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
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/webxr/ARButton.cjs +3 -3
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +3 -3
- package/webxr/ARButton.js +3 -3
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +9 -6
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/VolumeShader.js
CHANGED
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import { Vector3, Vector2 } from "three";
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const VolumeRenderShader1 = {
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uniforms: {
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u_size: { value: new Vector3(1, 1, 1) },
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u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },
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u_renderstyle: { value: 0 },
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u_renderthreshold: { value: 0.5 },
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u_clim: { value: new Vector2(1, 1) },
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u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },
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u_data: { value: null },
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u_cmdata: { value: null }
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},
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vertexShader:
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vertexShader: (
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/* glsl */
|
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`
|
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varying vec4 v_nearpos;
|
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varying vec4 v_farpos;
|
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varying vec3 v_position;
|
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void main() {
|
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// Prepare transforms to map to "camera view". See also:
|
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// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
|
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mat4 viewtransformf = modelViewMatrix;
|
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mat4 viewtransformi = inverse(modelViewMatrix);
|
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|
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// Project local vertex coordinate to camera position. Then do a step
|
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// backward (in cam coords) to the near clipping plane, and project back. Do
|
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// the same for the far clipping plane. This gives us all the information we
|
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// need to calculate the ray and truncate it to the viewing cone.
|
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vec4 position4 = vec4(position, 1.0);
|
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+
vec4 pos_in_cam = viewtransformf * position4;
|
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+
|
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// Intersection of ray and near clipping plane (z = -1 in clip coords)
|
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+
pos_in_cam.z = -pos_in_cam.w;
|
33
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+
v_nearpos = viewtransformi * pos_in_cam;
|
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+
|
35
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+
// Intersection of ray and far clipping plane (z = +1 in clip coords)
|
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+
pos_in_cam.z = pos_in_cam.w;
|
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+
v_farpos = viewtransformi * pos_in_cam;
|
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+
|
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+
// Set varyings and output pos
|
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v_position = position;
|
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+
gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
|
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+
}
|
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+
`
|
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),
|
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fragmentShader: (
|
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/* glsl */
|
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`
|
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precision highp float;
|
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precision mediump sampler3D;
|
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+
|
51
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uniform vec3 u_size;
|
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uniform int u_renderstyle;
|
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+
uniform float u_renderthreshold;
|
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+
uniform vec2 u_clim;
|
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+
|
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uniform sampler3D u_data;
|
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uniform sampler2D u_cmdata;
|
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+
|
59
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varying vec3 v_position;
|
60
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+
varying vec4 v_nearpos;
|
61
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+
varying vec4 v_farpos;
|
62
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+
|
63
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// The maximum distance through our rendering volume is sqrt(3).
|
64
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+
const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3
|
65
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+
const int REFINEMENT_STEPS = 4;
|
66
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+
const float relative_step_size = 1.0;
|
67
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+
const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);
|
68
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+
const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);
|
69
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+
const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);
|
70
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+
const float shininess = 40.0;
|
71
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+
|
72
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+
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
|
73
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+
void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);
|
74
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+
|
75
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+
float sample1(vec3 texcoords);
|
76
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+
vec4 apply_colormap(float val);
|
77
|
+
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);
|
78
|
+
|
79
|
+
void main() {
|
80
|
+
// Normalize clipping plane info
|
81
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+
vec3 farpos = v_farpos.xyz / v_farpos.w;
|
82
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+
vec3 nearpos = v_nearpos.xyz / v_nearpos.w;
|
83
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+
|
84
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+
// Calculate unit vector pointing in the view direction through this fragment.
|
85
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+
vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);
|
86
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+
|
87
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+
// Compute the (negative) distance to the front surface or near clipping plane.
