three-stdlib 2.8.10 → 2.9.0

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Files changed (168) hide show
  1. package/index.cjs.js +1 -1
  2. package/index.d.ts +2 -52
  3. package/index.js +53 -52
  4. package/lines/LineMaterial.d.ts +7 -6
  5. package/modifiers/CurveModifier.cjs.js +1 -1
  6. package/modifiers/CurveModifier.d.ts +13 -9
  7. package/modifiers/CurveModifier.js +27 -30
  8. package/objects/Lensflare.cjs.js +1 -1
  9. package/objects/Lensflare.js +11 -3
  10. package/package.json +3 -3
  11. package/postprocessing/AfterimagePass.d.ts +2 -30
  12. package/postprocessing/RenderPixelatedPass.cjs.js +1 -0
  13. package/postprocessing/RenderPixelatedPass.js +213 -0
  14. package/shaders/ACESFilmicToneMappingShader.cjs.js +1 -1
  15. package/shaders/ACESFilmicToneMappingShader.d.ts +9 -0
  16. package/shaders/ACESFilmicToneMappingShader.js +1 -1
  17. package/shaders/AfterimageShader.d.ts +9 -15
  18. package/shaders/BasicShader.cjs.js +1 -1
  19. package/shaders/BasicShader.d.ts +5 -5
  20. package/shaders/BasicShader.js +1 -1
  21. package/shaders/BleachBypassShader.cjs.js +1 -1
  22. package/shaders/BleachBypassShader.d.ts +8 -9
  23. package/shaders/BleachBypassShader.js +1 -1
  24. package/shaders/BlendShader.cjs.js +1 -1
  25. package/shaders/BlendShader.d.ts +13 -7
  26. package/shaders/BlendShader.js +1 -1
  27. package/shaders/BokehShader.cjs.js +1 -1
  28. package/shaders/BokehShader.d.ts +18 -19
  29. package/shaders/BokehShader.js +1 -1
  30. package/shaders/BokehShader2.cjs.js +1 -1
  31. package/shaders/BokehShader2.d.ts +80 -34
  32. package/shaders/BokehShader2.js +2 -2
  33. package/shaders/BrightnessContrastShader.cjs.js +1 -1
  34. package/shaders/BrightnessContrastShader.d.ts +10 -6
  35. package/shaders/BrightnessContrastShader.js +1 -1
  36. package/shaders/ColorCorrectionShader.cjs.js +1 -1
  37. package/shaders/ColorCorrectionShader.d.ts +14 -7
  38. package/shaders/ColorCorrectionShader.js +1 -1
  39. package/shaders/ColorifyShader.cjs.js +1 -1
  40. package/shaders/ColorifyShader.d.ts +8 -5
  41. package/shaders/ColorifyShader.js +1 -1
  42. package/shaders/ConvolutionShader.cjs.js +1 -1
  43. package/shaders/ConvolutionShader.d.ts +15 -16
  44. package/shaders/ConvolutionShader.js +9 -14
  45. package/shaders/CopyShader.d.ts +8 -12
  46. package/shaders/DOFMipMapShader.cjs.js +1 -1
  47. package/shaders/DOFMipMapShader.d.ts +13 -7
  48. package/shaders/DOFMipMapShader.js +1 -1
  49. package/shaders/DepthLimitedBlurShader.cjs.js +1 -1
  50. package/shaders/DepthLimitedBlurShader.d.ts +26 -25
  51. package/shaders/DepthLimitedBlurShader.js +12 -16
  52. package/shaders/DigitalGlitch.cjs.js +1 -1
  53. package/shaders/DigitalGlitch.d.ts +34 -14
  54. package/shaders/DigitalGlitch.js +1 -10
  55. package/shaders/DotScreenShader.cjs.js +1 -1
  56. package/shaders/DotScreenShader.d.ts +17 -8
  57. package/shaders/DotScreenShader.js +1 -1
  58. package/shaders/FXAAShader.cjs.js +1 -1
  59. package/shaders/FXAAShader.d.ts +8 -5
  60. package/shaders/FXAAShader.js +1 -1
  61. package/shaders/FilmShader.cjs.js +1 -1
  62. package/shaders/FilmShader.d.ts +19 -9
  63. package/shaders/FilmShader.js +1 -1
  64. package/shaders/FocusShader.cjs.js +1 -1
  65. package/shaders/FocusShader.d.ts +16 -8
  66. package/shaders/FocusShader.js +1 -1
  67. package/shaders/FreiChenShader.cjs.js +1 -1
  68. package/shaders/FreiChenShader.d.ts +8 -5
  69. package/shaders/FreiChenShader.js +1 -1
  70. package/shaders/FresnelShader.cjs.js +1 -1
  71. package/shaders/FresnelShader.d.ts +21 -0
  72. package/shaders/FresnelShader.js +1 -1
  73. package/shaders/GammaCorrectionShader.d.ts +7 -7
  74. package/shaders/GodRaysShader.cjs.js +1 -1
  75. package/shaders/GodRaysShader.d.ts +38 -20
  76. package/shaders/GodRaysShader.js +4 -4
  77. package/shaders/HalftoneShader.cjs.js +1 -1
  78. package/shaders/HalftoneShader.d.ts +40 -16
  79. package/shaders/HalftoneShader.js +1 -1
  80. package/shaders/HorizontalBlurShader.d.ts +8 -8
  81. package/shaders/HorizontalTiltShiftShader.cjs.js +1 -1
  82. package/shaders/HorizontalTiltShiftShader.d.ts +10 -6
  83. package/shaders/HorizontalTiltShiftShader.js +1 -1
  84. package/shaders/HueSaturationShader.cjs.js +1 -1
  85. package/shaders/HueSaturationShader.d.ts +10 -6
  86. package/shaders/HueSaturationShader.js +1 -1
  87. package/shaders/KaleidoShader.cjs.js +1 -1
  88. package/shaders/KaleidoShader.d.ts +10 -6
  89. package/shaders/KaleidoShader.js +1 -1
  90. package/shaders/LuminosityHighPassShader.cjs.js +1 -1
  91. package/shaders/LuminosityHighPassShader.d.ts +17 -8
  92. package/shaders/LuminosityHighPassShader.js +1 -1
  93. package/shaders/LuminosityShader.cjs.js +1 -1
  94. package/shaders/LuminosityShader.d.ts +4 -4
  95. package/shaders/LuminosityShader.js +1 -1
  96. package/shaders/MirrorShader.cjs.js +1 -1
  97. package/shaders/MirrorShader.d.ts +7 -5
  98. package/shaders/MirrorShader.js +1 -1
  99. package/shaders/NormalMapShader.cjs.js +1 -1
  100. package/shaders/NormalMapShader.d.ts +14 -7
  101. package/shaders/NormalMapShader.js +1 -1
  102. package/shaders/ParallaxShader.cjs.js +1 -1
  103. package/shaders/ParallaxShader.d.ts +28 -0
  104. package/shaders/ParallaxShader.js +1 -1
  105. package/shaders/PixelShader.cjs.js +1 -1
  106. package/shaders/PixelShader.d.ts +10 -6
  107. package/shaders/PixelShader.js +1 -1
  108. package/shaders/RGBShiftShader.cjs.js +1 -1
  109. package/shaders/RGBShiftShader.d.ts +10 -6
  110. package/shaders/RGBShiftShader.js +1 -1
  111. package/shaders/SAOShader.cjs.js +1 -1
  112. package/shaders/SAOShader.d.ts +24 -29
  113. package/shaders/SAOShader.js +1 -5
  114. package/shaders/SMAAShader.cjs.js +1 -1
  115. package/shaders/SMAAShader.d.ts +31 -16
  116. package/shaders/SMAAShader.js +3 -3
  117. package/shaders/SSAOShader.cjs.js +1 -1
  118. package/shaders/SSAOShader.d.ts +58 -25
  119. package/shaders/SSAOShader.js +3 -3
  120. package/shaders/SSRShader.cjs.js +1 -1
  121. package/shaders/SSRShader.d.ts +67 -36
  122. package/shaders/SSRShader.js +3 -3
  123. package/shaders/SepiaShader.cjs.js +1 -1
  124. package/shaders/SepiaShader.d.ts +7 -5
  125. package/shaders/SepiaShader.js +1 -1
  126. package/shaders/SobelOperatorShader.cjs.js +1 -1
  127. package/shaders/SobelOperatorShader.d.ts +8 -5
  128. package/shaders/SobelOperatorShader.js +1 -1
  129. package/shaders/SubsurfaceScatteringShader.cjs.js +1 -1
  130. package/shaders/SubsurfaceScatteringShader.d.ts +2 -34
  131. package/shaders/SubsurfaceScatteringShader.js +3 -3
  132. package/shaders/TechnicolorShader.cjs.js +1 -1
  133. package/shaders/TechnicolorShader.d.ts +4 -4
  134. package/shaders/TechnicolorShader.js +1 -1
  135. package/shaders/ToneMapShader.cjs.js +1 -1
  136. package/shaders/ToneMapShader.d.ts +19 -9
  137. package/shaders/ToneMapShader.js +1 -1
  138. package/shaders/ToonShader.cjs.js +1 -1
