreak;\n \t\t\t}\n \t\t\tcurrentLayerHeight += layerHeight;\n // Shift texture coordinates along vector V\n \t\t\tcurrentTextureCoords -= dtex;\n \t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n \t\t}\n\n \t\t#ifdef USE_STEEP_PARALLAX\n\n \t\t\treturn currentTextureCoords;\n\n \t\t#elif defined( USE_RELIEF_PARALLAX )\n\n \t\t\tvec2 deltaTexCoord = dtex / 2.0;\n \t\t\tfloat deltaHeight = layerHeight / 2.0;\n\n // Return to the mid point of previous layer\n \t\t\tcurrentTextureCoords += deltaTexCoord;\n \t\t\tcurrentLayerHeight -= deltaHeight;\n\n // Binary search to increase precision of Steep Parallax Mapping\n \t\t\tconst int numSearches = 5;\n \t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {\n\n \t\t\t\tdeltaTexCoord /= 2.0;\n \t\t\t\tdeltaHeight /= 2.0;\n \t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n // Shift along or against vector V\n \t\t\t\tif( heightFromTexture > currentLayerHeight ) { // Below the surface\n\n \t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;\n \t\t\t\t\tcurrentLayerHeight += deltaHeight;\n\n \t\t\t\t} else { // above the surface\n\n \t\t\t\t\tcurrentTextureCoords += deltaTexCoord;\n \t\t\t\t\tcurrentLayerHeight -= deltaHeight;\n\n \t\t\t\t}\n\n \t\t\t}\n \t\t\treturn currentTextureCoords;\n\n \t\t#elif defined( USE_OCLUSION_PARALLAX )\n\n \t\t\tvec2 prevTCoords = currentTextureCoords + dtex;\n\n // Heights for linear interpolation\n \t\t\tfloat nextH = heightFromTexture - currentLayerHeight;\n \t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;\n\n // Proportions for linear interpolation\n \t\t\tfloat weight = nextH / ( nextH - prevH );\n\n // Interpolation of texture coordinates\n \t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );\n\n \t\t#else // NO_PARALLAX\n\n \t\t\treturn vUv;\n\n \t\t#endif\n\n \t}\n #endif\n\n vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {\n\n \tvec2 texDx = dFdx( vUv );\n \tvec2 texDy = dFdy( vUv );\n\n \tvec3 vSigmaX = dFdx( surfPosition );\n \tvec3 vSigmaY = dFdy( surfPosition );\n \tvec3 vR1 = cross( vSigmaY, surfNormal );\n \tvec3 vR2 = cross( surfNormal, vSigmaX );\n \tfloat fDet = dot( vSigmaX, vR1 );\n\n \tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );\n \tvec3 vProjVtex;\n \tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;\n \tvProjVtex.z = dot( surfNormal, viewPosition );\n\n \treturn parallaxMap( vProjVtex );\n }\n\n void main() {\n\n \tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );\n \tgl_FragColor = texture2D( map, mapUv );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAKO,MAAM,iBAAiB;AAAA;AAAA,EAE5B,OAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,WAAW;AAAA;AAAA,IACX,QAAQ;AAAA,EACV;AAAA,EAEA,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,KAAK,EAAE,OAAO,KAAK;AAAA,IACnB,eAAe,EAAE,OAAO,KAAK;AAAA,IAC7B,mBAAmB,EAAE,OAAO,KAAK;AAAA,IACjC,mBAAmB,EAAE,OAAO,KAAK;AAAA,EACnC;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA6I7B;;"}
@@ -15,118 +15,168 @@ const ParallaxShader = {
15
15
  parallaxMinLayers: { value: null },
16
16
  parallaxMaxLayers: { value: null }
17
17
  },
18
- vertexShader: [
19
- "varying vec2 vUv;",
20
- "varying vec3 vViewPosition;",
21
- "varying vec3 vNormal;",
22
- "void main() {",
23
- " vUv = uv;",
24
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
25
- " vViewPosition = -mvPosition.xyz;",
26
- " vNormal = normalize( normalMatrix * normal );",
27
- " gl_Position = projectionMatrix * mvPosition;",
28
- "}"
29
- ].join("\n"),
30
- fragmentShader: [
31
- "uniform sampler2D bumpMap;",
32
- "uniform sampler2D map;",
33
- "uniform float parallaxScale;",
34
- "uniform float parallaxMinLayers;",
35
- "uniform float parallaxMaxLayers;",
36
- "varying vec2 vUv;",
37
- "varying vec3 vViewPosition;",
38
- "varying vec3 vNormal;",
39