|
88
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+
// v_position is the back face of the cuboid, so the initial distance calculated in the dot
|
89
|
+
// product below is the distance from near clip plane to the back of the cuboid
|
90
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+
float distance = dot(nearpos - v_position, view_ray);
|
91
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+
distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,
|
92
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+
(u_size.x - 0.5 - v_position.x) / view_ray.x));
|
93
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+
distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,
|
94
|
+
(u_size.y - 0.5 - v_position.y) / view_ray.y));
|
95
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+
distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,
|
96
|
+
(u_size.z - 0.5 - v_position.z) / view_ray.z));
|
97
|
+
|
98
|
+
// Now we have the starting position on the front surface
|
99
|
+
vec3 front = v_position + view_ray * distance;
|
100
|
+
|
101
|
+
// Decide how many steps to take
|
102
|
+
int nsteps = int(-distance / relative_step_size + 0.5);
|
103
|
+
if ( nsteps < 1 )
|
104
|
+
discard;
|
105
|
+
|
106
|
+
// Get starting location and step vector in texture coordinates
|
107
|
+
vec3 step = ((v_position - front) / u_size) / float(nsteps);
|
108
|
+
vec3 start_loc = front / u_size;
|
109
|
+
|
110
|
+
// For testing: show the number of steps. This helps to establish
|
111
|
+
// whether the rays are correctly oriented
|
112
|
+
//gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);
|
113
|
+
//return;
|
114
|
+
|
115
|
+
if (u_renderstyle == 0)
|
116
|
+
cast_mip(start_loc, step, nsteps, view_ray);
|
117
|
+
else if (u_renderstyle == 1)
|
118
|
+
cast_iso(start_loc, step, nsteps, view_ray);
|
119
|
+
|
120
|
+
if (gl_FragColor.a < 0.05)
|
121
|
+
discard;
|
122
|
+
}
|
123
|
+
|
124
|
+
float sample1(vec3 texcoords) {
|
125
|
+
/* Sample float value from a 3D texture. Assumes intensity data. */
|
126
|
+
return texture(u_data, texcoords.xyz).r;
|
127
|
+
}
|
128
|
+
|
129
|
+
vec4 apply_colormap(float val) {
|
130
|
+
val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);
|
131
|
+
return texture2D(u_cmdata, vec2(val, 0.5));
|
132
|
+
}
|
133
|
+
|
134
|
+
void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
|
135
|
+
|
136
|
+
float max_val = -1e6;
|
137
|
+
int max_i = 100;
|
138
|
+
vec3 loc = start_loc;
|
139
|
+
|
140
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
141
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
142
|
+
// inside the loop.
|
143
|
+
for (int iter=0; iter<MAX_STEPS; iter++) {
|
144
|
+
if (iter >= nsteps)
|
145
|
+
break;
|
146
|
+
// Sample from the 3D texture
|
147
|
+
float val = sample1(loc);
|
148
|
+
// Apply MIP operation
|
149
|
+
if (val > max_val) {
|
150
|
+
max_val = val;
|
151
|
+
max_i = iter;
|
152
|
+
}
|
153
|
+
// Advance location deeper into the volume
|
154
|
+
loc += step;
|
155
|
+
}
|
156
|
+
|
157
|
+
// Refine location, gives crispier images
|
158
|
+
vec3 iloc = start_loc + step * (float(max_i) - 0.5);
|
159
|
+
vec3 istep = step / float(REFINEMENT_STEPS);
|
160
|
+
for (int i=0; i<REFINEMENT_STEPS; i++) {
|
161
|
+
max_val = max(max_val, sample1(iloc));
|
162
|
+
iloc += istep;
|
163
|
+
}
|
164
|
+
|
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// Resolve final color
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gl_FragColor = apply_colormap(max_val);
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}
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+
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void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {
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gl_FragColor = vec4(0.0); // init transparent
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vec4 color3 = vec4(0.0); // final color
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vec3 dstep = 1.5 / u_size; // step to sample derivative
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vec3 loc = start_loc;
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float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);
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+
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// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
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// non-constant expression. So we use a hard-coded max, and an additional condition
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// inside the loop.