  139. package/shaders/ToonShader.d.ts +80 -34
  140. package/shaders/ToonShader.js +4 -4
  141. package/shaders/TriangleBlurShader.cjs.js +1 -1
  142. package/shaders/TriangleBlurShader.d.ts +8 -5
  143. package/shaders/TriangleBlurShader.js +1 -1
  144. package/shaders/UnpackDepthRGBAShader.cjs.js +1 -1
  145. package/shaders/UnpackDepthRGBAShader.d.ts +7 -5
  146. package/shaders/UnpackDepthRGBAShader.js +1 -1
  147. package/shaders/VerticalBlurShader.cjs.js +1 -1
  148. package/shaders/VerticalBlurShader.d.ts +8 -8
  149. package/shaders/VerticalBlurShader.js +1 -1
  150. package/shaders/VerticalTiltShiftShader.cjs.js +1 -1
  151. package/shaders/VerticalTiltShiftShader.d.ts +10 -6
  152. package/shaders/VerticalTiltShiftShader.js +1 -1
  153. package/shaders/VignetteShader.cjs.js +1 -1
  154. package/shaders/VignetteShader.d.ts +10 -6
  155. package/shaders/VignetteShader.js +1 -1
  156. package/shaders/VolumeShader.cjs.js +1 -1
  157. package/shaders/VolumeShader.d.ts +20 -9
  158. package/shaders/VolumeShader.js +1 -1
  159. package/shaders/WaterRefractionShader.cjs.js +1 -1
  160. package/shaders/WaterRefractionShader.d.ts +16 -8
  161. package/shaders/WaterRefractionShader.js +1 -1
  162. package/shaders/index.cjs.js +1 -0
  163. package/shaders/index.d.ts +53 -0
  164. package/shaders/index.js +53 -0
  165. package/shaders/types.cjs.js +1 -0
  166. package/shaders/types.d.ts +14 -0
  167. package/shaders/types.js +1 -0
  168. package/types/shared.d.ts +0 -20
@@ -1,7 +1,7 @@
1
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  /**
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  * Pixelation shader
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  */
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- var PixelShader = {
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+ const PixelShader = {
5
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  uniforms: {
6
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  tDiffuse: {
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  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{tDiffuse:{value:null},amount:{value:.005},angle:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float amount;","uniform float angle;","varying vec2 vUv;","void main() {","\tvec2 offset = amount * vec2( cos(angle), sin(angle));","\tvec4 cr = texture2D(tDiffuse, vUv + offset);","\tvec4 cga = texture2D(tDiffuse, vUv);","\tvec4 cb = texture2D(tDiffuse, vUv - offset);","\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);","}"].join("\n")};exports.RGBShiftShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},amount:{value:.005},angle:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float amount;","uniform float angle;","varying vec2 vUv;","void main() {","\tvec2 offset = amount * vec2( cos(angle), sin(angle));","\tvec4 cr = texture2D(tDiffuse, vUv + offset);","\tvec4 cga = texture2D(tDiffuse, vUv);","\tvec4 cb = texture2D(tDiffuse, vUv - offset);","\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);","}"].join("\n")};exports.RGBShiftShader=e;
@@ -1,10 +1,14 @@
1
- import { Uniform } from 'three';
2
-
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- export const RGBShiftShader: {
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+ export declare const RGBShiftShader: {
4
2
  uniforms: {
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- tDiffuse: Uniform;
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- amount: Uniform;
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- angle: Uniform;
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+ tDiffuse: {
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+ value: null;
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+ };
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+ amount: {
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+ value: number;
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+ };
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+ angle: {
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+ value: number;
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+ };
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  };
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  vertexShader: string;
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  fragmentShader: string;
@@ -7,7 +7,7 @@
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  * amount: shift distance (1 is width of input)
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  * angle: shift angle in radians
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  */
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- var RGBShiftShader = {
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+ const RGBShiftShader = {
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  uniforms: {
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  tDiffuse: {
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  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t={defines:{NUM_SAMPLES:7,NUM_RINGS:4,NORMAL_TEXTURE:0,DIFFUSE_TEXTURE:0,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},tDiffuse:{value:null},tNormal:{value:null},size:{value:new e.Vector2(512,512)},cameraNear:{value:1},cameraFar:{value:100},cameraProjectionMatrix:{value:new e.Matrix4},cameraInverseProjectionMatrix:{value:new e.Matrix4},scale:{value:1},intensity:{value:.1},bias:{value:.5},minResolution:{value:0},kernelRadius:{value:100},randomSeed:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","varying vec2 vUv;","#if DIFFUSE_TEXTURE == 1","uniform sampler2D tDiffuse;","#endif","uniform sampler2D tDepth;","#if NORMAL_TEXTURE == 1","uniform sampler2D tNormal;","#endif","uniform float cameraNear;","uniform float cameraFar;","uniform mat4 cameraProjectionMatrix;","uniform mat4 cameraInverseProjectionMatrix;","uniform float scale;","uniform float intensity;","uniform float bias;","uniform float kernelRadius;","uniform float minResolution;","uniform vec2 size;","uniform float randomSeed;","// RGBA depth","#include <packing>","vec4 getDefaultColor( const in vec2 screenPosition ) {","\t#if DIFFUSE_TEXTURE == 1","\treturn texture2D( tDiffuse, vUv );","\t#else","\treturn vec4( 1.0 );","\t#endif","}","float getDepth( const in vec2 screenPosition ) {","\t#if DEPTH_PACKING == 1","\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );","\t#else","\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {","\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];","\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );","\tclipPosition *= clipW; // unprojection.","\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;","}","vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {","\t#if NORMAL_TEXTURE == 1","\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );","\t#else","\treturn normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );","\t#endif","}","float scaleDividedByCameraFar;","float