three-stdlib 2.8.11 → 2.8.12

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Files changed (166) hide show
  1. package/index.cjs.js +1 -1
  2. package/index.d.ts +1 -52
  3. package/index.js +52 -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 +2 -2
  11. package/postprocessing/AfterimagePass.d.ts +2 -30
  12. package/shaders/ACESFilmicToneMappingShader.cjs.js +1 -1
  13. package/shaders/ACESFilmicToneMappingShader.d.ts +9 -0
  14. package/shaders/ACESFilmicToneMappingShader.js +1 -1
  15. package/shaders/AfterimageShader.d.ts +9 -15
  16. package/shaders/BasicShader.cjs.js +1 -1
  17. package/shaders/BasicShader.d.ts +5 -5
  18. package/shaders/BasicShader.js +1 -1
  19. package/shaders/BleachBypassShader.cjs.js +1 -1
  20. package/shaders/BleachBypassShader.d.ts +8 -9
  21. package/shaders/BleachBypassShader.js +1 -1
  22. package/shaders/BlendShader.cjs.js +1 -1
  23. package/shaders/BlendShader.d.ts +13 -7
  24. package/shaders/BlendShader.js +1 -1
  25. package/shaders/BokehShader.cjs.js +1 -1
  26. package/shaders/BokehShader.d.ts +18 -19
  27. package/shaders/BokehShader.js +1 -1
  28. package/shaders/BokehShader2.cjs.js +1 -1
  29. package/shaders/BokehShader2.d.ts +80 -34
  30. package/shaders/BokehShader2.js +2 -2
  31. package/shaders/BrightnessContrastShader.cjs.js +1 -1
  32. package/shaders/BrightnessContrastShader.d.ts +10 -6
  33. package/shaders/BrightnessContrastShader.js +1 -1
  34. package/shaders/ColorCorrectionShader.cjs.js +1 -1
  35. package/shaders/ColorCorrectionShader.d.ts +14 -7
  36. package/shaders/ColorCorrectionShader.js +1 -1
  37. package/shaders/ColorifyShader.cjs.js +1 -1
  38. package/shaders/ColorifyShader.d.ts +8 -5
  39. package/shaders/ColorifyShader.js +1 -1
  40. package/shaders/ConvolutionShader.cjs.js +1 -1
  41. package/shaders/ConvolutionShader.d.ts +15 -16
  42. package/shaders/ConvolutionShader.js +9 -14
  43. package/shaders/CopyShader.d.ts +8 -12
  44. package/shaders/DOFMipMapShader.cjs.js +1 -1
  45. package/shaders/DOFMipMapShader.d.ts +13 -7
  46. package/shaders/DOFMipMapShader.js +1 -1
  47. package/shaders/DepthLimitedBlurShader.cjs.js +1 -1
  48. package/shaders/DepthLimitedBlurShader.d.ts +26 -25
  49. package/shaders/DepthLimitedBlurShader.js +12 -16
  50. package/shaders/DigitalGlitch.cjs.js +1 -1
  51. package/shaders/DigitalGlitch.d.ts +34 -14
  52. package/shaders/DigitalGlitch.js +1 -10
  53. package/shaders/DotScreenShader.cjs.js +1 -1
  54. package/shaders/DotScreenShader.d.ts +17 -8
  55. package/shaders/DotScreenShader.js +1 -1
  56. package/shaders/FXAAShader.cjs.js +1 -1
  57. package/shaders/FXAAShader.d.ts +8 -5
  58. package/shaders/FXAAShader.js +1 -1
  59. package/shaders/FilmShader.cjs.js +1 -1
  60. package/shaders/FilmShader.d.ts +19 -9
  61. package/shaders/FilmShader.js +1 -1
  62. package/shaders/FocusShader.cjs.js +1 -1
  63. package/shaders/FocusShader.d.ts +16 -8
  64. package/shaders/FocusShader.js +1 -1
  65. package/shaders/FreiChenShader.cjs.js +1 -1
  66. package/shaders/FreiChenShader.d.ts +8 -5
  67. package/shaders/FreiChenShader.js +1 -1
  68. package/shaders/FresnelShader.cjs.js +1 -1
  69. package/shaders/FresnelShader.d.ts +21 -0
  70. package/shaders/FresnelShader.js +1 -1
  71. package/shaders/GammaCorrectionShader.d.ts +7 -7
  72. package/shaders/GodRaysShader.cjs.js +1 -1
  73. package/shaders/GodRaysShader.d.ts +38 -20
  74. package/shaders/GodRaysShader.js +4 -4
  75. package/shaders/HalftoneShader.cjs.js +1 -1
  76. package/shaders/HalftoneShader.d.ts +40 -16
  77. package/shaders/HalftoneShader.js +1 -1
  78. package/shaders/HorizontalBlurShader.d.ts +8 -8
  79. package/shaders/HorizontalTiltShiftShader.cjs.js +1 -1
  80. package/shaders/HorizontalTiltShiftShader.d.ts +10 -6
  81. package/shaders/HorizontalTiltShiftShader.js +1 -1
  82. package/shaders/HueSaturationShader.cjs.js +1 -1
  83. package/shaders/HueSaturationShader.d.ts +10 -6
  84. package/shaders/HueSaturationShader.js +1 -1
  85. package/shaders/KaleidoShader.cjs.js +1 -1
  86. package/shaders/KaleidoShader.d.ts +10 -6
  87. package/shaders/KaleidoShader.js +1 -1
  88. package/shaders/LuminosityHighPassShader.cjs.js +1 -1
  89. package/shaders/LuminosityHighPassShader.d.ts +17 -8
  90. package/shaders/LuminosityHighPassShader.js +1 -1
  91. package/shaders/LuminosityShader.cjs.js +1 -1
  92. package/shaders/LuminosityShader.d.ts +4 -4
  93. package/shaders/LuminosityShader.js +1 -1
  94. package/shaders/MirrorShader.cjs.js +1 -1
  95. package/shaders/MirrorShader.d.ts +7 -5
  96. package/shaders/MirrorShader.js +1 -1
  97. package/shaders/NormalMapShader.cjs.js +1 -1
  98. package/shaders/NormalMapShader.d.ts +14 -7
  99. package/shaders/NormalMapShader.js +1 -1
  100. package/shaders/ParallaxShader.cjs.js +1 -1
  101. package/shaders/ParallaxShader.d.ts +28 -0
  102. package/shaders/ParallaxShader.js +1 -1
  103. package/shaders/PixelShader.cjs.js +1 -1
  104. package/shaders/PixelShader.d.ts +10 -6
  105. package/shaders/PixelShader.js +1 -1
  106. package/shaders/RGBShiftShader.cjs.js +1 -1
  107. package/shaders/RGBShiftShader.d.ts +10 -6
  108. package/shaders/RGBShiftShader.js +1 -1
  109. package/shaders/SAOShader.cjs.js +1 -1
  110. package/shaders/SAOShader.d.ts +24 -29
  111. package/shaders/SAOShader.js +1 -5
  112. package/shaders/SMAAShader.cjs.js +1 -1
  113. package/shaders/SMAAShader.d.ts +31 -16
  114. package/shaders/SMAAShader.js +3 -3
  115. package/shaders/SSAOShader.cjs.js +1 -1
  116. package/shaders/SSAOShader.d.ts +58 -25
  117. package/shaders/SSAOShader.js +3 -3
  118. package/shaders/SSRShader.cjs.js +1 -1
  119. package/shaders/SSRShader.d.ts +67 -36
  120. package/shaders/SSRShader.js +3 -3
  121. package/shaders/SepiaShader.cjs.js +1 -1
  122. package/shaders/SepiaShader.d.ts +7 -5
  123. package/shaders/SepiaShader.js +1 -1
  124. package/shaders/SobelOperatorShader.cjs.js +1 -1
  125. package/shaders/SobelOperatorShader.d.ts +8 -5
  126. package/shaders/SobelOperatorShader.js +1 -1
  127. package/shaders/SubsurfaceScatteringShader.cjs.js +1 -1
  128. package/shaders/SubsurfaceScatteringShader.d.ts +2 -34
  129. package/shaders/SubsurfaceScatteringShader.js +3 -3
  130. package/shaders/TechnicolorShader.cjs.js +1 -1
  131. package/shaders/TechnicolorShader.d.ts +4 -4
  132. package/shaders/TechnicolorShader.js +1 -1
  133. package/shaders/ToneMapShader.cjs.js +1 -1
  134. package/shaders/ToneMapShader.d.ts +19 -9
  135. package/shaders/ToneMapShader.js +1 -1
  136. package/shaders/ToonShader.cjs.js +1 -1
  137. package/shaders/ToonShader.d.ts +80 -34
  138. package/shaders/ToonShader.js +4 -4
  139. package/shaders/TriangleBlurShader.cjs.js +1 -1
  140. package/shaders/TriangleBlurShader.d.ts +8 -5
  141. package/shaders/TriangleBlurShader.js +1 -1
  142. package/shaders/UnpackDepthRGBAShader.cjs.js +1 -1