- "#ifdef USE_BASIC_PARALLAX",
40
- " vec2 parallaxMap( in vec3 V ) {",
41
- " float initialHeight = texture2D( bumpMap, vUv ).r;",
18
+ vertexShader: (
19
+ /* glsl */
20
+ `
21
+ varying vec2 vUv;
22
+ varying vec3 vViewPosition;
23
+ varying vec3 vNormal;
24
+
25
+ void main() {
26
+
27
+ vUv = uv;
28
+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
29
+ vViewPosition = -mvPosition.xyz;
30
+ vNormal = normalize( normalMatrix * normal );
31
+ gl_Position = projectionMatrix * mvPosition;
32
+
33
+ }
34
+ `
35
+ ),
36
+ fragmentShader: (
37
+ /* glsl */
38
+ `
39
+ uniform sampler2D bumpMap;
40
+ uniform sampler2D map;
41
+
42
+ uniform float parallaxScale;
43
+ uniform float parallaxMinLayers;
44
+ uniform float parallaxMaxLayers;
45
+
46
+ varying vec2 vUv;
47
+ varying vec3 vViewPosition;
48
+ varying vec3 vNormal;
49
+
50
+ #ifdef USE_BASIC_PARALLAX
51
+
52
+ vec2 parallaxMap( in vec3 V ) {
53
+
54
+ float initialHeight = texture2D( bumpMap, vUv ).r;
55
+
42
56
  // No Offset Limitting: messy, floating output at grazing angles.
43
57
  //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;",
58
+
44
59
  // Offset Limiting
45
- " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;",
46
- " return vUv - texCoordOffset;",
47
- " }",
48
- "#else",
49
- " vec2 parallaxMap( in vec3 V ) {",
60
+ vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;
61
+ return vUv - texCoordOffset;
62
+
63
+ }
64
+
65
+ #else
66
+
67
+ vec2 parallaxMap( in vec3 V ) {
68
+
50
69
  // Determine number of layers from angle between V and N
51
- " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );",
52
- " float layerHeight = 1.0 / numLayers;",
53
- " float currentLayerHeight = 0.0;",
70
+ float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );
71
+
72
+ float layerHeight = 1.0 / numLayers;
73
+ float currentLayerHeight = 0.0;
54
74
  // Shift of texture coordinates for each iteration
55
- " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;",
56
- " vec2 currentTextureCoords = vUv;",
57
- " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
75
+ vec2 dtex = parallaxScale * V.xy / V.z / numLayers;
76
+
77
+ vec2 currentTextureCoords = vUv;
78
+
79
+ float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
80
+
58
81
  // while ( heightFromTexture > currentLayerHeight )
59
82
  // Infinite loops are not well supported. Do a "large" finite
60
83
  // loop, but not too large, as it slows down some compilers.
61
- " for ( int i = 0; i < 30; i += 1 ) {",
62
- " if ( heightFromTexture <= currentLayerHeight ) {",
63
- " break;",
64
- " }",
65
- " currentLayerHeight += layerHeight;",
84
+ for ( int i = 0; i < 30; i += 1 ) {
85
+ if ( heightFromTexture <= currentLayerHeight ) {
86
+ break;
87
+ }
88
+ currentLayerHeight += layerHeight;
66
89
  // Shift texture coordinates along vector V
67
- " currentTextureCoords -= dtex;",
68
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
69
- " }",
70
- " #ifdef USE_STEEP_PARALLAX",
71
- " return currentTextureCoords;",
72
- " #elif defined( USE_RELIEF_PARALLAX )",
73
- " vec2 deltaTexCoord = dtex / 2.0;",
74
- " float deltaHeight = layerHeight / 2.0;",
90
+ currentTextureCoords -= dtex;
91
+ heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
92
+ }
93
+
94
+ #ifdef USE_STEEP_PARALLAX
95
+
96
+ return currentTextureCoords;
97
+
98
+ #elif defined( USE_RELIEF_PARALLAX )
99
+
100
+ vec2 deltaTexCoord = dtex / 2.0;
101
+ float deltaHeight = layerHeight / 2.0;
102
+
75
103
  // Return to the mid point of previous layer
76
- " currentTextureCoords += deltaTexCoord;",
77
- " currentLayerHeight -= deltaHeight;",
104
+ currentTextureCoords += deltaTexCoord;
105
+ currentLayerHeight -= deltaHeight;
106
+
78
107
  // Binary search to increase precision of Steep Parallax Mapping
