three-stdlib 2.8.9 → 2.8.12

Sign up to get free protection for your applications and to get access to all the features.
Files changed (480) hide show
  1. package/Nodes-607e9ed8.js +471 -0
  2. package/Nodes-627a8bdf.js +1 -0
  3. package/index.cjs.js +1 -1
  4. package/index.d.ts +1 -127
  5. package/index.js +122 -128
  6. package/lines/LineMaterial.d.ts +7 -6
  7. package/loaders/NodeMaterialLoader.cjs.js +1 -1
  8. package/loaders/NodeMaterialLoader.js +2 -136
  9. package/modifiers/CurveModifier.cjs.js +1 -1
  10. package/modifiers/CurveModifier.d.ts +13 -9
  11. package/modifiers/CurveModifier.js +27 -30
  12. package/nodes/Nodes.cjs.js +1 -1
  13. package/nodes/Nodes.js +203 -76
  14. package/nodes/ShaderNode.cjs.js +1 -0
  15. package/nodes/ShaderNode.js +308 -0
  16. package/nodes/accessors/BufferNode.cjs.js +1 -0
  17. package/nodes/accessors/BufferNode.js +18 -0
  18. package/nodes/accessors/CameraNode.cjs.js +1 -1
  19. package/nodes/accessors/CameraNode.js +32 -138
  20. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
  21. package/nodes/accessors/CubeTextureNode.js +53 -0
  22. package/nodes/accessors/MaterialNode.cjs.js +1 -0
  23. package/nodes/accessors/MaterialNode.js +80 -0
  24. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
  25. package/nodes/accessors/MaterialReferenceNode.js +16 -0
  26. package/nodes/accessors/ModelNode.cjs.js +1 -0
  27. package/nodes/accessors/ModelNode.js +10 -0
  28. package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
  29. package/nodes/accessors/ModelViewProjectionNode.js +22 -0
  30. package/nodes/accessors/NormalNode.cjs.js +1 -1
  31. package/nodes/accessors/NormalNode.js +48 -78
  32. package/nodes/accessors/Object3DNode.cjs.js +1 -0
  33. package/nodes/accessors/Object3DNode.js +85 -0
  34. package/nodes/accessors/PointUVNode.cjs.js +1 -0
  35. package/nodes/accessors/PointUVNode.js +16 -0
  36. package/nodes/accessors/PositionNode.cjs.js +1 -1
  37. package/nodes/accessors/PositionNode.js +49 -87
  38. package/nodes/accessors/ReferenceNode.cjs.js +1 -0
  39. package/nodes/accessors/ReferenceNode.js +43 -0
  40. package/nodes/accessors/ReflectNode.cjs.js +1 -1
  41. package/nodes/accessors/ReflectNode.js +35 -98
  42. package/nodes/accessors/SkinningNode.cjs.js +1 -0
  43. package/nodes/accessors/SkinningNode.js +59 -0
  44. package/nodes/accessors/TextureNode.cjs.js +1 -0
  45. package/nodes/accessors/TextureNode.js +68 -0
  46. package/nodes/accessors/UVNode.cjs.js +1 -1
  47. package/nodes/accessors/UVNode.js +20 -38
  48. package/nodes/core/ArrayUniformNode.cjs.js +1 -0
  49. package/nodes/core/ArrayUniformNode.js +17 -0
  50. package/nodes/core/AttributeNode.cjs.js +1 -1
  51. package/nodes/core/AttributeNode.js +31 -40
  52. package/nodes/core/BypassNode.cjs.js +1 -0
  53. package/nodes/core/BypassNode.js +28 -0
  54. package/nodes/core/CodeNode.cjs.js +1 -0
  55. package/nodes/core/CodeNode.js +35 -0
  56. package/nodes/core/ConstNode.cjs.js +1 -1
  57. package/nodes/core/ConstNode.js +10 -78