minResolutionMultipliedByCameraFar;","float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {","\tvec3 viewDelta = sampleViewPosition - centerViewPosition;","\tfloat viewDistance = length( viewDelta );","\tfloat scaledScreenDistance = scaleDividedByCameraFar * viewDistance;","\treturn max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );","}","// moving costly divides into consts","const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );","const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );","float getAmbientOcclusion( const in vec3 centerViewPosition ) {","\t// precompute some variables require in getOcclusion.","\tscaleDividedByCameraFar = scale / cameraFar;","\tminResolutionMultipliedByCameraFar = minResolution * cameraFar;","\tvec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );","\t// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/","\tfloat angle = rand( vUv + randomSeed ) * PI2;","\tvec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;","\tvec2 radiusStep = radius;","\tfloat occlusionSum = 0.0;","\tfloat weightSum = 0.0;","\tfor( int i = 0; i < NUM_SAMPLES; i ++ ) {","\t\tvec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;","\t\tradius += radiusStep;","\t\tangle += ANGLE_STEP;","\t\tfloat sampleDepth = getDepth( sampleUv );","\t\tif( sampleDepth >= ( 1.0 - EPSILON ) ) {","\t\t\tcontinue;","\t\t}","\t\tfloat sampleViewZ = getViewZ( sampleDepth );","\t\tvec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );","\t\tocclusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );","\t\tweightSum += 1.0;","\t}","\tif( weightSum == 0.0 ) discard;","\treturn occlusionSum * ( intensity / weightSum );","}","void main() {","\tfloat centerDepth = getDepth( vUv );","\tif( centerDepth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = getViewZ( centerDepth );","\tvec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );","\tfloat ambientOcclusion = getAmbientOcclusion( viewPosition );","\tgl_FragColor = getDefaultColor( vUv );","\tgl_FragColor.xyz *= 1.0 - ambientOcclusion;","}"].join("\n")};exports.SAOShader=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{NUM_SAMPLES:7,NUM_RINGS:4,NORMAL_TEXTURE:0,DIFFUSE_TEXTURE:0,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},tDiffuse:{value:null},tNormal:{value:null},size:{value:new e.Vector2(512,512)},cameraNear:{value:1},cameraFar:{value:100},cameraProjectionMatrix:{value:new e.Matrix4},cameraInverseProjectionMatrix:{value:new e.Matrix4},scale:{value:1},intensity:{value:.1},bias:{value:.5},minResolution:{value:0},kernelRadius:{value:100},randomSeed:{value:0}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","varying vec2 vUv;","#if DIFFUSE_TEXTURE == 1","uniform sampler2D tDiffuse;","#endif","uniform sampler2D tDepth;","#if NORMAL_TEXTURE == 1","uniform sampler2D tNormal;","#endif","uniform float cameraNear;","uniform float cameraFar;","uniform mat4 cameraProjectionMatrix;","uniform mat4 cameraInverseProjectionMatrix;","uniform float scale;","uniform float intensity;","uniform float bias;","uniform float kernelRadius;","uniform float minResolution;","uniform vec2 size;","uniform float randomSeed;","// RGBA depth","#include <packing>","vec4 getDefaultColor( const in vec2 screenPosition ) {","\t#if DIFFUSE_TEXTURE == 1","\treturn texture2D( tDiffuse, vUv );","\t#else","\treturn vec4( 1.0 );","\t#endif","}","float getDepth( const in vec2 screenPosition ) {","\t#if DEPTH_PACKING == 1","\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );","\t#else","\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {","\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];","\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );","\tclipPosition *= clipW; // unprojection.","\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;","}","vec3 getViewNormal( const in vec3 viewPosition, const in vec2 screenPosition ) {","\t#if NORMAL_TEXTURE == 1","\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );","\t#else","\treturn normalize( cross( dFdx( viewPosition ), dFdy( viewPosition ) ) );","\t#endif","}","float scaleDividedByCameraFar;","float minResolutionMultipliedByCameraFar;","float getOcclusion( const in vec3 centerViewPosition, const in vec3 centerViewNormal, const in vec3 sampleViewPosition ) {","\tvec3 viewDelta = sampleViewPosition - centerViewPosition;","\tfloat viewDistance = length( viewDelta );","\tfloat scaledScreenDistance = scaleDividedByCameraFar * viewDistance;","\treturn max(0.0, (dot(centerViewNormal, viewDelta) - minResolutionMultipliedByCameraFar) / scaledScreenDistance - bias) / (1.0 + pow2( scaledScreenDistance ) );","}","// moving costly divides into consts","const float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );","const float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );","float getAmbientOcclusion( const in vec3 centerViewPosition ) {","\t// precompute some variables require in getOcclusion.","\tscaleDividedByCameraFar = scale / cameraFar;","\tminResolutionMultipliedByCameraFar = minResolution * cameraFar;","\tvec3 centerViewNormal = getViewNormal( centerViewPosition, vUv );","\t// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/","\tfloat angle = rand( vUv + randomSeed ) * PI2;","\tvec2 radius = vec2( kernelRadius * INV_NUM_SAMPLES ) / size;","\tvec2 radiusStep = radius;","\tfloat occlusionSum = 0.0;","\tfloat weightSum = 0.0;","\tfor( int i = 0; i < NUM_SAMPLES; i ++ ) {","\t\tvec2 sampleUv = vUv + vec2( cos( angle ), sin( angle ) ) * radius;","\t\tradius += radiusStep;","\t\tangle += ANGLE_STEP;","\t\tfloat sampleDepth = getDepth( sampleUv );","\t\tif( sampleDepth >= ( 1.0 - EPSILON ) ) {","\t\t\tcontinue;","\t\t}","\t\tfloat sampleViewZ = getViewZ( sampleDepth );","\t\tvec3 sampleViewPosition = getViewPosition( sampleUv, sampleDepth, sampleViewZ );","\t\tocclusionSum += getOcclusion( centerViewPosition, centerViewNormal, sampleViewPosition );","\t\tweightSum += 1.0;","\t}","\tif( weightSum == 0.0 ) discard;","\treturn occlusionSum * ( intensity / weightSum );","}","void main() {","\tfloat centerDepth = getDepth( vUv );","\tif( centerDepth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = getViewZ( centerDepth );","\tvec3 viewPosition = getViewPosition( vUv, centerDepth, centerViewZ );","\tfloat ambientOcclusion = getAmbientOcclusion( viewPosition );","\tgl_FragColor = getDefaultColor( vUv );","\tgl_FragColor.xyz *= 1.0 - ambientOcclusion;","}"].join("\n")};exports.SAOShader=t;
@@ -1,30 +1,25 @@
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- import { Uniform } from 'three';
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-
3
- export const SAOShader: {
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- defines: {
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- NUM_SAMPLES: number;
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- NUM_RINGS: number;
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- NORMAL_TEXTURE: number;