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for (int iter=0; iter<MAX_STEPS; iter++) {
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if (iter >= nsteps)
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break;
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+
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// Sample from the 3D texture
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float val = sample1(loc);
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+
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if (val > low_threshold) {
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// Take the last interval in smaller steps
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+
vec3 iloc = loc - 0.5 * step;
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vec3 istep = step / float(REFINEMENT_STEPS);
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for (int i=0; i<REFINEMENT_STEPS; i++) {
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val = sample1(iloc);
|
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if (val > u_renderthreshold) {
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gl_FragColor = add_lighting(val, iloc, dstep, view_ray);
|
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return;
|
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+
}
|
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+
iloc += istep;
|
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+
}
|
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}
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+
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// Advance location deeper into the volume
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loc += step;
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+
}
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}
|
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+
|
207
|
+
vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)
|
208
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+
{
|
209
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+
// Calculate color by incorporating lighting
|
210
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+
|
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|
+
// View direction
|
212
|
+
vec3 V = normalize(view_ray);
|
213
|
+
|
214
|
+
// calculate normal vector from gradient
|
215
|
+
vec3 N;
|
216
|
+
float val1, val2;
|
217
|
+
val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));
|
218
|
+
val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));
|
219
|
+
N[0] = val1 - val2;
|
220
|
+
val = max(max(val1, val2), val);
|
221
|
+
val1 = sample1(loc + vec3(0.0, -step[1], 0.0));
|
222
|
+
val2 = sample1(loc + vec3(0.0, +step[1], 0.0));
|
223
|
+
N[1] = val1 - val2;
|
224
|
+
val = max(max(val1, val2), val);
|
225
|
+
val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));
|
226
|
+
val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));
|
227
|
+
N[2] = val1 - val2;
|
228
|
+
val = max(max(val1, val2), val);
|
229
|
+
|
230
|
+
float gm = length(N); // gradient magnitude
|
231
|
+
N = normalize(N);
|
232
|
+
|
233
|
+
// Flip normal so it points towards viewer
|
234
|
+
float Nselect = float(dot(N, V) > 0.0);
|
235
|
+
N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;
|
236
|
+
|
237
|
+
// Init colors
|
238
|
+
vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);
|
239
|
+
vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);
|
240
|
+
vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);
|
241
|
+
|
242
|
+
// note: could allow multiple lights
|
243
|
+
for (int i=0; i<1; i++)
|
244
|
+
{
|
245
|
+
// Get light direction (make sure to prevent zero devision)
|
246
|
+
vec3 L = normalize(view_ray); //lightDirs[i];
|
247
|
+
float lightEnabled = float( length(L) > 0.0 );
|
248
|
+
L = normalize(L + (1.0 - lightEnabled));
|
249
|
+
|
250
|
+
// Calculate lighting properties
|
251
|
+
float lambertTerm = clamp(dot(N, L), 0.0, 1.0);
|
252
|
+
vec3 H = normalize(L+V); // Halfway vector
|
253
|
+
float specularTerm = pow(max(dot(H, N), 0.0), shininess);
|
254
|
+
|
255
|
+
// Calculate mask
|
256
|
+
float mask1 = lightEnabled;
|
257
|
+
|
258
|
+
// Calculate colors
|
259
|
+
ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;
|
260
|
+
diffuse_color += mask1 * lambertTerm;
|
261
|
+
specular_color += mask1 * specularTerm * specular_color;
|
262
|
+
}
|
263
|
+
|
264
|
+
// Calculate final color by componing different components
|
265
|
+
vec4 final_color;
|
266
|
+
vec4 color = apply_colormap(val);
|
267
|
+
final_color = color * (ambient_color + diffuse_color) + specular_color;
|
268
|
+
final_color.a = color.a;
|
269
|
+
return final_color;
|
270
|
+
}
|
271
|
+
`
|
272
|
+
)
|
222
273
|
};
|
223