  58. package/nodes/core/ContextNode.cjs.js +1 -0
  59. package/nodes/core/ContextNode.js +26 -0
  60. package/nodes/core/ExpressionNode.cjs.js +1 -1
  61. package/nodes/core/ExpressionNode.js +19 -8
  62. package/nodes/core/FunctionCallNode.cjs.js +1 -1
  63. package/nodes/core/FunctionCallNode.js +31 -60
  64. package/nodes/core/FunctionNode.cjs.js +1 -1
  65. package/nodes/core/FunctionNode.js +45 -166
  66. package/nodes/core/InputNode.cjs.js +1 -1
  67. package/nodes/core/InputNode.js +43 -57
  68. package/nodes/core/Node.cjs.js +1 -1
  69. package/nodes/core/Node.js +155 -113
  70. package/nodes/core/NodeAttribute.cjs.js +1 -0
  71. package/nodes/core/NodeAttribute.js +11 -0
  72. package/nodes/core/NodeBuilder.cjs.js +1 -1
  73. package/nodes/core/NodeBuilder.js +422 -548
  74. package/nodes/core/NodeCode.cjs.js +1 -0
  75. package/nodes/core/NodeCode.js +13 -0
  76. package/nodes/core/NodeFrame.cjs.js +1 -1
  77. package/nodes/core/NodeFrame.js +34 -27
  78. package/nodes/core/NodeFunction.cjs.js +1 -0
  79. package/nodes/core/NodeFunction.js +17 -0
  80. package/nodes/core/NodeFunctionInput.cjs.js +1 -0
  81. package/nodes/core/NodeFunctionInput.js +14 -0
  82. package/nodes/core/NodeKeywords.cjs.js +1 -0
  83. package/nodes/core/NodeKeywords.js +54 -0
  84. package/nodes/core/NodeParser.cjs.js +1 -0
  85. package/nodes/core/NodeParser.js +8 -0
  86. package/nodes/core/NodeUniform.cjs.js +1 -1
  87. package/nodes/core/NodeUniform.js +18 -17
  88. package/nodes/core/NodeUtils.cjs.js +1 -1
  89. package/nodes/core/NodeUtils.js +55 -35
  90. package/nodes/core/NodeVar.cjs.js +1 -0
  91. package/nodes/core/NodeVar.js +11 -0
  92. package/nodes/core/NodeVary.cjs.js +1 -0
  93. package/nodes/core/NodeVary.js +11 -0
  94. package/nodes/core/PropertyNode.cjs.js +1 -0
  95. package/nodes/core/PropertyNode.js +26 -0
  96. package/nodes/core/TempNode.cjs.js +1 -1
  97. package/nodes/core/TempNode.js +21 -88
  98. package/nodes/core/UniformNode.cjs.js +1 -0
  99. package/nodes/core/UniformNode.js +28 -0
  100. package/nodes/core/VarNode.cjs.js +1 -1
  101. package/nodes/core/VarNode.js +28 -35
  102. package/nodes/core/VaryNode.cjs.js +1 -0
  103. package/nodes/core/VaryNode.js +38 -0
  104. package/nodes/core/constants.cjs.js +1 -0
  105. package/nodes/core/constants.js +11 -0
  106. package/nodes/display/ColorSpaceNode.cjs.js +1 -0
  107. package/nodes/display/ColorSpaceNode.js +67 -0
  108. package/nodes/display/NormalMapNode.cjs.js +1 -0
  109. package/nodes/display/NormalMapNode.js +71 -0
  110. package/nodes/fog/FogNode.cjs.js +1 -0
  111. package/nodes/fog/FogNode.js +18 -0
  112. package/nodes/fog/FogRangeNode.cjs.js +1 -0
  113. package/nodes/fog/FogRangeNode.js +20 -0
  114. package/nodes/functions/BSDFs.cjs.js +1 -0
  115. package/nodes/functions/BSDFs.js +121 -0
  116. package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
  117. package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
  118. package/nodes/lights/LightContextNode.cjs.js +1 -0
  119. package/nodes/lights/LightContextNode.js +43 -0
