three-stdlib 2.35.5 → 2.35.7

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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 +211 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +212 -207
  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
@@ -12,102 +12,154 @@ const SSAOShader = {
12
12
  kernel: { value: null },
13
13
  cameraNear: { value: null },
14
14
  cameraFar: { value: null },
15
- resolution: { value: new Vector2() },
16
- cameraProjectionMatrix: { value: new Matrix4() },
17
- cameraInverseProjectionMatrix: { value: new Matrix4() },
15
+ resolution: { value: /* @__PURE__ */ new Vector2() },
16
+ cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
17
+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
18
18
  kernelRadius: { value: 8 },
19
19
  minDistance: { value: 5e-3 },
20
20
  maxDistance: { value: 0.05 }
21
21
  },
22
- vertexShader: [
23
- "varying vec2 vUv;",
24
- "void main() {",
25
- " vUv = uv;",
26
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
27
- "}"
28
- ].join("\n"),
29
- fragmentShader: [
30
- "uniform sampler2D tDiffuse;",
31
- "uniform sampler2D tNormal;",
32
- "uniform sampler2D tDepth;",
33
- "uniform sampler2D tNoise;",
34
- "uniform vec3 kernel[ KERNEL_SIZE ];",
35
- "uniform vec2 resolution;",
36
- "uniform float cameraNear;",
37
- "uniform float cameraFar;",
38
- "uniform mat4 cameraProjectionMatrix;",
39
- "uniform mat4 cameraInverseProjectionMatrix;",
40
- "uniform float kernelRadius;",
41
- "uniform float minDistance;",
42
- // avoid artifacts caused by neighbour fragments with minimal depth difference
43
- "uniform float maxDistance;",
44
- // avoid the influence of fragments which are too far away
45
- "varying vec2 vUv;",
46
- "#include <packing>",
47
- "float getDepth( const in vec2 screenPosition ) {",
48
- " return texture2D( tDepth, screenPosition ).x;",
49
- "}",
50
- "float getLinearDepth( const in vec2 screenPosition ) {",
51
- " #if PERSPECTIVE_CAMERA == 1",
52
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
53
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
54
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
55
- " #else",
56
- " return texture2D( tDepth, screenPosition ).x;",
57
- " #endif",
58
- "}",
59
- "float getViewZ( const in float depth ) {",
60
- " #if PERSPECTIVE_CAMERA == 1",
61
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
62
- " #else",
63
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
64
- " #endif",
65
- "}",
66
- "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {",
67
- " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];",
68
- " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );",
69
- " clipPosition *= clipW; // unprojection.",
70
- " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;",
71
- "}",
72
- "vec3 getViewNormal( const in vec2 screenPosition ) {",
73
- " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );",
74
- "}",
75
- "void main() {",
76
- " float depth = getDepth( vUv );",
77
- " float viewZ = getViewZ( depth );",
78
- " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );",
79
- " vec3 viewNormal = getViewNormal( vUv );",
80
- " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );",
81
- " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;",
22
+ vertexShader: (
23
+ /* glsl */
24
+ `
25
+ varying vec2 vUv;
26
+
27
+ void main() {
28
+
29
+ vUv = uv;
30
+
31
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
32
+
33
+ }
34
+ `
35
+ ),
36
+ fragmentShader: (
37
+ /* glsl */
38
+ `
39
+ uniform sampler2D tDiffuse;
40
+ uniform sampler2D tNormal;
41
+ uniform sampler2D tDepth;
42
+ uniform sampler2D tNoise;
43
+
44
+ uniform vec3 kernel[ KERNEL_SIZE ];
45
+
46
+ uniform vec2 resolution;
47
+
48
+ uniform float cameraNear;
49
+ uniform float cameraFar;
50
+ uniform mat4 cameraProjectionMatrix;
51
+ uniform mat4 cameraInverseProjectionMatrix;
52
+
53
+ uniform float kernelRadius;
54
+ uniform float minDistance; // avoid artifacts caused by neighbour fragments with minimal depth difference
55
+ uniform float maxDistance; // avoid the influence of fragments which are too far away
56
+
57
+ varying vec2 vUv;
58
+
59
+ #include <packing>
60
+
61
+ float getDepth( const in vec2 screenPosition ) {
62
+
63
+ return texture2D( tDepth, screenPosition ).x;
64
+
65
+ }
66
+
67
+ float getLinearDepth( const in vec2 screenPosition ) {
68
+
69
+ #if PERSPECTIVE_CAMERA == 1
70
+
71
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
72
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
73
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
74
+
75
+ #else
76
+
77
+ return texture2D( tDepth, screenPosition ).x;
78
+
79
+ #endif
80
+
81
+ }
82
+
83
+ float getViewZ( const in float depth ) {
84
+
85
+ #if PERSPECTIVE_CAMERA == 1
86
+
87
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
88
+
89
+ #else
90
+
91
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
92
+
93
+ #endif
94
+
95
+ }
96
+
97
+ vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
98
+
99
+ float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];
100
+
101
+ vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );
102
+
103
+ clipPosition *= clipW; // unprojection.