79
- " const int numSearches = 5;",
80
- " for ( int i = 0; i < numSearches; i += 1 ) {",
81
- " deltaTexCoord /= 2.0;",
82
- " deltaHeight /= 2.0;",
83
- " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;",
108
+ const int numSearches = 5;
109
+ for ( int i = 0; i < numSearches; i += 1 ) {
110
+
111
+ deltaTexCoord /= 2.0;
112
+ deltaHeight /= 2.0;
113
+ heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;
84
114
  // Shift along or against vector V
85
- " if( heightFromTexture > currentLayerHeight ) {",
86
- // Below the surface
87
- " currentTextureCoords -= deltaTexCoord;",
88
- " currentLayerHeight += deltaHeight;",
89
- " } else {",
90
- // above the surface
91
- " currentTextureCoords += deltaTexCoord;",
92
- " currentLayerHeight -= deltaHeight;",
93
- " }",
94
- " }",
95
- " return currentTextureCoords;",
96
- " #elif defined( USE_OCLUSION_PARALLAX )",
97
- " vec2 prevTCoords = currentTextureCoords + dtex;",
115
+ if( heightFromTexture > currentLayerHeight ) { // Below the surface
116
+
117
+ currentTextureCoords -= deltaTexCoord;
118
+ currentLayerHeight += deltaHeight;
119
+
120
+ } else { // above the surface
121
+
122
+ currentTextureCoords += deltaTexCoord;
123
+ currentLayerHeight -= deltaHeight;
124
+
125
+ }
126
+
127
+ }
128
+ return currentTextureCoords;
129
+
130
+ #elif defined( USE_OCLUSION_PARALLAX )
131
+
132
+ vec2 prevTCoords = currentTextureCoords + dtex;
133
+
98
134
  // Heights for linear interpolation
99
- " float nextH = heightFromTexture - currentLayerHeight;",
100
- " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;",
135
+ float nextH = heightFromTexture - currentLayerHeight;
136
+ float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;
137
+
101
138
  // Proportions for linear interpolation
102
- " float weight = nextH / ( nextH - prevH );",
139
+ float weight = nextH / ( nextH - prevH );
140
+
103
141
  // Interpolation of texture coordinates
104
- " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );",
105
- " #else",
106
- // NO_PARALLAX
107
- " return vUv;",
108
- " #endif",
109
- " }",
110
- "#endif",
111
- "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {",
112
- " vec2 texDx = dFdx( vUv );",
113
- " vec2 texDy = dFdy( vUv );",
114
- " vec3 vSigmaX = dFdx( surfPosition );",
115
- " vec3 vSigmaY = dFdy( surfPosition );",
116
- " vec3 vR1 = cross( vSigmaY, surfNormal );",
117
- " vec3 vR2 = cross( surfNormal, vSigmaX );",
118
- " float fDet = dot( vSigmaX, vR1 );",
119
- " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );",
120
- " vec3 vProjVtex;",
121
- " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;",
122
- " vProjVtex.z = dot( surfNormal, viewPosition );",
123
- " return parallaxMap( vProjVtex );",
124
- "}",
125
- "void main() {",
126
- " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );",
127
- " gl_FragColor = texture2D( map, mapUv );",
128
- "}"
129
- ].join("\n")
142
+ return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );
143
+
144
+ #else // NO_PARALLAX
145
+
146
+ return vUv;
147
+
148
+ #endif
149
+
150
+ }
151
+ #endif
152
+
153
+ vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {
154
+
155
+ vec2 texDx = dFdx( vUv );
156
+ vec2 texDy = dFdy( vUv );
157
+
158
+ vec3 vSigmaX = dFdx( surfPosition );
159
+ vec3 vSigmaY = dFdy( surfPosition );
160
+ vec3 vR1 = cross( vSigmaY, surfNormal );
161
+ vec3 vR2 = cross( surfNormal, vSigmaX );
162
+ float fDet = dot( vSigmaX, vR1 );
163
+
164
+ vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );
165
+ vec3 vProjVtex;
166
+ vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;
167
+ vProjVtex.z = dot( surfNormal, viewPosition );
168
+
169
+ return parallaxMap( vProjVtex );
170
+ }
171
+
172
+ void main() {
173
+
174
+ vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );
175
+ gl_FragColor = texture2D( map, mapUv );
176
+
177
+ }
178
+ `
179
+ )
130
180
  };
131
181
  export {
132
182
  ParallaxShader
@@ -1 +1 @@
1
- {"version":3,"file":"ParallaxShader.js","sources":["../../src/shaders/ParallaxShader.ts"],"sourcesContent":["// Parallax Occlusion shaders from\n// http://sunandblackcat.com/tipFullView.php?topicid=28\n// No tangent-space transforms logic based on\n// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html\n\nexport const ParallaxShader = {\n // Ordered from fastest to best quality.\n modes: {\n none: 'NO_PARALLAX',\n basic: 'USE_BASIC_PARALLAX',\n steep: 'USE_STEEP_PARALLAX',\n occlusion: 'USE_OCLUSION_PARALLAX', // a.k.a. POM\n relief: 'USE_RELIEF_PARALLAX',\n },\n\n uniforms: {\n bumpMap: { value: null },\n map: { value: null },\n parallaxScale: { value: null },\n parallaxMinLayers: { value: null },\n parallaxMaxLayers: { value: null },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n 'varying vec3 vViewPosition;',\n 'varying vec3 vNormal;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',\n '\tvViewPosition = -mvPosition.xyz;',\n '\tvNormal = normalize( normalMatrix * normal );',\n '\tgl_Position = projectionMatrix * mvPosition;',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D bumpMap;',\n 'uniform sampler2D map;',\n\n 'uniform float parallaxScale;',\n 'uniform float parallaxMinLayers;',\n 'uniform float parallaxMaxLayers;',\n\n 'varying vec2 vUv;',\n 'varying vec3 vViewPosition;',\n 'varying vec3 vNormal;',\n\n '#ifdef USE_BASIC_PARALLAX',\n\n '\tvec2 parallaxMap( in vec3 V ) {',\n\n '\t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;',\n\n // No Offset Limitting: messy, floating output at grazing angles.\n //\"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;\",\n\n // Offset Limiting\n '\t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;',\n '\t\treturn vUv - texCoordOffset;',\n\n '\t}',\n\n '#else',\n\n '\tvec2 parallaxMap( in vec3 V ) {',\n\n // Determine number of layers from angle between V and N\n '\t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );',\n\n '\t\tfloat layerHeight = 1.0 / numLayers;',\n '\t\tfloat currentLayerHeight = 0.0;',\n // Shift of texture coordinates for each iteration\n '\t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;',\n\n '\t\tvec2 currentTextureCoords = vUv;',\n\n '\t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n\n // while ( heightFromTexture > currentLayerHeight )\n // Infinite loops are not well supported. Do a \"large\" finite\n // loop, but not too large, as it slows down some compilers.\n '\t\tfor ( int i = 0; i < 30; i += 1 ) {',\n '\t\t\tif ( heightFromTexture <= currentLayerHeight ) {',\n '\t\t\t\tbreak;',\n '\t\t\t}',\n '\t\t\tcurrentLayerHeight += layerHeight;',\n // Shift texture coordinates along vector V\n '\t\t\tcurrentTextureCoords -= dtex;',\n '\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n '\t\t}',\n\n '\t\t#ifdef USE_STEEP_PARALLAX',\n\n '\t\t\treturn currentTextureCoords;',\n\n '\t\t#elif defined( USE_RELIEF_PARALLAX )',\n\n '\t\t\tvec2 deltaTexCoord = dtex / 2.0;',\n '\t\t\tfloat deltaHeight = layerHeight / 2.0;',\n\n // Return to the mid point of previous layer\n '\t\t\tcurrentTextureCoords += deltaTexCoord;',\n '\t\t\tcurrentLayerHeight -= deltaHeight;',\n\n // Binary search to increase precision of Steep Parallax Mapping\n '\t\t\tconst int numSearches = 5;',\n '\t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {',\n\n '\t\t\t\tdeltaTexCoord /= 2.0;',\n '\t\t\t\tdeltaHeight /= 2.0;',\n '\t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;',\n // Shift along or against vector V\n '\t\t\t\tif( heightFromTexture > currentLayerHeight ) {', // Below the surface\n\n '\t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;',\n '\t\t\t\t\tcurrentLayerHeight += deltaHeight;',\n\n '\t\t\t\t} else {', // above the surface\n\n '\t\t\t\t\tcurrentTextureCoords += deltaTexCoord;',\n '\t\t\t\t\tcurrentLayerHeight -= deltaHeight;',\n\n '\t\t\t\t}',\n\n '\t\t\t}',\n '\t\t\treturn currentTextureCoords;',\n\n '\t\t#elif defined( USE_OCLUSION_PARALLAX )',\n\n '\t\t\tvec2 prevTCoords = currentTextureCoords + dtex;',\n\n // Heights for linear interpolation\n '\t\t\tfloat nextH = heightFromTexture - currentLayerHeight;',\n '\t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;',\n\n // Proportions for linear interpolation\n '\t\t\tfloat weight = nextH / ( nextH - prevH );',\n\n // Interpolation of texture coordinates\n '\t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );',\n\n '\t\t#else', // NO_PARALLAX\n\n '\t\t\treturn vUv;',\n\n '\t\t#endif',\n\n '\t}',\n '#endif',\n\n 'vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {',\n\n '\tvec2 texDx = dFdx( vUv );',\n '\tvec2 texDy = dFdy( vUv );',\n\n '\tvec3 vSigmaX = dFdx( surfPosition );',\n '\tvec3 vSigmaY = dFdy( surfPosition );',\n '\tvec3 vR1 = cross( vSigmaY, surfNormal );',\n '\tvec3 vR2 = cross( surfNormal, vSigmaX );',\n '\tfloat fDet = dot( vSigmaX, vR1 );',\n\n '\tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );',\n '\tvec3 vProjVtex;',\n '\tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;',\n '\tvProjVtex.z = dot( surfNormal, viewPosition );',\n\n '\treturn parallaxMap( vProjVtex );',\n '}',\n\n 'void main() {',\n\n '\tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );',\n '\tgl_FragColor = texture2D( map, mapUv );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAKO,MAAM,iBAAiB;AAAA;AAAA,EAE5B,OAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,WAAW;AAAA;AAAA,IACX,QAAQ;AAAA,EACV;AAAA,EAEA,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,KAAK,EAAE,OAAO,KAAK;AAAA,IACnB,eAAe,EAAE,OAAO,KAAK;AAAA,IAC7B,mBAAmB,EAAE,OAAO,KAAK;AAAA,IACjC,mBAAmB,EAAE,OAAO,KAAK;AAAA,EACnC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"ParallaxShader.js","sources":["../../src/shaders/ParallaxShader.ts"],"sourcesContent":["// Parallax Occlusion shaders from\n// http://sunandblackcat.com/tipFullView.php?topicid=28\n// No tangent-space transforms logic based on\n// http://mmikkelsen3d.blogspot.sk/2012/02/parallaxpoc-mapping-and-no-tangent.html\n\nexport const ParallaxShader = {\n // Ordered from fastest to best quality.\n modes: {\n none: 'NO_PARALLAX',\n basic: 'USE_BASIC_PARALLAX',\n steep: 'USE_STEEP_PARALLAX',\n occlusion: 'USE_OCLUSION_PARALLAX', // a.k.a. POM\n relief: 'USE_RELIEF_PARALLAX',\n },\n\n uniforms: {\n bumpMap: { value: null },\n map: { value: null },\n parallaxScale: { value: null },\n parallaxMinLayers: { value: null },\n parallaxMaxLayers: { value: null },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n varying vec3 vViewPosition;\n varying vec3 vNormal;\n\n void main() {\n\n \tvUv = uv;\n \tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n \tvViewPosition = -mvPosition.xyz;\n \tvNormal = normalize( normalMatrix * normal );\n \tgl_Position = projectionMatrix * mvPosition;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D bumpMap;\n uniform sampler2D map;\n\n uniform float parallaxScale;\n uniform float parallaxMinLayers;\n uniform float parallaxMaxLayers;\n\n varying vec2 vUv;\n varying vec3 vViewPosition;\n varying vec3 vNormal;\n\n #ifdef USE_BASIC_PARALLAX\n\n \tvec2 parallaxMap( in vec3 V ) {\n\n \t\tfloat initialHeight = texture2D( bumpMap, vUv ).r;\n\n // No Offset Limitting: messy, floating output at grazing angles.