  120. package/nodes/lights/LightNode.cjs.js +1 -0
  121. package/nodes/lights/LightNode.js +61 -0
  122. package/nodes/lights/LightsNode.cjs.js +1 -0
  123. package/nodes/lights/LightsNode.js +77 -0
  124. package/nodes/loaders/NodeLoader.cjs.js +1 -0
  125. package/nodes/loaders/NodeLoader.js +80 -0
  126. package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
  127. package/nodes/loaders/NodeMaterialLoader.js +29 -0
  128. package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
  129. package/nodes/loaders/NodeObjectLoader.js +49 -0
  130. package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
  131. package/nodes/materials/LineBasicNodeMaterial.js +31 -0
  132. package/nodes/materials/Materials.cjs.js +1 -0
  133. package/nodes/materials/Materials.js +27 -0
  134. package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
  135. package/nodes/materials/MeshBasicNodeMaterial.js +32 -0
  136. package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -1
  137. package/nodes/materials/MeshStandardNodeMaterial.js +41 -13
  138. package/nodes/materials/NodeMaterial.cjs.js +1 -1
  139. package/nodes/materials/NodeMaterial.js +67 -140
  140. package/nodes/materials/PointsNodeMaterial.cjs.js +1 -0
  141. package/nodes/materials/PointsNodeMaterial.js +34 -0
  142. package/nodes/math/CondNode.cjs.js +1 -1
  143. package/nodes/math/CondNode.js +33 -74
  144. package/nodes/math/MathNode.cjs.js +1 -1
  145. package/nodes/math/MathNode.js +193 -193
  146. package/nodes/math/OperatorNode.cjs.js +1 -1
  147. package/nodes/math/OperatorNode.js +116 -52
  148. package/nodes/parsers/GLSLNodeFunction.cjs.js +1 -0
  149. package/nodes/parsers/GLSLNodeFunction.js +101 -0
  150. package/nodes/parsers/GLSLNodeParser.cjs.js +1 -0
  151. package/nodes/parsers/GLSLNodeParser.js +13 -0
  152. package/nodes/parsers/WGSLNodeFunction.cjs.js +1 -0
  153. package/nodes/parsers/WGSLNodeFunction.js +71 -0
  154. package/nodes/parsers/WGSLNodeParser.cjs.js +1 -0
  155. package/nodes/parsers/WGSLNodeParser.js +13 -0
  156. package/nodes/procedural/CheckerNode.cjs.js +1 -1
  157. package/nodes/procedural/CheckerNode.js +22 -40
  158. package/nodes/utils/ArrayElementNode.cjs.js +1 -0
  159. package/nodes/utils/ArrayElementNode.js +22 -0
  160. package/nodes/utils/ConvertNode.cjs.js +1 -0
  161. package/nodes/utils/ConvertNode.js +29 -0
  162. package/nodes/utils/JoinNode.cjs.js +1 -1
  163. package/nodes/utils/JoinNode.js +19 -69
  164. package/nodes/utils/MatcapUVNode.cjs.js +1 -0
  165. package/nodes/utils/MatcapUVNode.js +18 -0
  166. package/nodes/utils/OscNode.cjs.js +1 -0
  167. package/nodes/utils/OscNode.js +55 -0
  168. package/nodes/utils/SplitNode.cjs.js +1 -0
  169. package/nodes/utils/SplitNode.js +58 -0
  170. package/nodes/utils/SpriteSheetUVNode.cjs.js +1 -0
  171. package/nodes/utils/SpriteSheetUVNode.js +39 -0
  172. package/nodes/utils/TimerNode.cjs.js +1 -1
  173. package/nodes/utils/TimerNode.js +38 -56
  174. package/objects/Lensflare.cjs.js +1 -1