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- DIFFUSE_TEXTURE: number;
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- DEPTH_PACKING: number;
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- PERSPECTIVE_CAMERA: number;
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- };
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- uniforms: {
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- tDepth: Uniform;
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- tDiffuse: Uniform;
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- tNormal: Uniform;
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- size: Uniform;
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- cameraNear: Uniform;
18
- cameraFar: Uniform;
19
- cameraProjectionMatrix: Uniform;
20
- cameraInverseProjectionMatrix: Uniform;
21
- scale: Uniform;
22
- intensity: Uniform;
23
- bias: Uniform;
24
- minResolution: Uniform;
25
- kernelRadius: Uniform;
26
- randomSeed: Uniform;
27
- };
28
- vertexShader: string;
29
- fragmentShader: string;
1
+ import { Matrix4, Vector2 } from 'three';
2
+ import type { IUniform, Texture } from 'three';
3
+ import type { IShader } from './types';
4
+ export declare type SAOShaderDefines = Record<'DEPTH_PACKING' | 'DIFFUSE_TEXTURE' | 'NORMAL_TEXTURE' | 'NUM_RINGS' | 'NUM_SAMPLES' | 'PERSPECTIVE_CAMERA', number>;
5
+ export declare type SAOShaderUniforms = {
6
+ bias: IUniform<number>;
7
+ cameraFar: IUniform<number>;
8
+ cameraInverseProjectionMatrix: IUniform<Matrix4>;
9
+ cameraNear: IUniform<number>;
10
+ cameraProjectionMatrix: IUniform<Matrix4>;
11
+ intensity: IUniform<number>;
12
+ kernelRadius: IUniform<number>;
13
+ minResolution: IUniform<number>;
14
+ randomSeed: IUniform<number>;
15
+ scale: IUniform<number>;
16
+ size: IUniform<Vector2>;
17
+ tDepth: IUniform<Texture | null>;
18
+ tDiffuse: IUniform<Texture | null>;
19
+ tNormal: IUniform<Texture | null>;
30
20
  };
21
+ export interface ISAOShader extends IShader<SAOShaderUniforms, SAOShaderDefines> {
22
+ defines: SAOShaderDefines;
23
+ needsUpdate?: boolean;
24
+ }
25
+ export declare const SAOShader: ISAOShader;
@@ -1,10 +1,6 @@
1
1
  import { Vector2, Matrix4 } from 'three';
2
2
 
3
- /**
4
- * TODO
5
- */
6
-
7
- var SAOShader = {
3
+ const SAOShader = {
8
4
  defines: {
9
5
  NUM_SAMPLES: 7,
10
6
  NUM_RINGS: 4,
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t={defines:{SMAA_THRESHOLD:"0.1"},uniforms:{tDiffuse:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","void SMAAEdgeDetectionVS( vec2 texcoord ) {","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );","\tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );","}","void main() {","\tvUv = uv;","\tSMAAEdgeDetectionVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {","\tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );","\tvec4 delta;","\tvec3 C = texture2D( colorTex, texcoord ).rgb;","\tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;","\tvec3 t = abs( C - Cleft );","\tdelta.x = max( max( t.r, t.g ), t.b );","\tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;","\tt = abs( C - Ctop );","\tdelta.y = max( max( t.r, t.g ), t.b );","\tvec2 edges = step( threshold, delta.xy );","\tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )","\t\tdiscard;","\tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;","\tt = abs( C - Cright );","\tdelta.z = max( max( t.r, t.g ), t.b );","\tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;","\tt = abs( C - Cbottom );","\tdelta.w = max( max( t.r, t.g ), t.b );","\tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );","\tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;","\tt = abs( C - Cleftleft );","\tdelta.z = max( max( t.r, t.g ), t.b );","\tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;","\tt = abs( C - Ctoptop );","\tdelta.w = max( max( t.r, t.g ), t.b );","\tmaxDelta = max( max( maxDelta, delta.z ), delta.w );","\tedges.xy *= step( 0.5 * maxDelta, delta.xy );","\treturn vec4( edges, 0.0, 0.0 );","}","void main() {","\tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );","}"].join("\n")},o={defines:{SMAA_MAX_SEARCH_STEPS:"8",SMAA_AREATEX_MAX_DISTANCE:"16",SMAA_AREATEX_PIXEL_SIZE:"( 1.0 / vec2( 160.0, 560.0 ) )",SMAA_AREATEX_SUBTEX_SIZE:"( 1.0 / 7.0 )"},uniforms:{tDiffuse:{value:null},tArea:{value:null},tSearch:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","varying vec2 vPixcoord;","void SMAABlendingWeightCalculationVS( vec2 texcoord ) {","\tvPixcoord = texcoord / resolution;","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );","\tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );","}","void main() {","\tvUv = uv;","\tSMAABlendingWeightCalculationVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )","uniform sampler2D tDiffuse;","uniform sampler2D tArea;","uniform sampler2D tSearch;","uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[3];","varying vec2 vPixcoord;","#if __VERSION__ == 100","vec2 round( vec2 x ) {","\treturn sign( x ) * floor( abs( x ) + 0.5 );","}","#endif","float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {","\te.r = bias + e.r * scale;","\treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;","}","float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 0.0, 1.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;","\t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;","\t}","\ttexcoord.x += 0.25 * resolution.x;","\ttexcoord.x += resolution.x;","\ttexcoord.x += 2.0 * resolution.x;","\ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);","\treturn texcoord.x;","}","float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 0.0, 1.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;","\t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;","\t}","\ttexcoord.x -= 0.25 * resolution.x;","\ttexcoord.x -= resolution.x;","\ttexcoord.x -= 2.0 * resolution.x;","\ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );","\treturn texcoord.x;","}","float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 1.0, 0.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord += vec2( 0.0, 2.0 ) * resolution;","\t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;","\t}","\ttexcoord.y -= 0.25 * resolution.y;","\ttexcoord.y -= resolution.y;","\ttexcoord.y -= 2.0 * resolution.y;","\ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );","\treturn texcoord.y;","}","float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 1.0, 0.