  143. package/shaders/UnpackDepthRGBAShader.d.ts +7 -5
  144. package/shaders/UnpackDepthRGBAShader.js +1 -1
  145. package/shaders/VerticalBlurShader.cjs.js +1 -1
  146. package/shaders/VerticalBlurShader.d.ts +8 -8
  147. package/shaders/VerticalBlurShader.js +1 -1
  148. package/shaders/VerticalTiltShiftShader.cjs.js +1 -1
  149. package/shaders/VerticalTiltShiftShader.d.ts +10 -6
  150. package/shaders/VerticalTiltShiftShader.js +1 -1
  151. package/shaders/VignetteShader.cjs.js +1 -1
  152. package/shaders/VignetteShader.d.ts +10 -6
  153. package/shaders/VignetteShader.js +1 -1
  154. package/shaders/VolumeShader.cjs.js +1 -1
  155. package/shaders/VolumeShader.d.ts +20 -9
  156. package/shaders/VolumeShader.js +1 -1
  157. package/shaders/WaterRefractionShader.cjs.js +1 -1
  158. package/shaders/WaterRefractionShader.d.ts +16 -8
  159. package/shaders/WaterRefractionShader.js +1 -1
  160. package/shaders/index.cjs.js +1 -0
  161. package/shaders/index.d.ts +53 -0
  162. package/shaders/index.js +53 -0
  163. package/shaders/types.cjs.js +1 -0
  164. package/shaders/types.d.ts +14 -0
  165. package/shaders/types.js +1 -0
  166. package/types/shared.d.ts +0 -20
@@ -1,53 +1,99 @@
1
- import { Uniform } from 'three';
2
-
3
- export const ToonShader1: {
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+ import { Color, Vector3 } from 'three';
2
+ export declare const ToonShader1: {
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  uniforms: {
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- uDirLightPos: Uniform;
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- uDirLightColor: Uniform;
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- uAmbientLightColor: Uniform;
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- uBaseColor: Uniform;
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+ uDirLightPos: {
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+ value: Vector3;
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+ };
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+ uDirLightColor: {
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+ value: Color;
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+ };
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+ uAmbientLightColor: {
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+ value: Color;
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+ };
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+ uBaseColor: {
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+ value: Color;
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+ };
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  };
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  vertexShader: string;
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  fragmentShader: string;
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  };
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-
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- export const ToonShader2: {
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+ export declare const ToonShader2: {
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  uniforms: {
16
- uDirLightPos: Uniform;
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- uDirLightColor: Uniform;
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- uAmbientLightColor: Uniform;
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- uBaseColor: Uniform;
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- uLineColor1: Uniform;
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- uLineColor2: Uniform;
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- uLineColor3: Uniform;
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- uLineColor4: Uniform;
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+ uDirLightPos: {
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+ value: Vector3;
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+ };
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+ uDirLightColor: {
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+ value: Color;
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+ };
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+ uAmbientLightColor: {
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+ value: Color;
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+ };
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+ uBaseColor: {
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+ value: Color;
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+ };
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+ uLineColor1: {
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+ value: Color;
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+ };
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+ uLineColor2: {
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+ value: Color;
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+ };
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+ uLineColor3: {
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+ value: Color;
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+ };
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+ uLineColor4: {
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+ value: Color;
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+ };
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  };
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  vertexShader: string;
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  fragmentShader: string;
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  };
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-
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- export const ToonShaderHatching: {
50
+ export declare const ToonShaderHatching: {
30
51
  uniforms: {
31
- uDirLightPos: Uniform;
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- uDirLightColor: Uniform;
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- uAmbientLightColor: Uniform;
34
- uBaseColor: Uniform;
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- uLineColor1: Uniform;
36
- uLineColor2: Uniform;
37
- uLineColor3: Uniform;
38
- uLineColor4: Uniform;
52
+ uDirLightPos: {
53
+ value: Vector3;
54
+ };
55
+ uDirLightColor: {
56
+ value: Color;
57
+ };
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+ uAmbientLightColor: {
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+ value: Color;
60
+ };
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+ uBaseColor: {
62
+ value: Color;
63
+ };
64
+ uLineColor1: {
65
+ value: Color;
66
+ };
67
+ uLineColor2: {
68
+ value: Color;
69
+ };
70
+ uLineColor3: {
71
+ value: Color;
72
+ };
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+ uLineColor4: {
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+ value: Color;