  175. package/objects/Lensflare.js +11 -3
  176. package/package.json +3 -3
  177. package/postprocessing/AfterimagePass.d.ts +2 -30
  178. package/shaders/ACESFilmicToneMappingShader.cjs.js +1 -1
  179. package/shaders/ACESFilmicToneMappingShader.d.ts +9 -0
  180. package/shaders/ACESFilmicToneMappingShader.js +1 -1
  181. package/shaders/AfterimageShader.d.ts +9 -15
  182. package/shaders/BasicShader.cjs.js +1 -1
  183. package/shaders/BasicShader.d.ts +5 -5
  184. package/shaders/BasicShader.js +1 -1
  185. package/shaders/BleachBypassShader.cjs.js +1 -1
  186. package/shaders/BleachBypassShader.d.ts +8 -9
  187. package/shaders/BleachBypassShader.js +1 -1
  188. package/shaders/BlendShader.cjs.js +1 -1
  189. package/shaders/BlendShader.d.ts +13 -7
  190. package/shaders/BlendShader.js +1 -1
  191. package/shaders/BokehShader.cjs.js +1 -1
  192. package/shaders/BokehShader.d.ts +18 -19
  193. package/shaders/BokehShader.js +1 -1
  194. package/shaders/BokehShader2.cjs.js +1 -1
  195. package/shaders/BokehShader2.d.ts +80 -34
  196. package/shaders/BokehShader2.js +2 -2
  197. package/shaders/BrightnessContrastShader.cjs.js +1 -1
  198. package/shaders/BrightnessContrastShader.d.ts +10 -6
  199. package/shaders/BrightnessContrastShader.js +1 -1
  200. package/shaders/ColorCorrectionShader.cjs.js +1 -1
  201. package/shaders/ColorCorrectionShader.d.ts +14 -7
  202. package/shaders/ColorCorrectionShader.js +1 -1
  203. package/shaders/ColorifyShader.cjs.js +1 -1
  204. package/shaders/ColorifyShader.d.ts +8 -5
  205. package/shaders/ColorifyShader.js +1 -1
  206. package/shaders/ConvolutionShader.cjs.js +1 -1
  207. package/shaders/ConvolutionShader.d.ts +15 -16
  208. package/shaders/ConvolutionShader.js +9 -14
  209. package/shaders/CopyShader.d.ts +8 -12
  210. package/shaders/DOFMipMapShader.cjs.js +1 -1
  211. package/shaders/DOFMipMapShader.d.ts +13 -7
  212. package/shaders/DOFMipMapShader.js +1 -1
  213. package/shaders/DepthLimitedBlurShader.cjs.js +1 -1
  214. package/shaders/DepthLimitedBlurShader.d.ts +26 -25
  215. package/shaders/DepthLimitedBlurShader.js +12 -16
  216. package/shaders/DigitalGlitch.cjs.js +1 -1
  217. package/shaders/DigitalGlitch.d.ts +34 -14
  218. package/shaders/DigitalGlitch.js +1 -10
  219. package/shaders/DotScreenShader.cjs.js +1 -1
  220. package/shaders/DotScreenShader.d.ts +17 -8
  221. package/shaders/DotScreenShader.js +1 -1
  222. package/shaders/FXAAShader.cjs.js +1 -1
  223. package/shaders/FXAAShader.d.ts +8 -5
  224. package/shaders/FXAAShader.js +1 -1
  225. package/shaders/FilmShader.cjs.js +1 -1
  226. package/shaders/FilmShader.d.ts +19 -9
  227. package/shaders/FilmShader.js +1 -1
  228. package/shaders/FocusShader.cjs.js +1 -1
  229. package/shaders/FocusShader.d.ts +16 -8
  230. package/shaders/FocusShader.js +1 -1
  231. package/shaders/FreiChenShader.cjs.js +1 -1
  232. package/shaders/FreiChenShader.d.ts +8 -5
  233. package/shaders/FreiChenShader.js +1 -1
  234. package/shaders/FresnelShader.cjs.js +1 -1