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution;","\t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;","\t}","\ttexcoord.y += 0.25 * resolution.y;","\ttexcoord.y += resolution.y;","\ttexcoord.y += 2.0 * resolution.y;","\ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );","\treturn texcoord.y;","}","vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {","\tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;","\ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );","\ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;","\treturn texture2D( areaTex, texcoord, 0.0 ).rg;","}","vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {","\tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );","\tvec2 e = texture2D( edgesTex, texcoord ).rg;","\tif ( e.g > 0.0 ) {","\t\tvec2 d;","\t\tvec2 coords;","\t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );","\t\tcoords.y = offset[ 1 ].y;","\t\td.x = coords.x;","\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;","\t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );","\t\td.y = coords.x;","\t\td = d / resolution.x - pixcoord.x;","\t\tvec2 sqrt_d = sqrt( abs( d ) );","\t\tcoords.y -= 1.0 * resolution.y;","\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;","\t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );","\t}","\tif ( e.r > 0.0 ) {","\t\tvec2 d;","\t\tvec2 coords;","\t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );","\t\tcoords.x = offset[ 0 ].x;","\t\td.x = coords.y;","\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;","\t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );","\t\td.y = coords.y;","\t\td = d / resolution.y - pixcoord.y;","\t\tvec2 sqrt_d = sqrt( abs( d ) );","\t\tcoords.y -= 1.0 * resolution.y;","\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;","\t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );","\t}","\treturn weights;","}","void main() {","\tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );","}"].join("\n")},r={uniforms:{tDiffuse:{value:null},tColor:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 2 ];","void SMAANeighborhoodBlendingVS( vec2 texcoord ) {","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );","}","void main() {","\tvUv = uv;","\tSMAANeighborhoodBlendingVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform sampler2D tColor;","uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 2 ];","vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {","\tvec4 a;","\ta.xz = texture2D( blendTex, texcoord ).xz;","\ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;","\ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;","\tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {","\t\treturn texture2D( colorTex, texcoord, 0.0 );","\t} else {","\t\tvec2 offset;","\t\toffset.x = a.a > a.b ? a.a : -a.b;","\t\toffset.y = a.g > a.r ? -a.g : a.r;","\t\tif ( abs( offset.x ) > abs( offset.y )) {","\t\t\toffset.y = 0.0;","\t\t} else {","\t\t\toffset.x = 0.0;","\t\t}","\t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );","\t\ttexcoord += sign( offset ) * resolution;","\t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );","\t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );","\t\tC.xyz = pow(C.xyz, vec3(2.2));","\t\tCop.xyz = pow(Cop.xyz, vec3(2.2));","\t\tvec4 mixed = mix(C, Cop, s);","\t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));","\t\treturn mixed;","\t}","}","void main() {","\tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );","}"].join("\n")};exports.SMAABlendShader=r,exports.SMAAEdgesShader=t,exports.SMAAWeightsShader=o;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{SMAA_THRESHOLD:"0.1"},uniforms:{tDiffuse:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","void SMAAEdgeDetectionVS( vec2 texcoord ) {","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );","\tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );","}","void main() {","\tvUv = uv;","\tSMAAEdgeDetectionVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {","\tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );","\tvec4 delta;","\tvec3 C = texture2D( colorTex, texcoord ).rgb;","\tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;","\tvec3 t = abs( C - Cleft );","\tdelta.x = max( max( t.r, t.g ), t.b );","\tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;","\tt = abs( C - Ctop );","\tdelta.y = max( max( t.r, t.g ), t.b );","\tvec2 edges = step( threshold, delta.xy );","\tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )","\t\tdiscard;","\tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;","\tt = abs( C - Cright );","\tdelta.z = max( max( t.r, t.g ), t.b );","\tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;","\tt = abs( C - Cbottom );","\tdelta.w = max( max( t.r, t.g ), t.b );","\tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );","\tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;","\tt = abs( C - Cleftleft );","\tdelta.z = max( max( t.r, t.g ), t.b );","\tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;","\tt = abs( C - Ctoptop );","\tdelta.w = max( max( t.r, t.g ), t.b );","\tmaxDelta = max( max( maxDelta, delta.z ), delta.w );","\tedges.xy *= step( 0.5 * maxDelta, delta.xy );","\treturn vec4( edges, 0.0, 0.0 );","}","void main() {","\tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );","}"].join("\n")},o={defines:{SMAA_MAX_SEARCH_STEPS:"8",SMAA_AREATEX_MAX_DISTANCE:"16",SMAA_AREATEX_PIXEL_SIZE:"( 1.0 / vec2( 160.0, 560.0 ) )",SMAA_AREATEX_SUBTEX_SIZE:"( 1.0 / 7.0 )"},uniforms:{tDiffuse:{value:null},tArea:{value:null},tSearch:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 3 ];","varying vec2 vPixcoord;","void SMAABlendingWeightCalculationVS( vec2 texcoord ) {","\tvPixcoord = texcoord / resolution;","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );","\tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );","}","void main() {","\tvUv = uv;","\tSMAABlendingWeightCalculationVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )","uniform sampler2D tDiffuse;","uniform sampler2D tArea;","uniform sampler2D tSearch;","uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[3];","varying vec2 vPixcoord;","#if __VERSION__ == 100","vec2 round( vec2 x ) {","\treturn sign( x ) * floor( abs( x ) + 0.5 );","}","#endif","float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {","\te.r = bias + e.r * scale;","\treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;","}","float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 0.0, 1.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;","\t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;","\t}","\ttexcoord.x += 0.25 * resolution.x;","\ttexcoord.x += resolution.x;","\ttexcoord.x += 2.0 * resolution.x;","\ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);","\treturn texcoord.x;","}","float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 0.0, 1.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;","\t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;","\t}","\ttexcoord.x -= 0.25 * resolution.x;","\ttexcoord.x -= resolution.x;","\ttexcoord.x -= 2.0 * resolution.x;","\ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );","\treturn texcoord.x;","}","float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 1.0, 0.