104
+
105
+ return ( cameraInverseProjectionMatrix * clipPosition ).xyz;
106
+
107
+ }
108
+
109
+ vec3 getViewNormal( const in vec2 screenPosition ) {
110
+
111
+ return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );
112
+
113
+ }
114
+
115
+ void main() {
116
+
117
+ float depth = getDepth( vUv );
118
+ float viewZ = getViewZ( depth );
119
+
120
+ vec3 viewPosition = getViewPosition( vUv, depth, viewZ );
121
+ vec3 viewNormal = getViewNormal( vUv );
122
+
123
+ vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );
124
+ vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;
125
+
82
126
  // compute matrix used to reorient a kernel vector
83
- " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );",
84
- " vec3 bitangent = cross( viewNormal, tangent );",
85
- " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );",
86
- " float occlusion = 0.0;",
87
- " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {",
88
- " vec3 sampleVector = kernelMatrix * kernel[ i ];",
89
- // reorient sample vector in view space
90
- " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );",
91
- // calculate sample point
92
- " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );",
93
- // project point and calculate NDC
94
- " samplePointNDC /= samplePointNDC.w;",
95
- " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;",
96
- // compute uv coordinates
97
- " float realDepth = getLinearDepth( samplePointUv );",
98
- // get linear depth from depth texture
99
- " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );",
100
- // compute linear depth of the sample view Z value
101
- " float delta = sampleDepth - realDepth;",
102
- " if ( delta > minDistance && delta < maxDistance ) {",
103
- // if fragment is before sample point, increase occlusion
104
- " occlusion += 1.0;",
105
- " }",
106
- " }",
107
- " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );",
108
- " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );",
109
- "}"
110
- ].join("\n")
127
+
128
+ vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );
129
+ vec3 bitangent = cross( viewNormal, tangent );
130
+ mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );
131
+
132
+ float occlusion = 0.0;
133
+
134
+ for ( int i = 0; i < KERNEL_SIZE; i ++ ) {
135
+
136
+ vec3 sampleVector = kernelMatrix * kernel[ i ]; // reorient sample vector in view space
137
+ vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius ); // calculate sample point
138
+
139
+ vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC
140
+ samplePointNDC /= samplePointNDC.w;
141
+
142
+ vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates
143
+
144
+ float realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture
145
+ float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value
146
+ float delta = sampleDepth - realDepth;
147
+
148
+ if ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion
149
+
150
+ occlusion += 1.0;
151
+
152
+ }
153
+
154
+ }
155
+
156
+ occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );
157
+
158
+ gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );
159
+
160
+ }
161
+ `
162
+ )
111
163
  };
112
164
  const SSAODepthShader = {
113
165
  defines: {
@@ -118,62 +170,104 @@ const SSAODepthShader = {
118
170
  cameraNear: { value: null },
119
171
  cameraFar: { value: null }
120
172
  },
121
- vertexShader: [
122
- "varying vec2 vUv;",
123
- "void main() {",
124
- " vUv = uv;",
125
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
126
- "}"
127
- ].join("\n"),
128
- fragmentShader: [
129
- "uniform sampler2D tDepth;",
130
- "uniform float cameraNear;",
131
- "uniform float cameraFar;",
132
- "varying vec2 vUv;",
133
- "#include <packing>",
134
- "float getLinearDepth( const in vec2 screenPosition ) {",
135
- " #if PERSPECTIVE_CAMERA == 1",
136
- " float fragCoordZ = texture2D( tDepth, screenPosition ).x;",
137
- " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );",
138
- " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );",
139
- " #else",
140
- " return texture2D( tDepth, screenPosition ).x;",
141
- " #endif",
142
- "}",
143
- "void main() {",
144
- " float depth = getLinearDepth( vUv );",
145
- " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );",
146
- "}"
147
- ].join("\n")
173
+ vertexShader: (
174
+ /* glsl */
175
+ `
176
+ varying vec2 vUv;
177
+
178
+ void main() {
179
+
180
+ vUv = uv;
181
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
182
+
183
+ }
184
+ `
185
