three-stdlib 2.35.5 → 2.35.7
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +34 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +211 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +212 -207
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +17 -42
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
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{"version":3,"file":"SMAAShader.js","sources":["../../src/shaders/SMAAShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8\n * Preset: SMAA 1x Medium (with color edge detection)\n * https://github.com/iryoku/smaa/releases/tag/v2.8\n */\n\nexport const SMAAEdgesShader = {\n defines: {\n SMAA_THRESHOLD: '0.1',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: [\n 'uniform vec2 resolution;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[ 3 ];',\n\n 'void SMAAEdgeDetectionVS( vec2 texcoord ) {',\n '\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component\n '\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component\n '\tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );', // WebGL port note: Changed sign in W component\n '}',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tSMAAEdgeDetectionVS( vUv );',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[ 3 ];',\n\n 'vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {',\n '\tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );',\n\n // Calculate color deltas:\n '\tvec4 delta;',\n '\tvec3 C = texture2D( colorTex, texcoord ).rgb;',\n\n '\tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;',\n '\tvec3 t = abs( C - Cleft );',\n '\tdelta.x = max( max( t.r, t.g ), t.b );',\n\n '\tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;',\n '\tt = abs( C - Ctop );',\n '\tdelta.y = max( max( t.r, t.g ), t.b );',\n\n // We do the usual threshold:\n '\tvec2 edges = step( threshold, delta.xy );',\n\n // Then discard if there is no edge:\n '\tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )',\n '\t\tdiscard;',\n\n // Calculate right and bottom deltas:\n '\tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;',\n '\tt = abs( C - Cright );',\n '\tdelta.z = max( max( t.r, t.g ), t.b );',\n\n '\tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;',\n '\tt = abs( C - Cbottom );',\n '\tdelta.w = max( max( t.r, t.g ), t.b );',\n\n // Calculate the maximum delta in the direct neighborhood:\n '\tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );',\n\n // Calculate left-left and top-top deltas:\n '\tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;',\n '\tt = abs( C - Cleftleft );',\n '\tdelta.z = max( max( t.r, t.g ), t.b );',\n\n '\tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;',\n '\tt = abs( C - Ctoptop );',\n '\tdelta.w = max( max( t.r, t.g ), t.b );',\n\n // Calculate the final maximum delta:\n '\tmaxDelta = max( max( maxDelta, delta.z ), delta.w );',\n\n // Local contrast adaptation in action:\n '\tedges.xy *= step( 0.5 * maxDelta, delta.xy );',\n\n '\treturn vec4( edges, 0.0, 0.0 );',\n '}',\n\n 'void main() {',\n\n '\tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );',\n\n '}',\n ].join('\\n'),\n}\n\nexport const SMAAWeightsShader = {\n defines: {\n SMAA_MAX_SEARCH_STEPS: '8',\n SMAA_AREATEX_MAX_DISTANCE: '16',\n SMAA_AREATEX_PIXEL_SIZE: '( 1.0 / vec2( 160.0, 560.0 ) )',\n SMAA_AREATEX_SUBTEX_SIZE: '( 1.0 / 7.0 )',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tArea: { value: null },\n tSearch: { value: null },\n resolution: { value: new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: [\n 'uniform vec2 resolution;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[ 3 ];',\n 'varying vec2 vPixcoord;',\n\n 'void SMAABlendingWeightCalculationVS( vec2 texcoord ) {',\n '\tvPixcoord = texcoord / resolution;',\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n '\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );', // WebGL port note: Changed sign in Y and W components\n '\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );', // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n '\tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );',\n\n '}',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tSMAABlendingWeightCalculationVS( vUv );',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )',\n\n 'uniform sampler2D tDiffuse;',\n 'uniform sampler2D tArea;',\n 'uniform sampler2D tSearch;',\n 'uniform vec2 resolution;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[3];',\n 'varying vec2 vPixcoord;',\n\n '#if __VERSION__ == 100',\n 'vec2 round( vec2 x ) {',\n '\treturn sign( x ) * floor( abs( x ) + 0.5 );',\n '}',\n '#endif',\n\n 'float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {',\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n '\te.r = bias + e.r * scale;',\n '\treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;',\n '}',\n\n 'float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',\n /**\n * @PSEUDO_GATHER4\n * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n '\tvec2 e = vec2( 0.0, 1.0 );',\n\n '\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for\n '\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;',\n '\t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;',\n '\t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;',\n '\t}',\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n '\ttexcoord.x += 0.25 * resolution.x;',\n\n // The searches are bias by 1, so adjust the coords accordingly:\n '\ttexcoord.x += resolution.x;',\n\n // Disambiguate the length added by the last step:\n '\ttexcoord.x += 2.0 * resolution.x;', // Undo last step\n '\ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);',\n\n '\treturn texcoord.x;',\n '}',\n\n 'float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',\n '\tvec2 e = vec2( 0.0, 1.0 );',\n\n '\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for\n '\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;',\n '\t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;',\n '\t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;',\n '\t}',\n\n '\ttexcoord.x -= 0.25 * resolution.x;',\n '\ttexcoord.x -= resolution.x;',\n '\ttexcoord.x -= 2.0 * resolution.x;',\n '\ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );',\n\n '\treturn texcoord.x;',\n '}',\n\n 'float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',\n '\tvec2 e = vec2( 1.0, 0.0 );',\n\n '\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for\n '\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;',\n '\t\ttexcoord += vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign\n '\t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;',\n '\t}',\n\n '\ttexcoord.y -= 0.25 * resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y -= resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y -= 2.0 * resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );', // WebGL port note: Changed sign\n\n '\treturn texcoord.y;',\n '}',\n\n 'float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {',\n '\tvec2 e = vec2( 1.0, 0.0 );',\n\n '\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {', // WebGL port note: Changed while to for\n '\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;',\n '\t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution;', // WebGL port note: Changed sign\n '\t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;',\n '\t}',\n\n '\ttexcoord.y += 0.25 * resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y += resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y += 2.0 * resolution.y;', // WebGL port note: Changed sign\n '\ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );', // WebGL port note: Changed sign\n\n '\treturn texcoord.y;',\n '}',\n\n 'vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {',\n // Rounding prevents precision errors of bilinear filtering:\n '\tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;',\n\n // We do a scale and bias for mapping to texel space:\n '\ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );',\n\n // Move to proper place, according to the subpixel offset:\n '\ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;',\n\n '\treturn texture2D( areaTex, texcoord, 0.0 ).rg;',\n '}',\n\n 'vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {',\n '\tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );',\n\n '\tvec2 e = texture2D( edgesTex, texcoord ).rg;',\n\n '\tif ( e.g > 0.0 ) {', // Edge at north\n '\t\tvec2 d;',\n\n // Find the distance to the left:\n '\t\tvec2 coords;',\n '\t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );',\n '\t\tcoords.y = offset[ 1 ].y;', // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)\n '\t\td.x = coords.x;',\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n '\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;',\n\n // Find the distance to the right:\n '\t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );',\n '\t\td.y = coords.x;',\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n '\t\td = d / resolution.x - pixcoord.x;',\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n '\t\tvec2 sqrt_d = sqrt( abs( d ) );',\n\n // Fetch the right crossing edges:\n '\t\tcoords.y -= 1.0 * resolution.y;', // WebGL port note: Added\n '\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;',\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n '\t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );',\n '\t}',\n\n '\tif ( e.r > 0.0 ) {', // Edge at west\n '\t\tvec2 d;',\n\n // Find the distance to the top:\n '\t\tvec2 coords;',\n\n '\t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );',\n '\t\tcoords.x = offset[ 0 ].x;', // offset[1].x = texcoord.x - 0.25 * resolution.x;\n '\t\td.x = coords.y;',\n\n // Fetch the top crossing edges:\n '\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;',\n\n // Find the distance to the bottom:\n '\t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );',\n '\t\td.y = coords.y;',\n\n // We want the distances to be in pixel units:\n '\t\td = d / resolution.y - pixcoord.y;',\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n '\t\tvec2 sqrt_d = sqrt( abs( d ) );',\n\n // Fetch the bottom crossing edges:\n '\t\tcoords.y -= 1.0 * resolution.y;', // WebGL port note: Added\n '\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;',\n\n // Get the area for this direction:\n '\t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );',\n '\t}',\n\n '\treturn weights;',\n '}',\n\n 'void main() {',\n\n '\tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );',\n\n '}',\n ].join('\\n'),\n}\n\nexport const SMAABlendShader = {\n uniforms: {\n tDiffuse: { value: null },\n tColor: { value: null },\n resolution: { value: new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: [\n 'uniform vec2 resolution;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[ 2 ];',\n\n 'void SMAANeighborhoodBlendingVS( vec2 texcoord ) {',\n '\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );', // WebGL port note: Changed sign in W component\n '\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );', // WebGL port note: Changed sign in W component\n '}',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tSMAANeighborhoodBlendingVS( vUv );',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform sampler2D tColor;',\n 'uniform vec2 resolution;',\n\n 'varying vec2 vUv;',\n 'varying vec4 vOffset[ 2 ];',\n\n 'vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {',\n // Fetch the blending weights for current pixel:\n '\tvec4 a;',\n '\ta.xz = texture2D( blendTex, texcoord ).xz;',\n '\ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;',\n '\ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;',\n\n // Is there any blending weight with a value greater than 0.0?