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord += vec2( 0.0, 2.0 ) * resolution;","\t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;","\t}","\ttexcoord.y -= 0.25 * resolution.y;","\ttexcoord.y -= resolution.y;","\ttexcoord.y -= 2.0 * resolution.y;","\ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );","\treturn texcoord.y;","}","float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {","\tvec2 e = vec2( 1.0, 0.0 );","\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {","\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;","\t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution;","\t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;","\t}","\ttexcoord.y += 0.25 * resolution.y;","\ttexcoord.y += resolution.y;","\ttexcoord.y += 2.0 * resolution.y;","\ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );","\treturn texcoord.y;","}","vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {","\tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;","\ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );","\ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;","\treturn texture2D( areaTex, texcoord, 0.0 ).rg;","}","vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {","\tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );","\tvec2 e = texture2D( edgesTex, texcoord ).rg;","\tif ( e.g > 0.0 ) {","\t\tvec2 d;","\t\tvec2 coords;","\t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );","\t\tcoords.y = offset[ 1 ].y;","\t\td.x = coords.x;","\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;","\t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );","\t\td.y = coords.x;","\t\td = d / resolution.x - pixcoord.x;","\t\tvec2 sqrt_d = sqrt( abs( d ) );","\t\tcoords.y -= 1.0 * resolution.y;","\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;","\t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );","\t}","\tif ( e.r > 0.0 ) {","\t\tvec2 d;","\t\tvec2 coords;","\t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );","\t\tcoords.x = offset[ 0 ].x;","\t\td.x = coords.y;","\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;","\t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );","\t\td.y = coords.y;","\t\td = d / resolution.y - pixcoord.y;","\t\tvec2 sqrt_d = sqrt( abs( d ) );","\t\tcoords.y -= 1.0 * resolution.y;","\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;","\t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );","\t}","\treturn weights;","}","void main() {","\tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );","}"].join("\n")},r={uniforms:{tDiffuse:{value:null},tColor:{value:null},resolution:{value:new e.Vector2(1/1024,1/512)}},vertexShader:["uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 2 ];","void SMAANeighborhoodBlendingVS( vec2 texcoord ) {","\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );","\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );","}","void main() {","\tvUv = uv;","\tSMAANeighborhoodBlendingVS( vUv );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform sampler2D tColor;","uniform vec2 resolution;","varying vec2 vUv;","varying vec4 vOffset[ 2 ];","vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {","\tvec4 a;","\ta.xz = texture2D( blendTex, texcoord ).xz;","\ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;","\ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;","\tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {","\t\treturn texture2D( colorTex, texcoord, 0.0 );","\t} else {","\t\tvec2 offset;","\t\toffset.x = a.a > a.b ? a.a : -a.b;","\t\toffset.y = a.g > a.r ? -a.g : a.r;","\t\tif ( abs( offset.x ) > abs( offset.y )) {","\t\t\toffset.y = 0.0;","\t\t} else {","\t\t\toffset.x = 0.0;","\t\t}","\t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );","\t\ttexcoord += sign( offset ) * resolution;","\t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );","\t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );","\t\tC.xyz = pow(C.xyz, vec3(2.2));","\t\tCop.xyz = pow(Cop.xyz, vec3(2.2));","\t\tvec4 mixed = mix(C, Cop, s);","\t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));","\t\treturn mixed;","\t}","}","void main() {","\tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );","}"].join("\n")};exports.SMAABlendShader=r,exports.SMAAEdgesShader=t,exports.SMAAWeightsShader=o;
@@ -1,18 +1,20 @@
1
- import { Uniform } from 'three';
2
-
3
- export const SMAAEdgesShader: {
1
+ import { Vector2 } from 'three';
2
+ export declare const SMAAEdgesShader: {
4
3
  defines: {
5
4
  SMAA_THRESHOLD: string;
6
5
  };
7
6
  uniforms: {
8
- tDiffuse: Uniform;
9
- resolution: Uniform;
7
+ tDiffuse: {
8
+ value: null;
9
+ };
10
+ resolution: {
11
+ value: Vector2;
12
+ };
10
13
  };
11
14
  vertexShader: string;
12
15
  fragmentShader: string;
13
16
  };
14
-
15
- export const SMAAWeightsShader: {
17
+ export declare const SMAAWeightsShader: {
16
18
  defines: {
17
19
  SMAA_MAX_SEARCH_STEPS: string;
18
20
  SMAA_AREATEX_MAX_DISTANCE: string;
@@ -20,20 +22,33 @@ export const SMAAWeightsShader: {
20
22
  SMAA_AREATEX_SUBTEX_SIZE: string;
21
23
  };
22
24
  uniforms: {
23
- tDiffuse: Uniform;
24
- tArea: Uniform;
25
- tSearch: Uniform;
26
- resolution: Uniform;
25
+ tDiffuse: {
26
+ value: null;
27
+ };
28
+ tArea: {
29
+ value: null;
30
+ };
31
+ tSearch: {
32
+ value: null;
33
+ };
34
+ resolution: {
35
+ value: Vector2;
36
+ };
27
37
  };
28
38
  vertexShader: string;
29
39
  fragmentShader: string;
30
40
  };
31
-
32
- export const SMAABlendShader: {
41
+ export declare const SMAABlendShader: {
33
42
  uniforms: {
34
- tDiffuse: Uniform;
35
- tColor: Uniform;
36
- resolution: Uniform;
43
+ tDiffuse: {
44
+ value: null;
45
+ };
46
+ tColor: {
47
+ value: null;
48
+ };
49
+ resolution: {
50
+ value: Vector2;
51
+ };
37
52
  };
38
53
  vertexShader: string;
39
54
  fragmentShader: string;
@@ -6,7 +6,7 @@ import { Vector2 } from 'three';
6
6
  * https://github.com/iryoku/smaa/releases/tag/v2.8
7
7
  */
8
8
 
9
- var SMAAEdgesShader = {
9
+ const SMAAEdgesShader = {
10
10
  defines: {
11
11
  SMAA_THRESHOLD: '0.1'
12
12
  },
@@ -32,7 +32,7 @@ var SMAAEdgesShader = {
32
32
  ' maxDelta = max( max( maxDelta, delta.z ), delta.w );', // Local contrast adaptation in action:
33
33
  ' edges.xy *= step( 0.5 * maxDelta, delta.xy );', ' return vec4( edges, 0.0, 0.0 );', '}', 'void main() {', ' gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );', '}'].join('\n')
34
34
  };
35
- var SMAAWeightsShader = {
35
+ const SMAAWeightsShader = {
36
36
  defines: {
37
37
  SMAA_MAX_SEARCH_STEPS: '8',
38
38
  SMAA_AREATEX_MAX_DISTANCE: '16',
@@ -119,7 +119,7 @@ var SMAAWeightsShader = {
119
119
  ' float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;', // Get the area for this direction:
120
120
  ' weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );', ' }', ' return weights;', '}', 'void main() {', ' gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );', '}'].join('\n')
121
121
  };
122
- var SMAABlendShader = {
122
+ const SMAABlendShader = {
123
123
  uniforms: {
124
124
  tDiffuse: {
125
125