274
|
export {
|
224
275
|
VolumeRenderShader1
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"VolumeShader.js","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: [\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n '\t\tvarying vec3 v_position;',\n\n '\t\tvoid main() {',\n // Prepare transforms to map to \"camera view\". See also:\n // https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n '\t\t\t\tmat4 viewtransformf = modelViewMatrix;',\n '\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);',\n\n // Project local vertex coordinate to camera position. Then do a step\n // backward (in cam coords) to the near clipping plane, and project back. Do\n // the same for the far clipping plane. This gives us all the information we\n // need to calculate the ray and truncate it to the viewing cone.\n '\t\t\t\tvec4 position4 = vec4(position, 1.0);',\n '\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;',\n\n // Intersection of ray and near clipping plane (z = -1 in clip coords)\n '\t\t\t\tpos_in_cam.z = -pos_in_cam.w;',\n '\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;',\n\n // Intersection of ray and far clipping plane (z = +1 in clip coords)\n '\t\t\t\tpos_in_cam.z = pos_in_cam.w;',\n '\t\t\t\tv_farpos = viewtransformi * pos_in_cam;',\n\n // Set varyings and output pos\n '\t\t\t\tv_position = position;',\n '\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;',\n '\t\t}',\n ].join('\\n'),\n fragmentShader: [\n '\t\tprecision highp float;',\n '\t\tprecision mediump sampler3D;',\n\n '\t\tuniform vec3 u_size;',\n '\t\tuniform int u_renderstyle;',\n '\t\tuniform float u_renderthreshold;',\n '\t\tuniform vec2 u_clim;',\n\n '\t\tuniform sampler3D u_data;',\n '\t\tuniform sampler2D u_cmdata;',\n\n '\t\tvarying vec3 v_position;',\n '\t\tvarying vec4 v_nearpos;',\n '\t\tvarying vec4 v_farpos;',\n\n // The maximum distance through our rendering volume is sqrt(3).\n '\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3',\n '\t\tconst int REFINEMENT_STEPS = 4;',\n '\t\tconst float relative_step_size = 1.0;',\n '\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);',\n '\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);',\n '\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);',\n '\t\tconst float shininess = 40.0;',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);',\n\n '\t\tfloat sample1(vec3 texcoords);',\n '\t\tvec4 apply_colormap(float val);',\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);',\n\n '\t\tvoid main() {',\n // Normalize clipping plane info\n '\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;',\n '\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;',\n\n // Calculate unit vector pointing in the view direction through this fragment.\n '\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);',\n\n // Compute the (negative) distance to the front surface or near clipping plane.\n // v_position is the back face of the cuboid, so the initial distance calculated in the dot\n // product below is the distance from near clip plane to the back of the cuboid\n '\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));',\n '\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,',\n '\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));',\n\n // Now we have the starting position on the front surface\n '\t\t\t\tvec3 front = v_position + view_ray * distance;',\n\n // Decide how many steps to take\n '\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);',\n '\t\t\t\tif ( nsteps < 1 )',\n '\t\t\t\t\t\tdiscard;',\n\n // Get starting location and step vector in texture coordinates\n '\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);',\n '\t\t\t\tvec3 start_loc = front / u_size;',\n\n // For testing: show the number of steps. This helps to establish\n // whether the rays are correctly oriented\n //'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',\n //'return;',\n\n '\t\t\t\tif (u_renderstyle == 0)',\n '\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);',\n '\t\t\t\telse if (u_renderstyle == 1)',\n '\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);',\n\n '\t\t\t\tif (gl_FragColor.a < 0.05)',\n '\t\t\t\t\t\tdiscard;',\n '\t\t}',\n\n '\t\tfloat sample1(vec3 texcoords) {',\n '\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */',\n '\t\t\t\treturn texture(u_data, texcoords.xyz).r;',\n '\t\t}',\n\n '\t\tvec4 apply_colormap(float val) {',\n '\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);',\n '\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));',\n '\t\t}',\n\n '\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tfloat max_val = -1e6;',\n '\t\t\t\tint max_i = 100;',\n '\t\t\t\tvec3 loc = start_loc;',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n // Apply MIP operation\n '\t\t\t\t\t\tif (val > max_val) {',\n '\t\t\t\t\t\t\t\tmax_val = val;',\n '\t\t\t\t\t\t\t\tmax_i = iter;',\n '\t\t\t\t\t\t}',\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n\n // Refine location, gives crispier images\n '\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);',\n '\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));',\n '\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t}',\n\n // Resolve final color\n '\t\t\t\tgl_FragColor = apply_colormap(max_val);',\n '\t\t}',\n\n '\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {',\n\n '\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent',\n '\t\t\t\tvec4 color3 = vec4(0.0);\t// final color',\n '\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative',\n '\t\t\t\tvec3 loc = start_loc;',\n\n '\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);',\n\n // Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n // non-constant expression. So we use a hard-coded max, and an additional condition\n // inside the loop.\n '\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {',\n '\t\t\t\t\t\tif (iter >= nsteps)',\n '\t\t\t\t\t\t\t\tbreak;',\n\n // Sample from the 3D texture\n '\t\t\t\t\t\tfloat val = sample1(loc);',\n\n '\t\t\t\t\t\tif (val > low_threshold) {',\n // Take the last interval in smaller steps\n '\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;',\n '\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);',\n '\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {',\n '\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);',\n '\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {',\n '\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);',\n '\t\t\t\t\t\t\t\t\t\t\t\treturn;',\n '\t\t\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t\t\t\t\tiloc += istep;',\n '\t\t\t\t\t\t\t\t}',\n '\t\t\t\t\t\t}',\n\n // Advance location deeper into the volume\n '\t\t\t\t\t\tloc += step;',\n '\t\t\t\t}',\n '\t\t}',\n\n '\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)',\n '\t\t{',\n // Calculate color by incorporating lighting\n\n // View direction\n '\t\t\t\tvec3 V = normalize(view_ray);',\n\n // calculate normal vector from gradient\n '\t\t\t\tvec3 N;',\n '\t\t\t\tfloat val1, val2;',\n '\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));',\n '\t\t\t\tN[0] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));',\n '\t\t\t\tN[1] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n '\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));',\n '\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));',\n '\t\t\t\tN[2] = val1 - val2;',\n '\t\t\t\tval = max(max(val1, val2), val);',\n\n '\t\t\t\tfloat gm = length(N); // gradient magnitude',\n '\t\t\t\tN = normalize(N);',\n\n // Flip normal so it points towards viewer\n '\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);',\n '\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;',\n\n // Init colors\n '\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);',\n '\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);',\n\n // note: could allow multiple lights\n '\t\t\t\tfor (int i=0; i<1; i++)',\n '\t\t\t\t{',\n // Get light direction (make sure to prevent zero devision)\n '\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];',\n '\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );',\n '\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));',\n\n // Calculate lighting properties\n '\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);',\n '\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector',\n '\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);',\n\n // Calculate mask\n '\t\t\t\t\t\tfloat mask1 = lightEnabled;',\n\n // Calculate colors\n '\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;',\n '\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;',\n '\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;',\n '\t\t\t\t}',\n\n // Calculate final color by componing different components\n '\t\t\t\tvec4 final_color;',\n '\t\t\t\tvec4 color = apply_colormap(val);',\n '\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;',\n '\t\t\t\tfinal_color.a = color.a;',\n '\t\t\t\treturn final_color;',\n '\t\t}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtC,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,OAAO,IAAI,QAAQ,GAAG,CAAC,EAAE;AAAA,IACnC,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAMA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA,IAOA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA;AAAA;AAAA;AAAA,IAKA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IAEA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA;AAAA,IAIA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