+ ),
186
+ fragmentShader: (
187
+ /* glsl */
188
+ `
189
+ uniform sampler2D tDepth;
190
+
191
+ uniform float cameraNear;
192
+ uniform float cameraFar;
193
+
194
+ varying vec2 vUv;
195
+
196
+ #include <packing>
197
+
198
+ float getLinearDepth( const in vec2 screenPosition ) {
199
+
200
+ #if PERSPECTIVE_CAMERA == 1
201
+
202
+ float fragCoordZ = texture2D( tDepth, screenPosition ).x;
203
+ float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
204
+ return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
205
+
206
+ #else
207
+
208
+ return texture2D( tDepth, screenPosition ).x;
209
+
210
+ #endif
211
+
212
+ }
213
+
214
+ void main() {
215
+
216
+ float depth = getLinearDepth( vUv );
217
+ gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
218
+
219
+ }
220
+ `
221
+ )
148
222
  };
149
223
  const SSAOBlurShader = {
150
224
  uniforms: {
151
225
  tDiffuse: { value: null },
152
- resolution: { value: new Vector2() }
226
+ resolution: { value: /* @__PURE__ */ new Vector2() }
153
227
  },
154
- vertexShader: [
155
- "varying vec2 vUv;",
156
- "void main() {",
157
- " vUv = uv;",
158
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
159
- "}"
160
- ].join("\n"),
161
- fragmentShader: [
162
- "uniform sampler2D tDiffuse;",
163
- "uniform vec2 resolution;",
164
- "varying vec2 vUv;",
165
- "void main() {",
166
- " vec2 texelSize = ( 1.0 / resolution );",
167
- " float result = 0.0;",
168
- " for ( int i = - 2; i <= 2; i ++ ) {",
169
- " for ( int j = - 2; j <= 2; j ++ ) {",
170
- " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;",
171
- " result += texture2D( tDiffuse, vUv + offset ).r;",
172
- " }",
173
- " }",
174
- " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );",
175
- "}"
176
- ].join("\n")
228
+ vertexShader: (
229
+ /* glsl */
230
+ `
231
+ varying vec2 vUv;
232
+
233
+ void main() {
234
+
235
+ vUv = uv;
236
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
237
+
238
+ }
239
+ `
240
+ ),
241
+ fragmentShader: (
242
+ /* glsl */
243
+ `
244
+ uniform sampler2D tDiffuse;
245
+
246
+ uniform vec2 resolution;
247
+
248
+ varying vec2 vUv;
249
+
250
+ void main() {
251
+
252
+ vec2 texelSize = ( 1.0 / resolution );
253
+ float result = 0.0;
254
+
255
+ for ( int i = - 2; i <= 2; i ++ ) {
256
+
257
+ for ( int j = - 2; j <= 2; j ++ ) {
258
+
259
+ vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;
260
+ result += texture2D( tDiffuse, vUv + offset ).r;
261
+
262
+ }
263
+
264
+ }
265
+
266
+ gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );
267
+
268
+ }
269
+ `
270
+ )
177
271
  };
178
272
  export {
179
273
  SSAOBlurShader,
@@ -1 +1 @@
1
- {"version":3,"file":"SSAOShader.js","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: [\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 ].join('\\n'),\n\n fragmentShader: [\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; 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1
+ {"version":3,"file":"SSAOShader.js","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 ); // calculate sample point\n\n \t\tvec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 ); // project point and calculate NDC\n \t\tsamplePointNDC /= samplePointNDC.w;\n\n \t\tvec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5; // compute uv coordinates\n\n \t\tfloat realDepth = getLinearDepth( samplePointUv ); // get linear depth from depth texture\n \t\tfloat sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar ); // compute linear depth of the sample view Z value\n \t\tfloat delta = sampleDepth - realDepth;\n\n \t\tif ( delta > minDistance && delta < maxDistance ) { // if fragment is before sample point, increase occlusion\n\n \t\t\tocclusion += 1.0;\n\n \t\t}\n\n \t}\n\n \tocclusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );\n\n \tgl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );\n\n }\n `,\n}\n\nexport const SSAODepthShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n },\n\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n\n varying vec2 vUv;\n\n #include <packing>\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 void main() {\n\n \tfloat depth = getLinearDepth( vUv );\n \tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );\n\n }\n `,\n}\n\nexport const SSAOBlurShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2() },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n\n uniform vec2 resolution;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 texelSize = ( 1.0 / resolution );\n \tfloat result = 0.0;\n\n \tfor ( int i = - 2; 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@@ -17,9 +17,9 @@ const SSRShader = {