75
+ };
39
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  };
40
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  vertexShader: string;
41
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  fragmentShader: string;
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  };
43
-
44
- export const ToonShaderDotted: {
80
+ export declare const ToonShaderDotted: {
45
81
  uniforms: {
46
- uDirLightPos: Uniform;
47
- uDirLightColor: Uniform;
48
- uAmbientLightColor: Uniform;
49
- uBaseColor: Uniform;
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- uLineColor1: Uniform;
82
+ uDirLightPos: {
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+ value: Vector3;
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+ };
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+ uDirLightColor: {
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+ value: Color;
87
+ };
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+ uAmbientLightColor: {
89
+ value: Color;
90
+ };
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+ uBaseColor: {
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+ value: Color;
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+ };
94
+ uLineColor1: {
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+ value: Color;
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+ };
51
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  };
52
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  vertexShader: string;
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  fragmentShader: string;
@@ -9,7 +9,7 @@ import { Vector3, Color } from 'three';
9
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  * dotted
10
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  */
11
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12
- var ToonShader1 = {
12
+ const ToonShader1 = {
13
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  uniforms: {
14
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  uDirLightPos: {
15
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  value: new Vector3()
@@ -27,7 +27,7 @@ var ToonShader1 = {
27
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  vertexShader: ['varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vNormal = normalize( normalMatrix * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vRefract = refract( normalize( I ), worldNormal, 1.02 );', ' gl_Position = projectionMatrix * mvPosition;', '}'].join('\n'),
28
28
  fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );', ' intensity += length(lightWeighting) * 0.2;', ' float cameraWeighting = dot( normalize( vNormal ), vRefract );', ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );', ' intensity = intensity * 0.2 + 0.3;', ' if ( intensity < 0.50 ) {', ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );', ' } else {', ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );', '}', '}'].join('\n')
29
29
  };
30
- var ToonShader2 = {
30
+ const ToonShader2 = {
31
31
  uniforms: {
32
32
  uDirLightPos: {
33
33
  value: new Vector3()
@@ -57,7 +57,7 @@ var ToonShader2 = {
57
57
  vertexShader: ['varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}'].join('\n'),
58
58
  fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);', ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {', ' gl_FragColor *= vec4( uLineColor1, 1.0 );', ' }', ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {', ' gl_FragColor *= vec4( uLineColor2, 1.0 );', ' }', '}'].join('\n')
59
59
  };
60
- var ToonShaderHatching = {
60
+ const ToonShaderHatching = {
61
61
  uniforms: {
62
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  uDirLightPos: {
63
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  value: new Vector3()
@@ -87,7 +87,7 @@ var ToonShaderHatching = {
87
87
  vertexShader: ['varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}'].join('\n'),
88
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  fragmentShader: ['uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(lightWeighting) < 1.00 ) {', ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.75 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor2, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.50 ) {', ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor3, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.3465 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor4, 1.0 );', ' }', ' }', '}'].join('\n')
89
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  };
90
- var ToonShaderDotted = {
90
+ const ToonShaderDotted = {
91
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  uniforms: {
92
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  uDirLightPos: {
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  value: new Vector3()
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t={uniforms:{texture:{value:null},delta:{value:new(require("three").Vector2)(1,1)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#define ITERATIONS 10.0","uniform sampler2D texture;","uniform vec2 delta;","varying vec2 vUv;","void main() {","\tvec4 color = vec4( 0.0 );","\tfloat total = 0.0;","\tfloat offset = rand( vUv );","\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {","\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;","\t\tfloat weight = 1.0 - abs( percent );","\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;","\t\ttotal += weight;","\t}","\tgl_FragColor = color / total;","}"].join("\n")};exports.TriangleBlurShader=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{texture:{value:null},delta:{value:new(require("three").Vector2)(1,1)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#define ITERATIONS 10.0","uniform sampler2D texture;","uniform vec2 delta;","varying vec2 vUv;","void main() {","\tvec4 color = vec4( 0.0 );","\tfloat total = 0.0;","\tfloat offset = rand( vUv );","\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {","\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;","\t\tfloat weight = 1.0 - abs( percent );","\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;","\t\ttotal += weight;","\t}","\tgl_FragColor = color / total;","}"].join("\n")};exports.TriangleBlurShader=t;
@@ -1,9 +1,12 @@
1
- import { Uniform } from 'three';
2
-
3
- export const TriangleBlurShader: {
1
+ import { Vector2 } from 'three';
2
+ export declare const TriangleBlurShader: {
4
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  uniforms: {
5
- texture: Uniform;
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- delta: Uniform;
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+ texture: {
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+ value: null;
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+ };
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+ delta: {
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+ value: Vector2;