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{"version":3,"file":"VolumeShader.js","sources":["../../src/shaders/VolumeShader.ts"],"sourcesContent":["import { Vector2, Vector3 } from 'three'\n\n/**\n * Shaders to render 3D volumes using raycasting.\n * The applied techniques are based on similar implementations in the Visvis and Vispy projects.\n * This is not the only approach, therefore it's marked 1.\n */\n\nexport const VolumeRenderShader1 = {\n uniforms: {\n u_size: { value: /* @__PURE__ */ new Vector3(1, 1, 1) },\n u_renderstyle: { value: 0 },\n u_renderthreshold: { value: 0.5 },\n u_clim: { value: /* @__PURE__ */ new Vector2(1, 1) },\n u_data: { value: null },\n u_cmdata: { value: null },\n },\n vertexShader: /* glsl */ `\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\t\tvarying vec3 v_position;\n\n\t\tvoid main() {\n\t\t\t// Prepare transforms to map to \"camera view\". See also:\n\t\t\t// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram\n\t\t\tmat4 viewtransformf = modelViewMatrix;\n\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);\n\n\t\t\t// Project local vertex coordinate to camera position. Then do a step\n\t\t\t// backward (in cam coords) to the near clipping plane, and project back. Do\n\t\t\t// the same for the far clipping plane. This gives us all the information we\n\t\t\t// need to calculate the ray and truncate it to the viewing cone.\n\t\t\tvec4 position4 = vec4(position, 1.0);\n\t\t\tvec4 pos_in_cam = viewtransformf * position4;\n\n\t\t\t// Intersection of ray and near clipping plane (z = -1 in clip coords)\n\t\t\tpos_in_cam.z = -pos_in_cam.w;\n\t\t\tv_nearpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Intersection of ray and far clipping plane (z = +1 in clip coords)\n\t\t\tpos_in_cam.z = pos_in_cam.w;\n\t\t\tv_farpos = viewtransformi * pos_in_cam;\n\n\t\t\t// Set varyings and output pos\n\t\t\tv_position = position;\n\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;\n\t\t}\n `,\n fragmentShader: /* glsl */ `\n\t\tprecision highp float;\n\t\tprecision mediump sampler3D;\n\n\t\tuniform vec3 u_size;\n\t\tuniform int u_renderstyle;\n\t\tuniform float u_renderthreshold;\n\t\tuniform vec2 u_clim;\n\n\t\tuniform sampler3D u_data;\n\t\tuniform sampler2D u_cmdata;\n\n\t\tvarying vec3 v_position;\n\t\tvarying vec4 v_nearpos;\n\t\tvarying vec4 v_farpos;\n\n\t// The maximum distance through our rendering volume is sqrt(3).\n\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3\n\t\tconst int REFINEMENT_STEPS = 4;\n\t\tconst float relative_step_size = 1.0;\n\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);\n\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);\n\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);\n\t\tconst float shininess = 40.0;\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);\n\n\t\tfloat sample1(vec3 texcoords);\n\t\tvec4 apply_colormap(float val);\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);\n\n\t\tvoid main() {\n\t// Normalize clipping plane info\n\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;\n\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;\n\n\t// Calculate unit vector pointing in the view direction through this fragment.\n\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);\n\n\t// Compute the (negative) distance to the front surface or near clipping plane.\n\t// v_position is the back face of the cuboid, so the initial distance calculated in the dot\n\t// product below is the distance from near clip plane to the back of the cuboid\n\t\t\tfloat distance = dot(nearpos - v_position, view_ray);\n\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,\n\t\t\t\t\t\t\t\t\t\t(u_size.x - 0.5 - v_position.x) / view_ray.x));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,\n\t\t\t\t\t\t\t\t\t\t(u_size.y - 0.5 - v_position.y) / view_ray.y));\n\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,\n\t\t\t\t\t\t\t\t\t\t(u_size.z - 0.5 - v_position.z) / view_ray.z));\n\n\t// Now we have the starting position on the front surface\n\t\t\tvec3 front = v_position + view_ray * distance;\n\n\t// Decide how many steps to take\n\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);\n\t\t\tif ( nsteps < 1 )\n\t\t\t\tdiscard;\n\n\t// Get starting location and step vector in texture coordinates\n\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);\n\t\t\tvec3 start_loc = front / u_size;\n\n\t// For testing: show the number of steps. This helps to establish\n\t// whether the rays are correctly oriented\n\t//gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);\n\t//return;\n\n\t\t\tif (u_renderstyle == 0)\n\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);\n\t\t\telse if (u_renderstyle == 1)\n\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);\n\n\t\t\tif (gl_FragColor.a < 0.05)\n\t\t\t\tdiscard;\n\t\t}\n\n\t\tfloat sample1(vec3 texcoords) {\n\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */\n\t\t\treturn