17
17
  tDepth: { value: null },
18
18
  cameraNear: { value: null },
19
19
  cameraFar: { value: null },
20
- resolution: { value: new THREE.Vector2() },
21
- cameraProjectionMatrix: { value: new THREE.Matrix4() },
22
- cameraInverseProjectionMatrix: { value: new THREE.Matrix4() },
20
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
21
+ cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
22
+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
23
23
  opacity: { value: 0.5 },
24
24
  maxDistance: { value: 180 },
25
25
  cameraRange: { value: 0 },
@@ -279,7 +279,7 @@ const SSRDepthShader = {
279
279
  const SSRBlurShader = {
280
280
  uniforms: {
281
281
  tDiffuse: { value: null },
282
- resolution: { value: new THREE.Vector2() },
282
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
283
283
  opacity: { value: 0.5 }
284
284
  },
285
285
  vertexShader: (
@@ -1 +1 @@
1
- {"version":3,"file":"SSRShader.cjs","sources":["../../src/shaders/SSRShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n/**\n * References:\n * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html\n */\n\nexport const SSRShader = {\n defines: {\n MAX_STEP: 0,\n isPerspectiveCamera: true,\n isDistanceAttenuation: true,\n isFresnel: true,\n isInfiniteThick: false,\n isSelective: false,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tMetalness: { value: null },\n tDepth: { 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 opacity: { value: 0.5 },\n maxDistance: { value: 180 },\n cameraRange: { value: 0 },\n surfDist: { value: 0.007 },\n thickTolerance: { value: 0.03 },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tMetalness;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float opacity;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float thickTolerance;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormal( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormal, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid main(){\n\t\t\t#ifdef isSelective\n\t\t\t\tfloat metalness=texture2D(tMetalness,vUv).r;\n\t\t\t\tif(metalness==0.) return;\n\t\t\t#endif\n\n\t\t\tfloat depth = getDepth( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\tif(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\tvec3 viewNormal=getViewNormal( vUv );\n\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tvec3 viewIncidenceDir=normalize(viewPosition);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidenceDir=vec3(0,0,-1);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#endif\n\n\t\t\tfloat maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);\n\t\t\t// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html\n\t\t\t// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen=cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen==dot(a,b)\n\t\t\t// maxReflectRayLen==maxDistance/dot(a,b)\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewReflectDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewReflectDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\tfor(float i=0.;i<MAX_STEP;i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tif(-vZ>=cameraFar) continue;\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\t\t\t\tif(viewReflectRayZ-sD>vZ) continue;\n\n\t\t\t\t#ifdef isInfiniteThick\n\t\t\t\t\tif(viewReflectRayZ+thickTolerance*clipW<vP.z) break;\n\t\t\t\t#endif\n\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\n\t\t\t\tfloat op=opacity;\n\n\t\t\t\tif(away<sD){\n\t\t\t\t\tvec3 vN=getViewNormal( uv );\n\t\t\t\t\tif(dot(viewReflectDir,vN)>=0.) continue;\n\t\t\t\t\tfloat distance=pointPlaneDistance(vP,viewPosition,viewNormal);\n\t\t\t\t\tif(distance>maxDistance) break;\n\t\t\t\t\t#ifdef isDistanceAttenuation\n\t\t\t\t\t\tfloat ratio=1.