9
+ };
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  };
8
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  vertexShader: string;
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  fragmentShader: string;
@@ -10,7 +10,7 @@ import { Vector2 } from 'three';
10
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  * perpendicular triangle filters.
11
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  */
12
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13
- var TriangleBlurShader = {
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+ const TriangleBlurShader = {
14
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  uniforms: {
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  texture: {
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  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","#include <packing>","void main() {","\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );","\tgl_FragColor = vec4( vec3( depth ), opacity );","}"].join("\n")};exports.UnpackDepthRGBAShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float opacity;","uniform sampler2D tDiffuse;","varying vec2 vUv;","#include <packing>","void main() {","\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );","\tgl_FragColor = vec4( vec3( depth ), opacity );","}"].join("\n")};exports.UnpackDepthRGBAShader=e;
@@ -1,9 +1,11 @@
1
- import { Uniform } from 'three';
2
-
3
- export const UnpackDepthRGBAShader: {
1
+ export declare const UnpackDepthRGBAShader: {
4
2
  uniforms: {
5
- tDiffuse: Uniform;
6
- opacity: Uniform;
3
+ tDiffuse: {
4
+ value: null;
5
+ };
6
+ opacity: {
7
+ value: number;
8
+ };
7
9
  };
8
10
  vertexShader: string;
9
11
  fragmentShader: string;
@@ -2,7 +2,7 @@
2
2
  * Unpack RGBA depth shader
3
3
  * - show RGBA encoded depth as monochrome color
4
4
  */
5
- var UnpackDepthRGBAShader = {
5
+ const UnpackDepthRGBAShader = {
6
6
  uniforms: {
7
7
  tDiffuse: {
8
8
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},v:{value:1/512}},vertexShader:"\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n ",fragmentShader:"\n \n uniform sampler2D tDiffuse;\n uniform float v;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 sum = vec4( 0.0 );\n\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n gl_FragColor = sum;\n\n }\n "};exports.VerticalBlurShader=v;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},v:{value:1/512}},vertexShader:"\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n ",fragmentShader:"\n\n uniform sampler2D tDiffuse;\n uniform float v;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 sum = vec4( 0.0 );\n\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;\n sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;\n\n gl_FragColor = sum;\n\n }\n "};exports.VerticalBlurShader=v;
@@ -1,9 +1,9 @@
1
- import { Texture } from 'three';
2
- import { TUniform, GenericShader } from 'types/shared';
3
- export interface VerticalBlurShaderUniforms {
4
- tDiffuse: TUniform<Texture | null>;
5
- v: TUniform<number>;
1
+ import type { IUniform, Texture } from 'three';
2
+ import type { IShader } from './types';
3
+ export declare type VerticalBlurShaderUniforms = {
4
+ tDiffuse: IUniform<Texture | null>;
5
+ v: IUniform<number>;
6
+ };
7
+ export interface IVerticalBlurShader extends IShader<VerticalBlurShaderUniforms> {
6
8
  }
7
- export declare type VerticalBlurShaderImpl = GenericShader<VerticalBlurShaderUniforms>;
8
- declare const VerticalBlurShader: VerticalBlurShaderImpl;
9
- export { VerticalBlurShader };
9
+ export declare const VerticalBlurShader: IVerticalBlurShader;
@@ -31,7 +31,7 @@ const VerticalBlurShader = {
31
31
  fragmentShader:
32
32
  /* glsl */
33
33
  `
34
-
34
+
35
35
  uniform sampler2D tDiffuse;
36
36
  uniform float v;
37
37
 
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var v={uniforms:{tDiffuse:{value:null},v:{value:1/512},r:{value:.35}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float v;","uniform float r;","varying vec2 vUv;","void main() {","\tvec4 sum = vec4( 0.0 );","\tfloat vv = v * abs( r - vUv.y );","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;","\tgl_FragColor = sum;","}"].join("\n")};exports.VerticalTiltShiftShader=v;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const v={uniforms:{tDiffuse:{value:null},v:{value:1/512},r:{value:.35}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform float v;","uniform float r;","varying vec2 vUv;","void main() {","\tvec4 sum = vec4( 0.0 );","\tfloat vv = v * abs( r - vUv.y );","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;","\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;","\tgl_FragColor = sum;","}"].join("\n")};exports.VerticalTiltShiftShader=v;
@@ -1,10 +1,14 @@
1
- import { Uniform } from 'three';
2
-
3
- export const VerticalTiltShiftShader: {
1
+ export declare const VerticalTiltShiftShader: {
4
2
  uniforms: {
5
- tDiffuse: Uniform;
6
- v: Uniform;
7
- r: Uniform;
3
+ tDiffuse: {
4
+ value: null;
5
+ };
6
+ v: {
7
+ value: number;
8
+ };
9
+ r: {
10
+ value: number;
11
+ };
8
12
  };
9
13
  vertexShader: string;
10
14
  fragmentShader: string;
@@ -6,7 +6,7 @@
6
6
  * - "h" and "v" parameters should be set to "1 / width" and "1 / height"
7
7
  * - "r" parameter control where "focused" horizontal line lies
8
8
  */
9
- var VerticalTiltShiftShader = {
9
+ const VerticalTiltShiftShader = {
10
10
  uniforms: {
11
11
  tDiffuse: {
12
12
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float offset;","uniform float darkness;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );","\tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );","}"].join("\n")};exports.VignetteShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float offset;","uniform float darkness;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );","\tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );","}"].join("\n")};exports.VignetteShader=e;
@@ -1,10 +1,14 @@
1
- import { Uniform } from 'three';
2
-
3
- export const VignetteShader: {
1
+ export declare const VignetteShader: {
4
2
  uniforms: {
5
- tDiffuse: Uniform;
6
- offset: Uniform;
7
- darkness: Uniform;
3
+ tDiffuse: {
4
+ value: null;
5
+ };
6
+ offset: {
7
+ value: number;
8
+ };
9
+ darkness: {
10
+ value: number;
11
+ };
8
12
  };
9
13
  vertexShader: string;
10
14
  fragmentShader: string;
@@ -3,7 +3,7 @@
3
3
  * based on PaintEffect postprocess from ro.me
4
4
  * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
5
5
  */
6
- var VignetteShader = {
6
+ const VignetteShader = {
7
7
  uniforms: {
8
8
  tDiffuse: {
9
9