  235. package/shaders/FresnelShader.d.ts +21 -0
  236. package/shaders/FresnelShader.js +1 -1
  237. package/shaders/GammaCorrectionShader.d.ts +7 -7
  238. package/shaders/GodRaysShader.cjs.js +1 -1
  239. package/shaders/GodRaysShader.d.ts +38 -20
  240. package/shaders/GodRaysShader.js +4 -4
  241. package/shaders/HalftoneShader.cjs.js +1 -1
  242. package/shaders/HalftoneShader.d.ts +40 -16
  243. package/shaders/HalftoneShader.js +1 -1
  244. package/shaders/HorizontalBlurShader.d.ts +8 -8
  245. package/shaders/HorizontalTiltShiftShader.cjs.js +1 -1
  246. package/shaders/HorizontalTiltShiftShader.d.ts +10 -6
  247. package/shaders/HorizontalTiltShiftShader.js +1 -1
  248. package/shaders/HueSaturationShader.cjs.js +1 -1
  249. package/shaders/HueSaturationShader.d.ts +10 -6
  250. package/shaders/HueSaturationShader.js +1 -1
  251. package/shaders/KaleidoShader.cjs.js +1 -1
  252. package/shaders/KaleidoShader.d.ts +10 -6
  253. package/shaders/KaleidoShader.js +1 -1
  254. package/shaders/LuminosityHighPassShader.cjs.js +1 -1
  255. package/shaders/LuminosityHighPassShader.d.ts +17 -8
  256. package/shaders/LuminosityHighPassShader.js +1 -1
  257. package/shaders/LuminosityShader.cjs.js +1 -1
  258. package/shaders/LuminosityShader.d.ts +4 -4
  259. package/shaders/LuminosityShader.js +1 -1
  260. package/shaders/MirrorShader.cjs.js +1 -1
  261. package/shaders/MirrorShader.d.ts +7 -5
  262. package/shaders/MirrorShader.js +1 -1
  263. package/shaders/NormalMapShader.cjs.js +1 -1
  264. package/shaders/NormalMapShader.d.ts +14 -7
  265. package/shaders/NormalMapShader.js +1 -1
  266. package/shaders/ParallaxShader.cjs.js +1 -1
  267. package/shaders/ParallaxShader.d.ts +28 -0
  268. package/shaders/ParallaxShader.js +1 -1
  269. package/shaders/PixelShader.cjs.js +1 -1
  270. package/shaders/PixelShader.d.ts +10 -6
  271. package/shaders/PixelShader.js +1 -1
  272. package/shaders/RGBShiftShader.cjs.js +1 -1
  273. package/shaders/RGBShiftShader.d.ts +10 -6
  274. package/shaders/RGBShiftShader.js +1 -1
  275. package/shaders/SAOShader.cjs.js +1 -1
  276. package/shaders/SAOShader.d.ts +24 -29
  277. package/shaders/SAOShader.js +1 -5
  278. package/shaders/SMAAShader.cjs.js +1 -1
  279. package/shaders/SMAAShader.d.ts +31 -16
  280. package/shaders/SMAAShader.js +3 -3
  281. package/shaders/SSAOShader.cjs.js +1 -1
  282. package/shaders/SSAOShader.d.ts +58 -25
  283. package/shaders/SSAOShader.js +3 -3
  284. package/shaders/SSRShader.cjs.js +1 -1
  285. package/shaders/SSRShader.d.ts +67 -36
  286. package/shaders/SSRShader.js +3 -3
  287. package/shaders/SepiaShader.cjs.js +1 -1
  288. package/shaders/SepiaShader.d.ts +7 -5
  289. package/shaders/SepiaShader.js +1 -1
  290. package/shaders/SobelOperatorShader.cjs.js +1 -1
  291. package/shaders/SobelOperatorShader.d.ts +8 -5
  292. package/shaders/SobelOperatorShader.js +1 -1
  293. package/shaders/SubsurfaceScatteringShader.cjs.js +1 -1
  294. package/shaders/SubsurfaceScatteringShader.d.ts +2 -34
  295. package/shaders/SubsurfaceScatteringShader.js +3 -3