\n '\tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {',\n '\t\treturn texture2D( colorTex, texcoord, 0.0 );',\n '\t} else {',\n // Up to 4 lines can be crossing a pixel (one through each edge). We\n // favor blending by choosing the line with the maximum weight for each\n // direction:\n '\t\tvec2 offset;',\n '\t\toffset.x = a.a > a.b ? a.a : -a.b;', // left vs. right\n '\t\toffset.y = a.g > a.r ? -a.g : a.r;', // top vs. bottom // WebGL port note: Changed signs\n\n // Then we go in the direction that has the maximum weight:\n '\t\tif ( abs( offset.x ) > abs( offset.y )) {', // horizontal vs. vertical\n '\t\t\toffset.y = 0.0;',\n '\t\t} else {',\n '\t\t\toffset.x = 0.0;',\n '\t\t}',\n\n // Fetch the opposite color and lerp by hand:\n '\t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );',\n '\t\ttexcoord += sign( offset ) * resolution;',\n '\t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );',\n '\t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );',\n\n // WebGL port note: Added gamma correction\n '\t\tC.xyz = pow(C.xyz, vec3(2.2));',\n '\t\tCop.xyz = pow(Cop.xyz, vec3(2.2));',\n '\t\tvec4 mixed = mix(C, Cop, s);',\n '\t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));',\n\n '\t\treturn mixed;',\n '\t}',\n '}',\n\n 'void main() {',\n\n '\tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAQO,MAAM,kBAAkB;AAAA,EAC7B,SAAS;AAAA,IACP,gBAAgB;AAAA,EAClB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,IAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtD;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,oBAAoB;AAAA,EAC/B,SAAS;AAAA,IACP,uBAAuB;AAAA,IACvB,2BAA2B;AAAA,IAC3B,yBAAyB;AAAA,IACzB,0BAA0B;AAAA,EAC5B;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,YAAY,EAAE,OAAO,IAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtD;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAQA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA,IAGA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA,IAGA;AAAA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAO,IAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtD;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA;AAAA,IACA;AAAA;AAAA;AAAA,IAGA;AAAA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
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{"version":3,"file":"SMAAShader.js","sources":["../../src/shaders/SMAAShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8\n * Preset: SMAA 1x Medium (with color edge detection)\n * https://github.com/iryoku/smaa/releases/tag/v2.8\n */\n\nexport const SMAAEdgesShader = {\n defines: {\n SMAA_THRESHOLD: '0.1',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n\n void SMAAEdgeDetectionVS( vec2 texcoord ) {\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAAEdgeDetectionVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n\n vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {\n \tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );\n\n // Calculate color deltas:\n \tvec4 delta;\n \tvec3 C = texture2D( colorTex, texcoord ).rgb;\n\n \tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;\n \tvec3 t = abs( C - Cleft );\n \tdelta.x = max( max( t.r, t.g ), t.b );\n\n \tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;\n \tt = abs( C - Ctop );\n \tdelta.y = max( max( t.r, t.g ), t.b );\n\n // We do the usual threshold:\n \tvec2 edges = step( threshold, delta.xy );\n\n // Then discard if there is no edge:\n \tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )\n \t\tdiscard;\n\n // Calculate right and bottom deltas:\n \tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;\n \tt = abs( C - Cright );\n \tdelta.z = max( max( t.r, t.g ), t.b );\n\n \tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;\n \tt = abs( C - Cbottom );\n \tdelta.w = max( max( t.r, t.g ), t.b );\n\n // Calculate the maximum delta in the direct neighborhood:\n \tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );\n\n // Calculate left-left and top-top deltas:\n \tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;\n \tt = abs( C - Cleftleft );\n \tdelta.z = max( max( t.r, t.g ), t.b );\n\n \tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;\n \tt = abs( C - Ctoptop );\n \tdelta.w = max( max( t.r, t.g ), t.b );\n\n // Calculate the final maximum delta:\n \tmaxDelta = max( max( maxDelta, delta.z ), delta.w );\n\n // Local contrast adaptation in action:\n \tedges.xy *= step( 0.5 * maxDelta, delta.xy );\n\n \treturn vec4( edges, 0.0, 0.0 );\n }\n\n void main() {\n\n \tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );\n\n }\n `,\n}\n\nexport const SMAAWeightsShader = {\n defines: {\n SMAA_MAX_SEARCH_STEPS: '8',\n SMAA_AREATEX_MAX_DISTANCE: '16',\n SMAA_AREATEX_PIXEL_SIZE: '( 1.0 / vec2( 160.0, 560.0 ) )',\n SMAA_AREATEX_SUBTEX_SIZE: '( 1.0 / 7.0 )',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tArea: { value: null },\n tSearch: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n varying vec2 vPixcoord;\n\n void SMAABlendingWeightCalculationVS( vec2 texcoord ) {\n \tvPixcoord = texcoord / resolution;\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n \tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );\n\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAABlendingWeightCalculationVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )\n\n uniform sampler2D tDiffuse;\n uniform sampler2D tArea;\n uniform sampler2D tSearch;\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[3];\n varying vec2 vPixcoord;\n\n #if __VERSION__ == 100\n vec2 round( vec2 x ) {\n \treturn sign( x ) * floor( abs( x ) + 0.5 );\n }\n #endif\n\n float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n \te.r = bias + e.r * scale;\n \treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;\n }\n\n float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n /**\n * @PSEUDO_GATHER4\n * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n \tvec2 e = vec2( 0.0, 1.