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e={uniforms:{u_size:{value:new t.Vector3(1,1,1)},u_renderstyle:{value:0},u_renderthreshold:{value:.5},u_clim:{value:new t.Vector2(1,1)},u_data:{value:null},u_cmdata:{value:null}},vertexShader:["\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tvarying vec3 v_position;","\t\tvoid main() {","\t\t\t\tmat4 viewtransformf = modelViewMatrix;","\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);","\t\t\t\tvec4 position4 = vec4(position, 1.0);","\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;","\t\t\t\tpos_in_cam.z = -pos_in_cam.w;","\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;","\t\t\t\tpos_in_cam.z = pos_in_cam.w;","\t\t\t\tv_farpos = viewtransformi * pos_in_cam;","\t\t\t\tv_position = position;","\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;","\t\t}"].join("\n"),fragmentShader:["\t\tprecision highp float;","\t\tprecision mediump sampler3D;","\t\tuniform vec3 u_size;","\t\tuniform int u_renderstyle;","\t\tuniform float u_renderthreshold;","\t\tuniform vec2 u_clim;","\t\tuniform sampler3D u_data;","\t\tuniform sampler2D u_cmdata;","\t\tvarying vec3 v_position;","\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3","\t\tconst int REFINEMENT_STEPS = 4;","\t\tconst float relative_step_size = 1.0;","\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);","\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);","\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);","\t\tconst float shininess = 40.0;","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tfloat sample1(vec3 texcoords);","\t\tvec4 apply_colormap(float val);","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);","\t\tvoid main() {","\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;","\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;","\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);","\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,","\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));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,","\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));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,","\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));","\t\t\t\tvec3 front = v_position + view_ray * distance;","\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);","\t\t\t\tif ( nsteps < 1 )","\t\t\t\t\t\tdiscard;","\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);","\t\t\t\tvec3 start_loc = front / u_size;","\t\t\t\tif (u_renderstyle == 0)","\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);","\t\t\t\telse if (u_renderstyle == 1)","\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);","\t\t\t\tif (gl_FragColor.a < 0.05)","\t\t\t\t\t\tdiscard;","\t\t}","\t\tfloat sample1(vec3 texcoords) {","\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */","\t\t\t\treturn texture(u_data, texcoords.xyz).r;","\t\t}","\t\tvec4 apply_colormap(float val) {","\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);","\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));","\t\t}","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tfloat max_val = -1e6;","\t\t\t\tint max_i = 100;","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > max_val) {","\t\t\t\t\t\t\t\tmax_val = val;","\t\t\t\t\t\t\t\tmax_i = iter;","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);","\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));","\t\t\t\t\t\tiloc += istep;","\t\t\t\t}","\t\t\t\tgl_FragColor = apply_colormap(max_val);","\t\t}","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent","\t\t\t\tvec4 color3 = vec4(0.0);\t// final color","\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > low_threshold) {","\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;","\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);","\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {","\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);","\t\t\t\t\t\t\t\t\t\t\t\treturn;","\t\t\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t\t\t\t\tiloc += istep;","\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t}","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)","\t\t{","\t\t\t\tvec3 V = normalize(view_ray);","\t\t\t\tvec3 N;","\t\t\t\tfloat val1, val2;","\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));","\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));","\t\t\t\tN[0] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));","\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));","\t\t\t\tN[1] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));","\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));","\t\t\t\tN[2] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tfloat gm = length(N); // gradient magnitude","\t\t\t\tN = normalize(N);","\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);","\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;","\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tfor (int i=0; i<1; i++)","\t\t\t\t{","\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];","\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );","\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));","\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);","\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector","\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);","\t\t\t\t\t\tfloat mask1 = lightEnabled;","\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;","\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;","\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;","\t\t\t\t}","\t\t\t\tvec4 final_color;","\t\t\t\tvec4 color = apply_colormap(val);","\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;","\t\t\t\tfinal_color.a = color.a;","\t\t\t\treturn final_color;","\t\t}"].join("\n")};exports.VolumeRenderShader1=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const e={uniforms:{u_size:{value:new t.Vector3(1,1,1)},u_renderstyle:{value:0},u_renderthreshold:{value:.5},u_clim:{value:new t.Vector2(1,1)},u_data:{value:null},u_cmdata:{value:null}},vertexShader:["\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tvarying vec3 v_position;","\t\tvoid main() {","\t\t\t\tmat4 viewtransformf = modelViewMatrix;","\t\t\t\tmat4 viewtransformi = inverse(modelViewMatrix);","\t\t\t\tvec4 position4 = vec4(position, 1.0);","\t\t\t\tvec4 pos_in_cam = viewtransformf * position4;","\t\t\t\tpos_in_cam.z = -pos_in_cam.w;","\t\t\t\tv_nearpos = viewtransformi * pos_in_cam;","\t\t\t\tpos_in_cam.z = pos_in_cam.w;","\t\t\t\tv_farpos = viewtransformi * pos_in_cam;","\t\t\t\tv_position = position;","\t\t\t\tgl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;","\t\t}"].join("\n"),fragmentShader:["\t\tprecision highp float;","\t\tprecision mediump sampler3D;","\t\tuniform vec3 u_size;","\t\tuniform int u_renderstyle;","\t\tuniform float u_renderthreshold;","\t\tuniform vec2 u_clim;","\t\tuniform sampler3D u_data;","\t\tuniform sampler2D u_cmdata;","\t\tvarying vec3 v_position;","\t\tvarying vec4 v_nearpos;","\t\tvarying vec4 