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t={defines:{PERSPECTIVE_CAMERA:1,KERNEL_SIZE:32},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tDepth:{value:null},tNoise:{value:null},kernel:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new e.Vector2},cameraProjectionMatrix:{value:new e.Matrix4},cameraInverseProjectionMatrix:{value:new e.Matrix4},kernelRadius:{value:8},minDistance:{value:.005},maxDistance:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform sampler2D tNormal;","uniform sampler2D tDepth;","uniform sampler2D tNoise;","uniform vec3 kernel[ KERNEL_SIZE ];","uniform vec2 resolution;","uniform float cameraNear;","uniform float cameraFar;","uniform mat4 cameraProjectionMatrix;","uniform mat4 cameraInverseProjectionMatrix;","uniform float kernelRadius;","uniform float minDistance;","uniform float maxDistance;","varying vec2 vUv;","#include <packing>","float getDepth( const in vec2 screenPosition ) {","\treturn texture2D( tDepth, screenPosition ).x;","}","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {","\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];","\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );","\tclipPosition *= clipW; // unprojection.","\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;","}","vec3 getViewNormal( const in vec2 screenPosition ) {","\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );","}","void main() {","\tfloat depth = getDepth( vUv );","\tfloat viewZ = getViewZ( depth );","\tvec3 viewPosition = getViewPosition( vUv, depth, viewZ );","\tvec3 viewNormal = getViewNormal( vUv );"," vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );","\tvec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;","\tvec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );","\tvec3 bitangent = cross( viewNormal, tangent );","\tmat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );"," float occlusion = 0.0;"," for ( int i = 0; i < KERNEL_SIZE; i ++ ) {","\t\tvec3 sampleVector = kernelMatrix * kernel[ i ];","\t\tvec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );","\t\tvec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );","\t\tsamplePointNDC /= samplePointNDC.w;","\t\tvec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;","\t\tfloat realDepth = getLinearDepth( samplePointUv );","\t\tfloat sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );","\t\tfloat delta = sampleDepth - realDepth;","\t\tif ( delta > minDistance && delta < maxDistance ) {","\t\t\tocclusion += 1.0;","\t\t}","\t}","\tocclusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );","\tgl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );","}"].join("\n")},r={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","varying vec2 vUv;","#include <packing>","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","void main() {","\tfloat depth = getLinearDepth( vUv );","\tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );","}"].join("\n")},a={uniforms:{tDiffuse:{value:null},resolution:{value:new e.Vector2}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec2 resolution;","varying vec2 vUv;","void main() {","\tvec2 texelSize = ( 1.0 / resolution );","\tfloat result = 0.0;","\tfor ( int i = - 2; i <= 2; i ++ ) {","\t\tfor ( int j = - 2; j <= 2; j ++ ) {","\t\t\tvec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;","\t\t\tresult += texture2D( tDiffuse, vUv + offset ).r;","\t\t}","\t}","\tgl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );","}"].join("\n")};exports.SSAOBlurShader=a,exports.SSAODepthShader=r,exports.SSAOShader=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{PERSPECTIVE_CAMERA:1,KERNEL_SIZE:32},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tDepth:{value:null},tNoise:{value:null},kernel:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new e.Vector2},cameraProjectionMatrix:{value:new e.Matrix4},cameraInverseProjectionMatrix:{value:new e.Matrix4},kernelRadius:{value:8},minDistance:{value:.005},maxDistance:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform sampler2D tNormal;","uniform sampler2D tDepth;","uniform sampler2D tNoise;","uniform vec3 kernel[ KERNEL_SIZE ];","uniform vec2 resolution;","uniform float cameraNear;","uniform float cameraFar;","uniform mat4 cameraProjectionMatrix;","uniform mat4 cameraInverseProjectionMatrix;","uniform float kernelRadius;","uniform float minDistance;","uniform float maxDistance;","varying vec2 vUv;","#include <packing>","float getDepth( const in vec2 screenPosition ) {","\treturn texture2D( tDepth, screenPosition ).x;","}","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","float getViewZ( const in float depth ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );","\t#else","\t\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );","\t#endif","}","vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {","\tfloat clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];","\tvec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );","\tclipPosition *= clipW; // unprojection.","\treturn ( cameraInverseProjectionMatrix * clipPosition ).xyz;","}","vec3 getViewNormal( const in vec2 screenPosition ) {","\treturn unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );","}","void main() {","\tfloat depth = getDepth( vUv );","\tfloat viewZ = getViewZ( depth );","\tvec3 viewPosition = getViewPosition( vUv, depth, viewZ );","\tvec3 viewNormal = getViewNormal( vUv );"," vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );","\tvec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;","\tvec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );","\tvec3 bitangent = cross( viewNormal, tangent );","\tmat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );"," float occlusion = 0.0;"," for ( int i = 0; i < KERNEL_SIZE; i ++ ) {","\t\tvec3 sampleVector = kernelMatrix * kernel[ i ];","\t\tvec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );","\t\tvec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );","\t\tsamplePointNDC /= samplePointNDC.w;","\t\tvec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;","\t\tfloat realDepth = getLinearDepth( samplePointUv );","\t\tfloat sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );","\t\tfloat delta = sampleDepth - realDepth;","\t\tif ( delta > minDistance && delta < maxDistance ) {","\t\t\tocclusion += 1.0;","\t\t}","\t}","\tocclusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );","\tgl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );","}"].join("\n")},r={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","varying vec2 vUv;","#include <packing>","float getLinearDepth( const in vec2 screenPosition ) {","\t#if PERSPECTIVE_CAMERA == 1","\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;","\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );","\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );","\t#else","\t\treturn texture2D( tDepth, screenPosition ).x;","\t#endif","}","void main() {","\tfloat depth = getLinearDepth( vUv );","\tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );","}"].join("\n")},a={uniforms:{tDiffuse:{value:null},resolution:{value:new e.Vector2}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec2 resolution;","varying vec2 vUv;","void main() {","\tvec2 texelSize = ( 1.0 / resolution );","\tfloat result = 0.0;","\tfor ( int i = - 2; i <= 2; i ++ ) {","\t\tfor ( int j = - 2; j <= 2; j ++ ) {","\t\t\tvec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;","\t\t\tresult += texture2D( tDiffuse, vUv + offset ).r;","\t\t}","\t}","\tgl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );","}"].join("\n")};exports.SSAOBlurShader=a,exports.SSAODepthShader=r,exports.SSAOShader=t;