-(distance/maxDistance);\n\t\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t\t#endif\n\t\t\t\t\t#ifdef isFresnel\n\t\t\t\t\t\tfloat fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;\n\t\t\t\t\t\top*=fresnel;\n\t\t\t\t\t#endif\n\t\t\t\t\tvec4 reflectColor=texture2D(tDiffuse,uv);\n\t\t\t\t\tgl_FragColor.xyz=reflectColor.xyz;\n\t\t\t\t\tgl_FragColor.a=op;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t`,\n}\n\nexport const SSRDepthShader = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n },\n\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n\n varying vec2 vUv;\n\n #include <packing>\n\n\t\tfloat getLinearDepth( const in vec2 uv ) {\n\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, uv ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\n\t\t\t#else\n\n\t\t\t\treturn texture2D( tDepth, uv ).x;\n\n\t\t\t#endif\n\n\t\t}\n\n void main() {\n\n \tfloat depth = getLinearDepth( vUv );\n\t\t\tfloat d = 1.0 - depth;\n\t\t\t// d=(d-.999)*1000.;\n \tgl_FragColor = vec4( vec3( d ), 1.0 );\n\n }\n\n `,\n}\n\nexport const SSRBlurShader = {\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new Vector2() },\n opacity: { value: 0.5 },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n void main() {\n\t\t\t//reverse engineering from PhotoShop blur filter, then change coefficient\n\n \tvec2 texelSize = ( 1.0 / resolution );\n\n\t\t\tvec4 c=texture2D(tDiffuse,vUv);\n\n\t\t\tvec2 offset;\n\n\t\t\toffset=(vec2(-1,0))*texelSize;\n\t\t\tvec4 cl=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(1,0))*texelSize;\n\t\t\tvec4 cr=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,-1))*texelSize;\n\t\t\tvec4 cb=texture2D(tDiffuse,vUv+offset);\n\n\t\t\toffset=(vec2(0,1))*texelSize;\n\t\t\tvec4 ct=texture2D(tDiffuse,vUv+offset);\n\n\t\t\t// float coeCenter=.5;\n\t\t\t// float coeSide=.125;\n\t\t\tfloat coeCenter=.2;\n\t\t\tfloat coeSide=.2;\n\t\t\tfloat a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;\n\t\t\tvec3 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+ {"version":3,"file":"SSRShader.cjs","sources":["../../src/shaders/SSRShader.ts"],"sourcesContent":["import { Matrix4, Vector2 } from 'three'\n/**\n * References:\n * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html\n */\n\nexport const SSRShader = {\n defines: {\n MAX_STEP: 0,\n isPerspectiveCamera: true,\n isDistanceAttenuation: true,\n isFresnel: true,\n isInfiniteThick: false,\n isSelective: false,\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tMetalness: { value: null },\n tDepth: { 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 opacity: { value: 0.5 },\n maxDistance: { value: 180 },\n cameraRange: { value: 0 },\n surfDist: { value: 0.007 },\n thickTolerance: { value: 0.03 },\n },\n\n vertexShader: /* glsl */ `\n\n varying vec2 vUv;\n\n void main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n\n `,\n\n fragmentShader: /* glsl */ `\n\t\t// precision highp float;\n\t\tprecision highp sampler2D;\n\t\tvarying vec2 vUv;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tMetalness;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float cameraRange;\n\t\tuniform vec2 resolution;\n\t\tuniform float opacity;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform float maxDistance;\n\t\tuniform float surfDist;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraInverseProjectionMatrix;\n\t\tuniform float thickTolerance;\n\t\t#include <packing>\n\t\tfloat pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {\n\t\t\t//x0: point, x1: linePointA, x2: linePointB\n\t\t\t//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html\n\t\t\treturn length(cross(x0-x1,x0-x2))/length(x2-x1);\n\t\t}\n\t\tfloat pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){\n\t\t\t// https://mathworld.wolfram.com/Point-PlaneDistance.html\n\t\t\t//// https://en.wikipedia.org/wiki/Plane_(geometry)\n\t\t\t//// http://paulbourke.net/geometry/pointlineplane/\n\t\t\tfloat a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;\n\t\t\tfloat x0=point.x,y0=point.y,z0=point.z;\n\t\t\tfloat x=planePoint.x,y=planePoint.y,z=planePoint.z;\n\t\t\tfloat d=-(a*x+b*y+c*z);\n\t\t\tfloat distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);\n\t\t\treturn distance;\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n\t\t\t#endif\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view\n\t\t}\n\t\tvec3 getViewNormal( const in vec2 uv ) {\n\t\t\treturn unpackRGBToNormal( texture2D( tNormal, uv ).xyz );\n\t\t}\n\t\tvec2 viewPositionToXY(vec3 viewPosition){\n\t\t\tvec2 xy;\n\t\t\tvec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);\n\t\t\txy=clip.xy;//clip\n\t\t\tfloat clipW=clip.w;\n\t\t\txy/=clipW;//NDC\n\t\t\txy=(xy+1.)