  296. package/shaders/TechnicolorShader.cjs.js +1 -1
  297. package/shaders/TechnicolorShader.d.ts +4 -4
  298. package/shaders/TechnicolorShader.js +1 -1
  299. package/shaders/ToneMapShader.cjs.js +1 -1
  300. package/shaders/ToneMapShader.d.ts +19 -9
  301. package/shaders/ToneMapShader.js +1 -1
  302. package/shaders/ToonShader.cjs.js +1 -1
  303. package/shaders/ToonShader.d.ts +80 -34
  304. package/shaders/ToonShader.js +4 -4
  305. package/shaders/TriangleBlurShader.cjs.js +1 -1
  306. package/shaders/TriangleBlurShader.d.ts +8 -5
  307. package/shaders/TriangleBlurShader.js +1 -1
  308. package/shaders/UnpackDepthRGBAShader.cjs.js +1 -1
  309. package/shaders/UnpackDepthRGBAShader.d.ts +7 -5
  310. package/shaders/UnpackDepthRGBAShader.js +1 -1
  311. package/shaders/VerticalBlurShader.cjs.js +1 -1
  312. package/shaders/VerticalBlurShader.d.ts +8 -8
  313. package/shaders/VerticalBlurShader.js +1 -1
  314. package/shaders/VerticalTiltShiftShader.cjs.js +1 -1
  315. package/shaders/VerticalTiltShiftShader.d.ts +10 -6
  316. package/shaders/VerticalTiltShiftShader.js +1 -1
  317. package/shaders/VignetteShader.cjs.js +1 -1
  318. package/shaders/VignetteShader.d.ts +10 -6
  319. package/shaders/VignetteShader.js +1 -1
  320. package/shaders/VolumeShader.cjs.js +1 -1
  321. package/shaders/VolumeShader.d.ts +20 -9
  322. package/shaders/VolumeShader.js +1 -1
  323. package/shaders/WaterRefractionShader.cjs.js +1 -1
  324. package/shaders/WaterRefractionShader.d.ts +16 -8
  325. package/shaders/WaterRefractionShader.js +1 -1
  326. package/shaders/index.cjs.js +1 -0
  327. package/shaders/index.d.ts +53 -0
  328. package/shaders/index.js +53 -0
  329. package/shaders/types.cjs.js +1 -0
  330. package/shaders/types.d.ts +14 -0
  331. package/shaders/types.js +1 -0
  332. package/types/shared.d.ts +0 -20
  333. package/Nodes-894ac9dc.js +0 -1
  334. package/Nodes-af575af7.js +0 -157
  335. package/nodes/accessors/ColorsNode.cjs.js +0 -1
  336. package/nodes/accessors/ColorsNode.d.ts +0 -10
  337. package/nodes/accessors/ColorsNode.js +0 -40
  338. package/nodes/accessors/LightNode.cjs.js +0 -1
  339. package/nodes/accessors/LightNode.d.ts +0 -12
  340. package/nodes/accessors/LightNode.js +0 -41
  341. package/nodes/accessors/ResolutionNode.cjs.js +0 -1
  342. package/nodes/accessors/ResolutionNode.d.ts +0 -14
  343. package/nodes/accessors/ResolutionNode.js +0 -41
  344. package/nodes/accessors/ScreenUVNode.cjs.js +0 -1
  345. package/nodes/accessors/ScreenUVNode.d.ts +0 -11
  346. package/nodes/accessors/ScreenUVNode.js +0 -43
  347. package/nodes/core/NodeLib.cjs.js +0 -1
  348. package/nodes/core/NodeLib.d.ts +0 -22
  349. package/nodes/core/NodeLib.js +0 -37
  350. package/nodes/core/StructNode.cjs.js +0 -1
  351. package/nodes/core/StructNode.d.ts +0 -19
  352. package/nodes/core/StructNode.js +0 -72
  353. package/nodes/effects/BlurNode.cjs.js +0 -1
  354. package/nodes/effects/BlurNode.d.ts +0 -31
  355. package/nodes/effects/BlurNode.js +0 -100