v_farpos;","\t\tconst int MAX_STEPS = 887;\t// 887 for 512^3, 1774 for 1024^3","\t\tconst int REFINEMENT_STEPS = 4;","\t\tconst float relative_step_size = 1.0;","\t\tconst vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);","\t\tconst vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);","\t\tconst vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);","\t\tconst float shininess = 40.0;","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);","\t\tfloat sample1(vec3 texcoords);","\t\tvec4 apply_colormap(float val);","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);","\t\tvoid main() {","\t\t\t\tvec3 farpos = v_farpos.xyz / v_farpos.w;","\t\t\t\tvec3 nearpos = v_nearpos.xyz / v_nearpos.w;","\t\t\t\tvec3 view_ray = normalize(nearpos.xyz - farpos.xyz);","\t\t\t\tfloat distance = dot(nearpos - v_position, view_ray);","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.x) / view_ray.x,","\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));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.y) / view_ray.y,","\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));","\t\t\t\tdistance = max(distance, min((-0.5 - v_position.z) / view_ray.z,","\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));","\t\t\t\tvec3 front = v_position + view_ray * distance;","\t\t\t\tint nsteps = int(-distance / relative_step_size + 0.5);","\t\t\t\tif ( nsteps < 1 )","\t\t\t\t\t\tdiscard;","\t\t\t\tvec3 step = ((v_position - front) / u_size) / float(nsteps);","\t\t\t\tvec3 start_loc = front / u_size;","\t\t\t\tif (u_renderstyle == 0)","\t\t\t\t\t\tcast_mip(start_loc, step, nsteps, view_ray);","\t\t\t\telse if (u_renderstyle == 1)","\t\t\t\t\t\tcast_iso(start_loc, step, nsteps, view_ray);","\t\t\t\tif (gl_FragColor.a < 0.05)","\t\t\t\t\t\tdiscard;","\t\t}","\t\tfloat sample1(vec3 texcoords) {","\t\t\t\t/* Sample float value from a 3D texture. Assumes intensity data. */","\t\t\t\treturn texture(u_data, texcoords.xyz).r;","\t\t}","\t\tvec4 apply_colormap(float val) {","\t\t\t\tval = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);","\t\t\t\treturn texture2D(u_cmdata, vec2(val, 0.5));","\t\t}","\t\tvoid cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tfloat max_val = -1e6;","\t\t\t\tint max_i = 100;","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > max_val) {","\t\t\t\t\t\t\t\tmax_val = val;","\t\t\t\t\t\t\t\tmax_i = iter;","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t\t\tvec3 iloc = start_loc + step * (float(max_i) - 0.5);","\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\tmax_val = max(max_val, sample1(iloc));","\t\t\t\t\t\tiloc += istep;","\t\t\t\t}","\t\t\t\tgl_FragColor = apply_colormap(max_val);","\t\t}","\t\tvoid cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {","\t\t\t\tgl_FragColor = vec4(0.0);\t// init transparent","\t\t\t\tvec4 color3 = vec4(0.0);\t// final color","\t\t\t\tvec3 dstep = 1.5 / u_size;\t// step to sample derivative","\t\t\t\tvec3 loc = start_loc;","\t\t\t\tfloat low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);","\t\t\t\tfor (int iter=0; iter<MAX_STEPS; iter++) {","\t\t\t\t\t\tif (iter >= nsteps)","\t\t\t\t\t\t\t\tbreak;","\t\t\t\t\t\tfloat val = sample1(loc);","\t\t\t\t\t\tif (val > low_threshold) {","\t\t\t\t\t\t\t\tvec3 iloc = loc - 0.5 * step;","\t\t\t\t\t\t\t\tvec3 istep = step / float(REFINEMENT_STEPS);","\t\t\t\t\t\t\t\tfor (int i=0; i<REFINEMENT_STEPS; i++) {","\t\t\t\t\t\t\t\t\t\tval = sample1(iloc);","\t\t\t\t\t\t\t\t\t\tif (val > u_renderthreshold) {","\t\t\t\t\t\t\t\t\t\t\t\tgl_FragColor = add_lighting(val, iloc, dstep, view_ray);","\t\t\t\t\t\t\t\t\t\t\t\treturn;","\t\t\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t\t\t\t\tiloc += istep;","\t\t\t\t\t\t\t\t}","\t\t\t\t\t\t}","\t\t\t\t\t\tloc += step;","\t\t\t\t}","\t\t}","\t\tvec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)","\t\t{","\t\t\t\tvec3 V = normalize(view_ray);","\t\t\t\tvec3 N;","\t\t\t\tfloat val1, val2;","\t\t\t\tval1 = sample1(loc + vec3(-step[0], 0.0, 0.0));","\t\t\t\tval2 = sample1(loc + vec3(+step[0], 0.0, 0.0));","\t\t\t\tN[0] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, -step[1], 0.0));","\t\t\t\tval2 = sample1(loc + vec3(0.0, +step[1], 0.0));","\t\t\t\tN[1] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tval1 = sample1(loc + vec3(0.0, 0.0, -step[2]));","\t\t\t\tval2 = sample1(loc + vec3(0.0, 0.0, +step[2]));","\t\t\t\tN[2] = val1 - val2;","\t\t\t\tval = max(max(val1, val2), val);","\t\t\t\tfloat gm = length(N); // gradient magnitude","\t\t\t\tN = normalize(N);","\t\t\t\tfloat Nselect = float(dot(N, V) > 0.0);","\t\t\t\tN = (2.0 * Nselect - 1.0) * N;\t// ==\tNselect * N - (1.0-Nselect)*N;","\t\t\t\tvec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tvec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);","\t\t\t\tfor (int i=0; i<1; i++)","\t\t\t\t{","\t\t\t\t\t\tvec3 L = normalize(view_ray);\t//lightDirs[i];","\t\t\t\t\t\tfloat lightEnabled = float( length(L) > 0.0 );","\t\t\t\t\t\tL = normalize(L + (1.0 - lightEnabled));","\t\t\t\t\t\tfloat lambertTerm = clamp(dot(N, L), 0.0, 1.0);","\t\t\t\t\t\tvec3 H = normalize(L+V); // Halfway vector","\t\t\t\t\t\tfloat specularTerm = pow(max(dot(H, N), 0.0), shininess);","\t\t\t\t\t\tfloat mask1 = lightEnabled;","\t\t\t\t\t\tambient_color +=\tmask1 * ambient_color;\t// * gl_LightSource[i].ambient;","\t\t\t\t\t\tdiffuse_color +=\tmask1 * lambertTerm;","\t\t\t\t\t\tspecular_color += mask1 * specularTerm * specular_color;","\t\t\t\t}","\t\t\t\tvec4 final_color;","\t\t\t\tvec4 color = apply_colormap(val);","\t\t\t\tfinal_color = color * (ambient_color + diffuse_color) + specular_color;","\t\t\t\tfinal_color.a = color.a;","\t\t\t\treturn final_color;","\t\t}"].join("\n")};exports.VolumeRenderShader1=e;
@@ -1,13 +1,24 @@
1
- import { Uniform } from 'three';
2
-
3
- export const VolumeRenderShader1: {
1
+ import { Vector2, Vector3 } from 'three';
2
+ export declare const VolumeRenderShader1: {
4
3
  uniforms: {
5
- u_size: Uniform;
6
- u_renderstyle: Uniform;
7
- u_renderthreshold: Uniform;
8
- u_clim: Uniform;
9
- u_data: Uniform;
10
- u_cmdata: Uniform;
4
+ u_size: {
5
+ value: Vector3;
6
+ };
7
+ u_renderstyle: {
8
+ value: number;
9
+ };
10
+ u_renderthreshold: {
11
+ value: number;
12
+ };
13
+ u_clim: {
14
+ value: Vector2;
15
+ };
16
+ u_data: {
17
+ value: null;
18
+ };
19
+ u_cmdata: {
20
+ value: null;
21
+ };
11
22
  };
12
23
  vertexShader: string;
13
24
  fragmentShader: string;
@@ -6,7 +6,7 @@ import { Vector3, Vector2 } from 'three';
6
6
  * This is not the only approach, therefore it's marked 1.
7
7
  */
8
8
 
9
- var VolumeRenderShader1 = {
9
+ const VolumeRenderShader1 = {
10
10
  uniforms: {
11
11
  u_size: {
12
12
  value: new Vector3(1, 1, 1)