@@ -1,46 +1,79 @@
1
- import { Uniform } from 'three';
2
-
3
- export const SSAOShader: {
1
+ import { Matrix4, Vector2 } from 'three';
2
+ export declare const SSAOShader: {
4
3
  defines: {
5
4
  PERSPECTIVE_CAMERA: number;
6
5
  KERNEL_SIZE: number;
7
6
  };
8
7
  uniforms: {
9
- tDiffuse: Uniform;
10
- tNormal: Uniform;
11
- tDepth: Uniform;
12
- tNoise: Uniform;
13
- kernel: Uniform;
14
- cameraNear: Uniform;
15
- cameraFar: Uniform;
16
- resolution: Uniform;
17
- cameraProjectionMatrix: Uniform;
18
- cameraInverseProjectionMatrix: Uniform;
19
- kernelRadius: Uniform;
20
- minDistance: Uniform;
21
- maxDistance: Uniform;
8
+ tDiffuse: {
9
+ value: null;
10
+ };
11
+ tNormal: {
12
+ value: null;
13
+ };
14
+ tDepth: {
15
+ value: null;
16
+ };
17
+ tNoise: {
18
+ value: null;
19
+ };
20
+ kernel: {
21
+ value: null;
22
+ };
23
+ cameraNear: {
24
+ value: null;
25
+ };
26
+ cameraFar: {
27
+ value: null;
28
+ };
29
+ resolution: {
30
+ value: Vector2;
31
+ };
32
+ cameraProjectionMatrix: {
33
+ value: Matrix4;
34
+ };
35
+ cameraInverseProjectionMatrix: {
36
+ value: Matrix4;
37
+ };
38
+ kernelRadius: {
39
+ value: number;
40
+ };
41
+ minDistance: {
42
+ value: number;
43
+ };
44
+ maxDistance: {
45
+ value: number;
46
+ };
22
47
  };
23
48
  vertexShader: string;
24
49
  fragmentShader: string;
25
50
  };
26
-
27
- export const SSAODepthShader: {
51
+ export declare const SSAODepthShader: {
28
52
  defines: {
29
53
  PERSPECTIVE_CAMERA: number;
30
54
  };
31
55
  uniforms: {
32
- tDepth: Uniform;
33
- cameraNear: Uniform;
34
- cameraFar: Uniform;
56
+ tDepth: {
57
+ value: null;
58
+ };
59
+ cameraNear: {
60
+ value: null;
61
+ };
62
+ cameraFar: {
63
+ value: null;
64
+ };
35
65
  };
36
66
  vertexShader: string;
37
67
  fragmentShader: string;
38
68
  };
39
-
40
- export const SSAOBlurShader: {
69
+ export declare const SSAOBlurShader: {
41
70
  uniforms: {
42
- tDiffuse: Uniform;
43
- resolution: Uniform;
71
+ tDiffuse: {
72
+ value: null;
73
+ };
74
+ resolution: {
75
+ value: Vector2;
76
+ };
44
77
  };
45
78
  vertexShader: string;
46
79
  fragmentShader: string;
@@ -7,7 +7,7 @@ import { Vector2, Matrix4 } from 'three';
7
7
  * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
8
8
  */
9
9
 
10
- var SSAOShader = {
10
+ const SSAOShader = {
11
11
  defines: {
12
12
  PERSPECTIVE_CAMERA: 1,
13
13
  KERNEL_SIZE: 32
@@ -66,7 +66,7 @@ var SSAOShader = {
66
66
  ' float delta = sampleDepth - realDepth;', ' if ( delta > minDistance && delta < maxDistance ) {', // if fragment is before sample point, increase occlusion
67
67
  ' occlusion += 1.0;', ' }', ' }', ' occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );', ' gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );', '}'].join('\n')
68
68
  };
69
- var SSAODepthShader = {
69
+ const SSAODepthShader = {
70
70
  defines: {
71
71
  PERSPECTIVE_CAMERA: 1
72
72
  },
@@ -84,7 +84,7 @@ var SSAODepthShader = {
84
84
  vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
85
85
  fragmentShader: ['uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'varying vec2 vUv;', '#include <packing>', 'float getLinearDepth( const in vec2 screenPosition ) {', ' #if PERSPECTIVE_CAMERA == 1', ' float fragCoordZ = texture2D( tDepth, screenPosition ).x;', ' float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );', ' return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'void main() {', ' float depth = getLinearDepth( vUv );', ' gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );', '}'].join('\n')
86
86
  };
87
- var SSAOBlurShader = {
87
+ const SSAOBlurShader = {
88
88
  uniforms: {
89
89
  tDiffuse: {
90
90
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e={defines:{MAX_STEP:0,isPerspectiveCamera:!0,isDistanceAttenuation:!0,isFresnel:!0,isInfiniteThick:!1,isSelective:!1},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tMetalness:{value:null},tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new t.Vector2},cameraProjectionMatrix:{value:new t.Matrix4},cameraInverseProjectionMatrix:{value:new t.Matrix4},opacity:{value:.5},maxDistance:{value:180},cameraRange:{value:0},surfDist:{value:.007},thickTolerance:{value:.03}},vertexShader:"\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 ",fragmentShader:"\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={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:"\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 ",fragmentShader:"\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 "},i={uniforms:{tDiffuse:{value:null},resolution:{value:new t.Vector2},opacity:{value:.5}},vertexShader:"\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 ",fragmentShader:"\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 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;\n\t\t\tgl_FragColor=vec4(rgb,a);\n\n\t\t}\n\t"};exports.SSRBlurShader=i,exports.SSRDepthShader=n,exports.SSRShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const e={defines:{MAX_STEP:0,isPerspectiveCamera:!0,isDistanceAttenuation:!0,isFresnel:!0,isInfiniteThick:!1,isSelective:!1},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tMetalness:{value:null},tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null},resolution:{value:new t.Vector2},cameraProjectionMatrix:{value:new t.Matrix4},cameraInverseProjectionMatrix:{value:new t.Matrix4},opacity:{value:.5},maxDistance:{value:180},cameraRange:{value:0},surfDist:{value:.007},thickTolerance:{value:.03}},vertexShader:"\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 ",fragmentShader:"\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={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:"\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 ",fragmentShader:"\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 "},i={uniforms:{tDiffuse:{value:null},resolution:{value:new t.Vector2},opacity:{value:.5}},vertexShader:"\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 ",fragmentShader:"\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 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;\n\t\t\tgl_FragColor=vec4(rgb,a);\n\n\t\t}\n\t"};exports.SSRBlurShader=i,exports.SSRDepthShader=n,exports.SSRShader=e;