\n //\"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;\",\n\n // Offset Limiting\n \t\tvec2 texCoordOffset = parallaxScale * V.xy * initialHeight;\n \t\treturn vUv - texCoordOffset;\n\n \t}\n\n #else\n\n \tvec2 parallaxMap( in vec3 V ) {\n\n // Determine number of layers from angle between V and N\n \t\tfloat numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );\n\n \t\tfloat layerHeight = 1.0 / numLayers;\n \t\tfloat currentLayerHeight = 0.0;\n // Shift of texture coordinates for each iteration\n \t\tvec2 dtex = parallaxScale * V.xy / V.z / numLayers;\n\n \t\tvec2 currentTextureCoords = vUv;\n\n \t\tfloat heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n\n // while ( heightFromTexture > currentLayerHeight )\n // Infinite loops are not well supported. Do a \"large\" finite\n // loop, but not too large, as it slows down some compilers.\n \t\tfor ( int i = 0; i < 30; i += 1 ) {\n \t\t\tif ( heightFromTexture <= currentLayerHeight ) {\n \t\t\t\tbreak;\n \t\t\t}\n \t\t\tcurrentLayerHeight += layerHeight;\n // Shift texture coordinates along vector V\n \t\t\tcurrentTextureCoords -= dtex;\n \t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n \t\t}\n\n \t\t#ifdef USE_STEEP_PARALLAX\n\n \t\t\treturn currentTextureCoords;\n\n \t\t#elif defined( USE_RELIEF_PARALLAX )\n\n \t\t\tvec2 deltaTexCoord = dtex / 2.0;\n \t\t\tfloat deltaHeight = layerHeight / 2.0;\n\n // Return to the mid point of previous layer\n \t\t\tcurrentTextureCoords += deltaTexCoord;\n \t\t\tcurrentLayerHeight -= deltaHeight;\n\n // Binary search to increase precision of Steep Parallax Mapping\n \t\t\tconst int numSearches = 5;\n \t\t\tfor ( int i = 0; i < numSearches; i += 1 ) {\n\n \t\t\t\tdeltaTexCoord /= 2.0;\n \t\t\t\tdeltaHeight /= 2.0;\n \t\t\t\theightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;\n // Shift along or against vector V\n \t\t\t\tif( heightFromTexture > currentLayerHeight ) { // Below the surface\n\n \t\t\t\t\tcurrentTextureCoords -= deltaTexCoord;\n \t\t\t\t\tcurrentLayerHeight += deltaHeight;\n\n \t\t\t\t} else { // above the surface\n\n \t\t\t\t\tcurrentTextureCoords += deltaTexCoord;\n \t\t\t\t\tcurrentLayerHeight -= deltaHeight;\n\n \t\t\t\t}\n\n \t\t\t}\n \t\t\treturn currentTextureCoords;\n\n \t\t#elif defined( USE_OCLUSION_PARALLAX )\n\n \t\t\tvec2 prevTCoords = currentTextureCoords + dtex;\n\n // Heights for linear interpolation\n \t\t\tfloat nextH = heightFromTexture - currentLayerHeight;\n \t\t\tfloat prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;\n\n // Proportions for linear interpolation\n \t\t\tfloat weight = nextH / ( nextH - prevH );\n\n // Interpolation of texture coordinates\n \t\t\treturn prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );\n\n \t\t#else // NO_PARALLAX\n\n \t\t\treturn vUv;\n\n \t\t#endif\n\n \t}\n #endif\n\n vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {\n\n \tvec2 texDx = dFdx( vUv );\n \tvec2 texDy = dFdy( vUv );\n\n \tvec3 vSigmaX = dFdx( surfPosition );\n \tvec3 vSigmaY = dFdy( surfPosition );\n \tvec3 vR1 = cross( vSigmaY, surfNormal );\n \tvec3 vR2 = cross( surfNormal, vSigmaX );\n \tfloat fDet = dot( vSigmaX, vR1 );\n\n \tvec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );\n \tvec3 vProjVtex;\n \tvProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;\n \tvProjVtex.z = dot( surfNormal, viewPosition );\n\n \treturn parallaxMap( vProjVtex );\n }\n\n void main() {\n\n \tvec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );\n \tgl_FragColor = texture2D( map, mapUv );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAKO,MAAM,iBAAiB;AAAA;AAAA,EAE5B,OAAO;AAAA,IACL,MAAM;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,WAAW;AAAA;AAAA,IACX,QAAQ;AAAA,EACV;AAAA,EAEA,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,KAAK,EAAE,OAAO,KAAK;AAAA,IACnB,eAAe,EAAE,OAAO,KAAK;AAAA,IAC7B,mBAAmB,EAAE,OAAO,KAAK;AAAA,IACjC,mBAAmB,EAAE,OAAO,KAAK;AAAA,EACnC;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA6I7B;"}