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;\n \t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n \t}\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n \ttexcoord.x += 0.25 * resolution.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n \ttexcoord.x += resolution.x;\n\n // Disambiguate the length added by the last step:\n \ttexcoord.x += 2.0 * resolution.x; // Undo last step\n \ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n \treturn texcoord.x;\n }\n\n float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 0.0, 1.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;\n \t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n \t}\n\n \ttexcoord.x -= 0.25 * resolution.x;\n \ttexcoord.x -= resolution.x;\n \ttexcoord.x -= 2.0 * resolution.x;\n \ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n \treturn texcoord.x;\n }\n\n float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 1.0, 0.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n \t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n \t}\n\n \ttexcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign\n\n \treturn texcoord.y;\n }\n\n float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 1.0, 0.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n \t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n \t}\n\n \ttexcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign\n\n \treturn texcoord.y;\n }\n\n vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {\n // Rounding prevents precision errors of bilinear filtering:\n \tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;\n\n // We do a scale and bias for mapping to texel space:\n \ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );\n\n // Move to proper place, according to the subpixel offset:\n \ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n \treturn texture2D( areaTex, texcoord, 0.0 ).rg;\n }\n\n vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {\n \tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n \tvec2 e = texture2D( edgesTex, texcoord ).rg;\n\n \tif ( e.g > 0.0 ) { // Edge at north\n \t\tvec2 d;\n\n // Find the distance to the left:\n \t\tvec2 coords;\n \t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );\n \t\tcoords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)\n \t\td.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n \t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;\n\n // Find the distance to the right:\n \t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );\n \t\td.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n \t\td = d / resolution.x - pixcoord.x;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n \t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n // Fetch the right crossing edges:\n \t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n \t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n \t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );\n \t}\n\n \tif ( e.r > 0.0 ) { // Edge at west\n \t\tvec2 d;\n\n // Find the distance to the top:\n \t\tvec2 coords;\n\n \t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );\n \t\tcoords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;\n \t\td.x = coords.y;\n\n // Fetch the top crossing edges:\n \t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;\n\n // Find the distance to the bottom:\n \t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );\n \t\td.y = coords.y;\n\n // We want the distances to be in pixel units:\n \t\td = d / resolution.y - pixcoord.y;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n \t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n // Fetch the bottom crossing edges:\n \t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n \t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;\n\n // Get the area for this direction:\n \t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );\n \t}\n\n \treturn weights;\n }\n\n void main() {\n\n \tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );\n\n }\n `,\n}\n\nexport const SMAABlendShader = {\n uniforms: {\n tDiffuse: { value: null },\n tColor: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 2 ];\n\n void SMAANeighborhoodBlendingVS( vec2 texcoord ) {\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAANeighborhoodBlendingVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform sampler2D tColor;\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 2 ];\n\n vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {\n // Fetch the blending weights for current pixel:\n \tvec4 a;\n \ta.xz = texture2D( blendTex, texcoord ).xz;\n \ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;\n \ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;\n\n // Is there any blending weight with a value greater than 0.0?\n \tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {\n \t\treturn texture2D( colorTex, texcoord, 0.0 );\n \t} else {\n // Up to 4 lines can be crossing a pixel (one through each edge). We\n // favor blending by choosing the line with the maximum weight for each\n // direction:\n \t\tvec2 offset;\n \t\toffset.x = a.a > a.b ? a.a : -a.b; // left vs. right\n \t\toffset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs\n\n // Then we go in the direction that has the maximum weight:\n \t\tif ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical\n \t\t\toffset.y = 0.0;\n \t\t} else {\n \t\t\toffset.x = 0.0;\n \t\t}\n\n // Fetch the opposite color and lerp by hand:\n \t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );\n \t\ttexcoord += sign( offset ) * resolution;\n \t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );\n \t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );\n\n // WebGL port note: Added gamma correction\n \t\tC.xyz = pow(C.xyz, vec3(2.2));\n \t\tCop.xyz = pow(Cop.xyz, vec3(2.2));\n \t\tvec4 mixed = mix(C, Cop, s);\n \t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));\n\n \t\treturn mixed;\n \t}\n }\n\n void main() {\n\n \tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );\n\n }\n `,\n}\n"],"names":[],"mappings":";AAQO,MAAM,kBAAkB;AAAA,EAC7B,SAAS;AAAA,IACP,gBAAgB;AAAA,EAClB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAuB,oBAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAuBzB;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;AAgE7B;AAEO,MAAM,oBAAoB;AAAA,EAC/B,SAAS;AAAA,IACP,uBAAuB;AAAA,IACvB,2BAA2B;AAAA,IAC3B,yBAAyB;AAAA,IACzB,0BAA0B;AAAA,EAC5B;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,YAAY,EAAE,OAAuB,oBAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA8BzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyM7B;AAEO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAuB,oBAAI,QAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAsBzB;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;AAuD7B;"}
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package/shaders/SSAOShader.cjs
CHANGED
@@ -14,102 +14,154 @@ const SSAOShader = {
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kernel: { value: null },
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cameraNear: { value: null },
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cameraFar: { value: null },
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resolution: { value: new THREE.Vector2() },
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cameraProjectionMatrix: { value: new THREE.Matrix4() },
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cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
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resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
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cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
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cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
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kernelRadius: { value: 8 },
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minDistance: { value: 5e-3 },
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maxDistance: { value: 0.05 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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fragmentShader: (
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/* glsl */
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uniform sampler2D tDiffuse;
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uniform sampler2D tNormal;
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uniform sampler2D tDepth;
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uniform sampler2D tNoise;
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uniform vec3 kernel[ KERNEL_SIZE ];
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uniform vec2 resolution;
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uniform float cameraNear;
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uniform float cameraFar;
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uniform mat4 cameraProjectionMatrix;
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uniform mat4 cameraInverseProjectionMatrix;
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uniform float kernelRadius;
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uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
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uniform float maxDistance; // avoid the influence of fragments which are too far away
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varying vec2 vUv;
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#include <packing>
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float getDepth( const in vec2 screenPosition ) {
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return texture2D( tDepth, screenPosition ).x;
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}
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float getLinearDepth( const in vec2 screenPosition ) {
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#if PERSPECTIVE_CAMERA == 1
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float fragCoordZ = texture2D( tDepth, screenPosition ).x;
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float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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#else
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return texture2D( tDepth, screenPosition ).x;
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#endif
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}
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float getViewZ( const in float depth ) {
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#if PERSPECTIVE_CAMERA == 1
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return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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#else
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return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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#endif
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}
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vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
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float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
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vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
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clipPosition *= clipW; // unprojection.