  356. package/nodes/effects/ColorAdjustmentNode.cjs.js +0 -1
  357. package/nodes/effects/ColorAdjustmentNode.d.ts +0 -27
  358. package/nodes/effects/ColorAdjustmentNode.js +0 -73
  359. package/nodes/effects/LuminanceNode.cjs.js +0 -1
  360. package/nodes/effects/LuminanceNode.d.ts +0 -18
  361. package/nodes/effects/LuminanceNode.js +0 -46
  362. package/nodes/inputs/BoolNode.cjs.js +0 -1
  363. package/nodes/inputs/BoolNode.d.ts +0 -19
  364. package/nodes/inputs/BoolNode.js +0 -36
  365. package/nodes/inputs/ColorNode.cjs.js +0 -1
  366. package/nodes/inputs/ColorNode.d.ts +0 -21
  367. package/nodes/inputs/ColorNode.js +0 -41
  368. package/nodes/inputs/CubeTextureNode.cjs.js +0 -1
  369. package/nodes/inputs/CubeTextureNode.d.ts +0 -17
  370. package/nodes/inputs/CubeTextureNode.js +0 -79
  371. package/nodes/inputs/FloatNode.cjs.js +0 -1
  372. package/nodes/inputs/FloatNode.d.ts +0 -19
  373. package/nodes/inputs/FloatNode.js +0 -36
  374. package/nodes/inputs/IntNode.cjs.js +0 -1
  375. package/nodes/inputs/IntNode.d.ts +0 -19
  376. package/nodes/inputs/IntNode.js +0 -36
  377. package/nodes/inputs/Matrix3Node.cjs.js +0 -1
  378. package/nodes/inputs/Matrix3Node.d.ts +0 -22
  379. package/nodes/inputs/Matrix3Node.js +0 -46
  380. package/nodes/inputs/Matrix4Node.cjs.js +0 -1
  381. package/nodes/inputs/Matrix4Node.d.ts +0 -22
  382. package/nodes/inputs/Matrix4Node.js +0 -46
  383. package/nodes/inputs/PropertyNode.cjs.js +0 -1
  384. package/nodes/inputs/PropertyNode.d.ts +0 -10
  385. package/nodes/inputs/PropertyNode.js +0 -35
  386. package/nodes/inputs/RTTNode.cjs.js +0 -1
  387. package/nodes/inputs/RTTNode.d.ts +0 -27
  388. package/nodes/inputs/RTTNode.js +0 -103
  389. package/nodes/inputs/ReflectorNode.cjs.js +0 -1
  390. package/nodes/inputs/ReflectorNode.d.ts +0 -21
  391. package/nodes/inputs/ReflectorNode.js +0 -60
  392. package/nodes/inputs/ScreenNode.cjs.js +0 -1
  393. package/nodes/inputs/ScreenNode.d.ts +0 -11
  394. package/nodes/inputs/ScreenNode.js +0 -20
  395. package/nodes/inputs/TextureNode.cjs.js +0 -1
  396. package/nodes/inputs/TextureNode.d.ts +0 -20
  397. package/nodes/inputs/TextureNode.js +0 -83
  398. package/nodes/inputs/Vector2Node.cjs.js +0 -1
  399. package/nodes/inputs/Vector2Node.d.ts +0 -21
  400. package/nodes/inputs/Vector2Node.js +0 -40
  401. package/nodes/inputs/Vector3Node.cjs.js +0 -1
  402. package/nodes/inputs/Vector3Node.d.ts +0 -21
  403. package/nodes/inputs/Vector3Node.js +0 -41
  404. package/nodes/inputs/Vector4Node.cjs.js +0 -1
  405. package/nodes/inputs/Vector4Node.d.ts +0 -21
  406. package/nodes/inputs/Vector4Node.js +0 -42
  407. package/nodes/materials/BasicNodeMaterial.cjs.js +0 -1
  408. package/nodes/materials/BasicNodeMaterial.d.ts +0 -11
  409. package/nodes/materials/BasicNodeMaterial.js +0 -15
  410. package/nodes/materials/PhongNodeMaterial.cjs.js +0 -1
  411. package/nodes/materials/PhongNodeMaterial.d.ts +0 -21
  412. package/nodes/materials/PhongNodeMaterial.js +0 -15
  413. package/nodes/materials/SpriteNodeMaterial.cjs.js +0 -1