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{color:{value:null},time:{value:0},tDiffuse:{value:null},tDudv:{value:null},textureMatrix:{value:null}},vertexShader:["uniform mat4 textureMatrix;","varying vec2 vUv;","varying vec4 vUvRefraction;","void main() {","\tvUv = uv;","\tvUvRefraction = textureMatrix * vec4( position, 1.0 );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform float time;","uniform sampler2D tDiffuse;","uniform sampler2D tDudv;","varying vec2 vUv;","varying vec4 vUvRefraction;","float blendOverlay( float base, float blend ) {","\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );","}","vec3 blendOverlay( vec3 base, vec3 blend ) {","\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );","}","void main() {"," float waveStrength = 0.1;"," float waveSpeed = 0.03;","\tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;","\tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );","\tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;"," vec4 uv = vec4( vUvRefraction );"," uv.xy += distortion;","\tvec4 base = texture2DProj( tDiffuse, uv );","\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );","}"].join("\n")};exports.WaterRefractionShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{color:{value:null},time:{value:0},tDiffuse:{value:null},tDudv:{value:null},textureMatrix:{value:null}},vertexShader:["uniform mat4 textureMatrix;","varying vec2 vUv;","varying vec4 vUvRefraction;","void main() {","\tvUv = uv;","\tvUvRefraction = textureMatrix * vec4( position, 1.0 );","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform float time;","uniform sampler2D tDiffuse;","uniform sampler2D tDudv;","varying vec2 vUv;","varying vec4 vUvRefraction;","float blendOverlay( float base, float blend ) {","\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );","}","vec3 blendOverlay( vec3 base, vec3 blend ) {","\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );","}","void main() {"," float waveStrength = 0.1;"," float waveSpeed = 0.03;","\tvec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;","\tdistortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );","\tvec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;"," vec4 uv = vec4( vUvRefraction );"," uv.xy += distortion;","\tvec4 base = texture2DProj( tDiffuse, uv );","\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );","}"].join("\n")};exports.WaterRefractionShader=e;
@@ -1,12 +1,20 @@
1
- import { Uniform } from 'three';
2
-
3
- export const WaterRefractionShader: {
1
+ export declare const WaterRefractionShader: {
4
2
  uniforms: {
5
- color: Uniform;
6
- time: Uniform;
7
- tDiffuse: Uniform;
8
- tDudv: Uniform;
9
- textureMatrix: Uniform;
3
+ color: {
4
+ value: null;
5
+ };
6
+ time: {
7
+ value: number;
8
+ };
9
+ tDiffuse: {
10
+ value: null;
11
+ };
12
+ tDudv: {
13
+ value: null;
14
+ };
15
+ textureMatrix: {
16
+ value: null;
17
+ };
10
18
  };
11
19
  vertexShader: string;
12
20
  fragmentShader: string;
@@ -1,4 +1,4 @@
1
- var WaterRefractionShader = {
1
+ const WaterRefractionShader = {
2
2
  uniforms: {
3
3
  color: {
4
4
  value: null
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./ACESFilmicToneMappingShader.cjs.js"),r=require("./AfterimageShader.cjs.js"),a=require("./BasicShader.cjs.js"),S=require("./BleachBypassShader.cjs.js"),h=require("./BlendShader.cjs.js"),s=require("./BokehShader.cjs.js"),o=require("./BokehShader2.cjs.js"),d=require("./BrightnessContrastShader.cjs.js"),t=require("./ColorCorrectionShader.cjs.js"),i=require("./ColorifyShader.cjs.js"),p=require("./ConvolutionShader.cjs.js"),j=require("./CopyShader.cjs.js"),c=require("./DOFMipMapShader.cjs.js"),u=require("./DepthLimitedBlurShader.cjs.js"),l=require("./DigitalGlitch.cjs.js"),n=require("./DotScreenShader.cjs.js"),x=require("./FXAAShader.cjs.js"),q=require("./FilmShader.cjs.js"),B=require("./FocusShader.cjs.js"),A=require("./FreiChenShader.cjs.js"),m=require("./FresnelShader.cjs.js"),g=require("./GammaCorrectionShader.cjs.js"),C=require("./GodRaysShader.cjs.js"),M=require("./HalftoneShader.cjs.js"),R=require("./HorizontalBlurShader.cjs.js"),T=require("./HorizontalTiltShiftShader.cjs.js"),f=require("./HueSaturationShader.cjs.js"),y=require("./KaleidoShader.cjs.js"),D=require("./LuminosityHighPassShader.cjs.js"),F=require("./LuminosityShader.cjs.js"),G=require("./MirrorShader.cjs.js"),H=require("./NormalMapShader.cjs.js"),O=require("./ParallaxShader.cjs.js"),k=require("./PixelShader.cjs.js"),V=require("./RGBShiftShader.cjs.js"),P=require("./SAOShader.cjs.js"),b=require("./SMAAShader.cjs.js"),L=require("./SSAOShader.cjs.js"),z=require("./SSRShader.cjs.js"),v=require("./SepiaShader.cjs.js"),E=require("./SobelOperatorShader.cjs.js"),U=require("./SubsurfaceScatteringShader.cjs.js"),W=require("./TechnicolorShader.cjs.js"),K=require("./ToneMapShader.cjs.js"),N=require("./ToonShader.cjs.js"),X=require("./TriangleBlurShader.cjs.js"),_=require("./UnpackDepthRGBAShader.cjs.js"),w=require("./VerticalBlurShader.cjs.js"),I=require("./VerticalTiltShiftShader.cjs.js"),J=require("./VignetteShader.cjs.js"),Q=require("./VolumeShader.cjs.js"),Y=require("./WaterRefractionShader.cjs.js");require("three"),exports.ACESFilmicToneMappingShader=e.ACESFilmicToneMappingShader,exports.AfterimageShader=r.AfterimageShader,exports.BasicShader=a.BasicShader,exports.BleachBypassShader=S.BleachBypassShader,exports.BlendShader=h.BlendShader,exports.BokehShader=s.BokehShader,exports.BokehDepthShader=o.BokehDepthShader,exports.BokehShader2=o.BokehShader2,exports.BrightnessContrastShader=d.BrightnessContrastShader,exports.ColorCorrectionShader=t.ColorCorrectionShader,exports.ColorifyShader=i.ColorifyShader,exports.ConvolutionShader=p.ConvolutionShader,exports.CopyShader=j.CopyShader,exports.DOFMipMapShader=c.DOFMipMapShader,exports.BlurShaderUtils=u.BlurShaderUtils,exports.DepthLimitedBlurShader=u.DepthLimitedBlurShader,exports.DigitalGlitch=l.DigitalGlitch,exports.DotScreenShader=n.DotScreenShader,exports.FXAAShader=x.FXAAShader,exports.FilmShader=q.FilmShader,exports.FocusShader=B.FocusShader,exports.FreiChenShader=A.FreiChenShader,exports.FresnelShader=m.FresnelShader,exports.GammaCorrectionShader=g.GammaCorrectionShader,exports.GodRaysCombineShader=C.GodRaysCombineShader,exports.GodRaysDepthMaskShader=C.GodRaysDepthMaskShader,exports.GodRaysFakeSunShader=C.GodRaysFakeSunShader,exports.GodRaysGenerateShader=C.GodRaysGenerateShader,exports.HalftoneShader=M.HalftoneShader,exports.HorizontalBlurShader=R.HorizontalBlurShader,exports.HorizontalTiltShiftShader=T.HorizontalTiltShiftShader,exports.HueSaturationShader=f.HueSaturationShader,exports.KaleidoShader=y.KaleidoShader,exports.LuminosityHighPassShader=D.LuminosityHighPassShader,exports.LuminosityShader=F.LuminosityShader,exports.MirrorShader=G.MirrorShader,exports.NormalMapShader=H.NormalMapShader,exports.ParallaxShader=O.ParallaxShader,exports.PixelShader=k.PixelShader,exports.RGBShiftShader=V.RGBShiftShader,exports.SAOShader=P.SAOShader,exports.SMAABlendShader=b.SMAABlendShader,exports.SMAAEdgesShader=b.SMAAEdgesShader,exports.SMAAWeightsShader=b.SMAAWeightsShader,exports.SSAOBlurShader=L.SSAOBlurShader,exports.SSAODepthShader=L.SSAODepthShader,exports.SSAOShader=L.SSAOShader,exports.SSRBlurShader=z.SSRBlurShader,exports.SSRDepthShader=z.SSRDepthShader,exports.SSRShader=z.SSRShader,exports.SepiaShader=v.SepiaShader,exports.SobelOperatorShader=E.SobelOperatorShader,exports.SubsurfaceScatteringShader=U.SubsurfaceScatteringShader,exports.TechnicolorShader=W.TechnicolorShader,exports.ToneMapShader=K.ToneMapShader,exports.ToonShader1=N.ToonShader1,exports.ToonShader2=N.ToonShader2,exports.ToonShaderDotted=N.ToonShaderDotted,exports.ToonShaderHatching=N.ToonShaderHatching,exports.TriangleBlurShader=X.TriangleBlurShader,exports.UnpackDepthRGBAShader=_.UnpackDepthRGBAShader,exports.VerticalBlurShader=w.VerticalBlurShader,exports.VerticalTiltShiftShader=I.VerticalTiltShiftShader,exports.VignetteShader=J.VignetteShader,exports.VolumeRenderShader1=Q.VolumeRenderShader1,exports.WaterRefractionShader=Y.WaterRefractionShader;
@@ -0,0 +1,53 @@
1
+ export * from './types';
2
+ export * from './ACESFilmicToneMappingShader';
3
+ export * from './AfterimageShader';
4
+ export * from './BasicShader';
5
+ export * from './BleachBypassShader';
6
+ export * from './BlendShader';
7
+ export * from './BokehShader';
8
+ export * from './BokehShader2';
9
+ export * from './BrightnessContrastShader';
10
+ export * from './ColorCorrectionShader';
11
+ export * from './ColorifyShader';
12
+ export * from './ConvolutionShader';
13
+ export * from './CopyShader';
14
+ export * from './DOFMipMapShader';
15
+ export * from './DepthLimitedBlurShader';
16
+ export * from './DigitalGlitch';
17
+ export * from './DotScreenShader';
18
+ export * from './FXAAShader';
19
+ export * from './FilmShader';
20
+ export * from './FocusShader';
21
+ export * from './FreiChenShader';
22
+ export * from './FresnelShader';
23
+ export * from './GammaCorrectionShader';
24
+ export * from './GodRaysShader';
25
+ export * from './HalftoneShader';
26
+ export * from './HorizontalBlurShader';
27
+ export * from './HorizontalTiltShiftShader';
28
+ export * from './HueSaturationShader';
29
+ export * from './KaleidoShader';
30
+ export * from './LuminosityHighPassShader';
31
+ export * from './LuminosityShader';
32
+ export * from './MirrorShader';
33
+ export * from './NormalMapShader';
34
+ export * from './ParallaxShader';
35
+ export * from './PixelShader';
36
+ export * from './RGBShiftShader';
37
+ export * from './SAOShader';
38
+ export * from './SMAAShader';
39
+ export * from './SSAOShader';
40
+ export * from './SSRShader';
41
+ export * from './SepiaShader';
42
+ export * from './SobelOperatorShader';
43
+ export * from './SubsurfaceScatteringShader';
44
+ export * from './TechnicolorShader';
45
+ export * from './ToneMapShader';
46
+ export * from './ToonShader';
47
+ export * from './TriangleBlurShader';
48
+ export * from './UnpackDepthRGBAShader';
49
+ export * from './VerticalBlurShader';
50
+ export * from './VerticalTiltShiftShader';
51
+ export * from './VignetteShader';
52
+ export * from './VolumeShader';
53
+ export * from './WaterRefractionShader';
@@ -0,0 +1,53 @@
1
+ export { ACESFilmicToneMappingShader } from './ACESFilmicToneMappingShader.js';
2
+ export { AfterimageShader } from './AfterimageShader.js';
3
+ export { BasicShader } from './BasicShader.js';
4
+ export { BleachBypassShader } from './BleachBypassShader.js';
5
+ export { BlendShader } from './BlendShader.js';
6
+ export { BokehShader } from './BokehShader.js';
7
+ export { BokehDepthShader, BokehShader2 } from './BokehShader2.js';
8
+ export { BrightnessContrastShader } from './BrightnessContrastShader.js';
9
+ export { ColorCorrectionShader } from './ColorCorrectionShader.js';
10
+ export { ColorifyShader } from './ColorifyShader.js';
11
+ export { ConvolutionShader } from './ConvolutionShader.js';
12
+ export { CopyShader } from './CopyShader.js';
13
+ export { DOFMipMapShader } from './DOFMipMapShader.js';
14
+ export { BlurShaderUtils, DepthLimitedBlurShader } from './DepthLimitedBlurShader.js';
15
+ export { DigitalGlitch } from './DigitalGlitch.js';
16
+ export { DotScreenShader } from './DotScreenShader.js';
17
+ export { FXAAShader } from './FXAAShader.js';
18
+ export { FilmShader } from './FilmShader.js';
19
+ export { FocusShader } from './FocusShader.js';
20
+ export { FreiChenShader } from './FreiChenShader.js';
21
+ export { FresnelShader } from './FresnelShader.js';
22
+ export { GammaCorrectionShader } from './GammaCorrectionShader.js';
23
+ export { GodRaysCombineShader, GodRaysDepthMaskShader, GodRaysFakeSunShader, GodRaysGenerateShader } from './GodRaysShader.js';
24
+ export { HalftoneShader } from './HalftoneShader.js';
25
+ export { HorizontalBlurShader } from './HorizontalBlurShader.js';
26
+ export { HorizontalTiltShiftShader } from './HorizontalTiltShiftShader.js';
27
+ export { HueSaturationShader } from './HueSaturationShader.js';
28
+ export { KaleidoShader } from './KaleidoShader.js';
29
+ export { LuminosityHighPassShader } from './LuminosityHighPassShader.js';
30
+ export { LuminosityShader } from './LuminosityShader.js';
31
+ export { MirrorShader } from './MirrorShader.js';
32
+ export { NormalMapShader } from './NormalMapShader.js';
33
+ export { ParallaxShader } from './ParallaxShader.js';
34
+ export { PixelShader } from './PixelShader.js';
35
+ export { RGBShiftShader } from './RGBShiftShader.js';
36
+ export { SAOShader } from './SAOShader.js';
37
+ export { SMAABlendShader, SMAAEdgesShader, SMAAWeightsShader } from './SMAAShader.js';
38
+ export { SSAOBlurShader, SSAODepthShader, SSAOShader } from './SSAOShader.js';
39
+ export { SSRBlurShader, SSRDepthShader, SSRShader } from './SSRShader.js';
40
+ export { SepiaShader } from './SepiaShader.js';
41
+ export { SobelOperatorShader } from './SobelOperatorShader.js';
42
+ export { SubsurfaceScatteringShader } from './SubsurfaceScatteringShader.js';
43
+ export { TechnicolorShader } from './TechnicolorShader.js';
44
+ export { ToneMapShader } from './ToneMapShader.js';
45
+ export { ToonShader1, ToonShader2, ToonShaderDotted, ToonShaderHatching } from './ToonShader.js';
46
+ export { TriangleBlurShader } from './TriangleBlurShader.js';
47
+ export { UnpackDepthRGBAShader } from './UnpackDepthRGBAShader.js';
48
+ export { VerticalBlurShader } from './VerticalBlurShader.js';
49
+ export { VerticalTiltShiftShader } from './VerticalTiltShiftShader.js';
50
+ export { VignetteShader } from './VignetteShader.js';
51
+ export { VolumeRenderShader1 } from './VolumeShader.js';
52
+ export { WaterRefractionShader } from './WaterRefractionShader.js';
53
+ import 'three';
@@ -0,0 +1 @@
1
+ "use strict";