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return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
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}
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vec3 getViewNormal( const in vec2 screenPosition ) {
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return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
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}
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void main() {
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float depth = getDepth( vUv );
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float viewZ = getViewZ( depth );
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vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
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vec3 viewNormal = getViewNormal( vUv );
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vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
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vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;
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// compute matrix used to reorient a kernel vector
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vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
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vec3 bitangent = cross( viewNormal, tangent );
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mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
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float occlusion = 0.0;
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for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
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exports.SSAOBlurShader = SSAOBlurShader;
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exports.SSAODepthShader = SSAODepthShader;
|
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{"version":3,"file":"SSAOShader.cjs","sources":["../../src/shaders/SSAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\n/**\n * References:\n * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html\n * https://learnopengl.com/Advanced-Lighting/SSAO\n * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl\n */\n\nexport const SSAOShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n KERNEL_SIZE: 32,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n kernel: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: new Vector2() },\n cameraProjectionMatrix: { value: new Matrix4() },\n cameraInverseProjectionMatrix: { value: new Matrix4() },\n kernelRadius: { value: 8 },\n minDistance: { value: 0.005 },\n maxDistance: { value: 0.05 },\n },\n\n vertexShader:
|
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{"version":3,"file":"SSAOShader.cjs","sources":["../../src/shaders/SSAOShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n\n/**\n * References:\n * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html\n * https://learnopengl.com/Advanced-Lighting/SSAO\n * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl\n */\n\nexport const SSAOShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n KERNEL_SIZE: 32,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n kernel: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2() },\n cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },\n kernelRadius: { value: 8 },\n minDistance: { value: 0.005 },\n maxDistance: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform sampler2D tNormal;\n uniform sampler2D tDepth;\n uniform sampler2D tNoise;\n\n uniform vec3 kernel[ KERNEL_SIZE ];\n\n uniform vec2 resolution;\n\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraInverseProjectionMatrix;\n\n uniform float kernelRadius;\n uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference\n uniform float maxDistance; // avoid the influence of fragments which are too far away\n\n varying vec2 vUv;\n\n #include <packing>\n\n float getDepth( const in vec2 screenPosition ) {\n\n \treturn texture2D( tDepth, screenPosition ).x;\n\n }\n\n float getLinearDepth( const in vec2 screenPosition ) {\n\n \t#if PERSPECTIVE_CAMERA == 1\n\n \t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;\n \t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n \t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n \t#else\n\n \t\treturn texture2D( tDepth, screenPosition ).x;\n\n \t#endif\n\n }\n\n float getViewZ( const in float depth ) {\n\n \t#if PERSPECTIVE_CAMERA == 1\n\n \t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\n \t#else\n\n \t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\n \t#endif\n\n }\n\n vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {\n\n \tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];\n\n \tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );\n\n \tclipPosition *= clipW; // unprojection.\n\n \treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;\n\n }\n\n vec3 getViewNormal( const in vec2 screenPosition ) {\n\n \treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );\n\n }\n\n void main() {\n\n \tfloat depth = getDepth( vUv );\n \tfloat viewZ = getViewZ( depth );\n\n \tvec3 viewPosition = getViewPosition( vUv, depth, viewZ );\n \tvec3 viewNormal = getViewNormal( vUv );\n\n vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );\n \tvec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;\n\n // compute matrix used to reorient a kernel vector\n\n \tvec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );\n \tvec3 bitangent = cross( viewNormal, tangent );\n \tmat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );\n\n float occlusion = 0.0;\n\n for ( int i = 0; i < KERNEL_SIZE; i ++ ) {\n\n \t\tvec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space\n \t\tvec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); 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