texture(u_data, texcoords.xyz).r;\n\t\t}\n\n\t\tvec4 apply_colormap(float val) {\n\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);\n\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));\n\t\t}\n\n\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tfloat max_val = -1e6;\n\t\t\tint max_i = 100;\n\t\t\tvec3 loc = start_loc;\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\t// Apply MIP operation\n\t\t\t\tif (val > max_val) {\n\t\t\t\t\tmax_val = val;\n\t\t\t\t\tmax_i = iter;\n\t\t\t\t}\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\n\t// Refine location, gives crispier images\n\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);\n\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\tmax_val = max(max_val, sample1(iloc));\n\t\t\t\tiloc += istep;\n\t\t\t}\n\n\t// Resolve final color\n\t\t\tgl_FragColor = apply_colormap(max_val);\n\t\t}\n\n\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {\n\n\t\t\tgl_FragColor = vec4(0.0);\t// init transparent\n\t\t\tvec4 color3 = vec4(0.0);\t// final color\n\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative\n\t\t\tvec3 loc = start_loc;\n\n\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);\n\n\t// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with\n\t// non-constant expression. So we use a hard-coded max, and an additional condition\n\t// inside the loop.\n\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {\n\t\t\t\tif (iter >= nsteps)\n\t\t\t\t\tbreak;\n\n\t// Sample from the 3D texture\n\t\t\t\tfloat val = sample1(loc);\n\n\t\t\t\tif (val > low_threshold) {\n\t// Take the last interval in smaller steps\n\t\t\t\t\tvec3 iloc = loc - 0.5 * step;\n\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);\n\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {\n\t\t\t\t\t\tval = sample1(iloc);\n\t\t\t\t\t\tif (val > u_renderthreshold) {\n\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tiloc += istep;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t// Advance location deeper into the volume\n\t\t\t\tloc += step;\n\t\t\t}\n\t\t}\n\n\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)\n\t\t{\n\t// Calculate color by incorporating lighting\n\n\t// View direction\n\t\t\tvec3 V = normalize(view_ray);\n\n\t// calculate normal vector from gradient\n\t\t\tvec3 N;\n\t\t\tfloat val1, val2;\n\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));\n\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));\n\t\t\tN[0] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));\n\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));\n\t\t\tN[1] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));\n\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));\n\t\t\tN[2] = val1 - val2;\n\t\t\tval = max(max(val1, val2), val);\n\n\t\t\tfloat gm = length(N); // gradient magnitude\n\t\t\tN = normalize(N);\n\n\t// Flip normal so it points towards viewer\n\t\t\tfloat Nselect = float(dot(N, V) > 0.0);\n\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;\n\n\t// Init colors\n\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);\n\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);\n\n\t// note: could allow multiple lights\n\t\t\tfor (int i=0; i<1; i++)\n\t\t\t{\n\t// Get light direction (make sure to prevent zero devision)\n\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];\n\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );\n\t\t\t\tL = normalize(L + (1.0 - lightEnabled));\n\n\t// Calculate lighting properties\n\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);\n\t\t\t\tvec3 H = normalize(L+V); // Halfway vector\n\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);\n\n\t// Calculate mask\n\t\t\t\tfloat mask1 = lightEnabled;\n\n\t// Calculate colors\n\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;\n\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;\n\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;\n\t\t\t}\n\n\t// Calculate final color by componing different components\n\t\t\tvec4 final_color;\n\t\t\tvec4 color = apply_colormap(val);\n\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;\n\t\t\tfinal_color.a = color.a;\n\t\t\treturn final_color;\n\t\t}\n `,\n}\n"],"names":[],"mappings":";AAQO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,QAAQ,EAAE,OAAuB,oBAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACtD,eAAe,EAAE,OAAO,EAAE;AAAA,IAC1B,mBAAmB,EAAE,OAAO,IAAI;AAAA,IAChC,QAAQ,EAAE,2BAA2B,QAAQ,GAAG,CAAC,EAAE;AAAA,IACnD,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,UAAU,EAAE,OAAO,KAAK;AAAA,EAC1B;AAAA,EACA;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;AAAA;AAAA,EA+BzB;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;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAiO7B;"}
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