/2.;//uv\n\t\t\txy*=resolution;//screen\n\t\t\treturn xy;\n\t\t}\n\t\tvoid main(){\n\t\t\t#ifdef isSelective\n\t\t\t\tfloat metalness=texture2D(tMetalness,vUv).r;\n\t\t\t\tif(metalness==0.) return;\n\t\t\t#endif\n\n\t\t\tfloat depth = getDepth( vUv );\n\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\tif(-viewZ>=cameraFar) return;\n\n\t\t\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];\n\t\t\tvec3 viewPosition=getViewPosition( vUv, depth, clipW );\n\n\t\t\tvec2 d0=gl_FragCoord.xy;\n\t\t\tvec2 d1;\n\n\t\t\tvec3 viewNormal=getViewNormal( vUv );\n\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tvec3 viewIncidenceDir=normalize(viewPosition);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#else\n\t\t\t\tvec3 viewIncidenceDir=vec3(0,0,-1);\n\t\t\t\tvec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);\n\t\t\t#endif\n\n\t\t\tfloat maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);\n\t\t\t// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html\n\t\t\t// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen=cos(theta)\n\t\t\t// maxDistance/maxReflectRayLen==dot(a,b)\n\t\t\t// maxReflectRayLen==maxDistance/dot(a,b)\n\n\t\t\tvec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;\n\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\tif(d1viewPosition.z>-cameraNear){\n\t\t\t\t\t//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx\n\t\t\t\t\tfloat t=(-cameraNear-viewPosition.z)/viewReflectDir.z;\n\t\t\t\t\td1viewPosition=viewPosition+viewReflectDir*t;\n\t\t\t\t}\n\t\t\t#endif\n\t\t\td1=viewPositionToXY(d1viewPosition);\n\n\t\t\tfloat totalLen=length(d1-d0);\n\t\t\tfloat xLen=d1.x-d0.x;\n\t\t\tfloat yLen=d1.y-d0.y;\n\t\t\tfloat totalStep=max(abs(xLen),abs(yLen));\n\t\t\tfloat xSpan=xLen/totalStep;\n\t\t\tfloat ySpan=yLen/totalStep;\n\t\t\tfor(float i=0.;i<MAX_STEP;i++){\n\t\t\t\tif(i>=totalStep) break;\n\t\t\t\tvec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);\n\t\t\t\tif(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;\n\t\t\t\tfloat s=length(xy-d0)/totalLen;\n\t\t\t\tvec2 uv=xy/resolution;\n\n\t\t\t\tfloat d = getDepth(uv);\n\t\t\t\tfloat vZ = getViewZ( d );\n\t\t\t\tif(-vZ>=cameraFar) continue;\n\t\t\t\tfloat cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];\n\t\t\t\tvec3 vP=getViewPosition( uv, d, cW );\n\n\t\t\t\t#ifdef isPerspectiveCamera\n\t\t\t\t\t// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf\n\t\t\t\t\tfloat recipVPZ=1./viewPosition.z;\n\t\t\t\t\tfloat viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));\n\t\t\t\t\tfloat sD=surfDist*cW;\n\t\t\t\t#else\n\t\t\t\t\tfloat viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);\n\t\t\t\t\tfloat sD=surfDist;\n\t\t\t\t#endif\n\t\t\t\tif(viewReflectRayZ-sD>vZ) continue;\n\n\t\t\t\t#ifdef isInfiniteThick\n\t\t\t\t\tif(viewReflectRayZ+thickTolerance*clipW<vP.z) break;\n\t\t\t\t#endif\n\t\t\t\tfloat away=pointToLineDistance(vP,viewPosition,d1viewPosition);\n\n\t\t\t\tfloat op=opacity;\n\n\t\t\t\tif(away<sD){\n\t\t\t\t\tvec3 vN=getViewNormal( uv );\n\t\t\t\t\tif(dot(viewReflectDir,vN)>=0.) continue;\n\t\t\t\t\tfloat 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@@ -15,9 +15,9 @@ const SSRShader = {
15
15
  tDepth: { value: null },
16
16
  cameraNear: { value: null },
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  cameraFar: { value: null },
18
- resolution: { value: new Vector2() },
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- cameraProjectionMatrix: { value: new Matrix4() },
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- cameraInverseProjectionMatrix: { value: new Matrix4() },
18
+ resolution: { value: /* @__PURE__ */ new Vector2() },
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+ cameraProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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+ cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new Matrix4() },
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  opacity: { value: 0.5 },
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  maxDistance: { value: 180 },
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  cameraRange: { value: 0 },
@@ -277,7 +277,7 @@ const SSRDepthShader = {
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  const SSRBlurShader = {
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  uniforms: {
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  tDiffuse: { value: null },
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- resolution: { value: new Vector2() },
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+ resolution: { value: /* @__PURE__ */ new Vector2() },
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  opacity: { value: 0.5 }
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  },
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  vertexShader: (