  414. package/nodes/materials/SpriteNodeMaterial.d.ts +0 -12
  415. package/nodes/materials/SpriteNodeMaterial.js +0 -15
  416. package/nodes/materials/StandardNodeMaterial.cjs.js +0 -1
  417. package/nodes/materials/StandardNodeMaterial.d.ts +0 -25
  418. package/nodes/materials/StandardNodeMaterial.js +0 -15
  419. package/nodes/materials/nodes/BasicNode.cjs.js +0 -1
  420. package/nodes/materials/nodes/BasicNode.d.ts +0 -15
  421. package/nodes/materials/nodes/BasicNode.js +0 -91
  422. package/nodes/materials/nodes/MeshStandardNode.cjs.js +0 -1
  423. package/nodes/materials/nodes/MeshStandardNode.d.ts +0 -25
  424. package/nodes/materials/nodes/MeshStandardNode.js +0 -81
  425. package/nodes/materials/nodes/PhongNode.cjs.js +0 -1
  426. package/nodes/materials/nodes/PhongNode.d.ts +0 -14
  427. package/nodes/materials/nodes/PhongNode.js +0 -212
  428. package/nodes/materials/nodes/RawNode.cjs.js +0 -1
  429. package/nodes/materials/nodes/RawNode.d.ts +0 -10
  430. package/nodes/materials/nodes/RawNode.js +0 -42
  431. package/nodes/materials/nodes/SpriteNode.cjs.js +0 -1
  432. package/nodes/materials/nodes/SpriteNode.d.ts +0 -13
  433. package/nodes/materials/nodes/SpriteNode.js +0 -113
  434. package/nodes/materials/nodes/StandardNode.cjs.js +0 -1
  435. package/nodes/materials/nodes/StandardNode.d.ts +0 -15
  436. package/nodes/materials/nodes/StandardNode.js +0 -336
  437. package/nodes/misc/BumpMapNode.cjs.js +0 -1
  438. package/nodes/misc/BumpMapNode.d.ts +0 -21
  439. package/nodes/misc/BumpMapNode.js +0 -80
  440. package/nodes/misc/NormalMapNode.cjs.js +0 -1
  441. package/nodes/misc/NormalMapNode.d.ts +0 -19
  442. package/nodes/misc/NormalMapNode.js +0 -102
  443. package/nodes/misc/TextureCubeNode.cjs.js +0 -1
  444. package/nodes/misc/TextureCubeNode.d.ts +0 -21
  445. package/nodes/misc/TextureCubeNode.js +0 -52
  446. package/nodes/misc/TextureCubeUVNode.cjs.js +0 -1
  447. package/nodes/misc/TextureCubeUVNode.d.ts +0 -18
  448. package/nodes/misc/TextureCubeUVNode.js +0 -229
  449. package/nodes/postprocessing/NodePass.cjs.js +0 -1
  450. package/nodes/postprocessing/NodePass.d.ts +0 -15
  451. package/nodes/postprocessing/NodePass.js +0 -61
  452. package/nodes/postprocessing/NodePostProcessing.cjs.js +0 -1
  453. package/nodes/postprocessing/NodePostProcessing.d.ts +0 -26
  454. package/nodes/postprocessing/NodePostProcessing.js +0 -91
  455. package/nodes/procedural/NoiseNode.cjs.js +0 -1
  456. package/nodes/procedural/NoiseNode.d.ts +0 -17
  457. package/nodes/procedural/NoiseNode.js +0 -43
  458. package/nodes/utils/BypassNode.cjs.js +0 -1
  459. package/nodes/utils/BypassNode.d.ts +0 -11
  460. package/nodes/utils/BypassNode.js +0 -55
  461. package/nodes/utils/ColorSpaceNode.cjs.js +0 -1
  462. package/nodes/utils/ColorSpaceNode.d.ts +0 -55
  463. package/nodes/utils/ColorSpaceNode.js +0 -106
  464. package/nodes/utils/MaxMIPLevelNode.cjs.js +0 -1
  465. package/nodes/utils/MaxMIPLevelNode.d.ts +0 -11
  466. package/nodes/utils/MaxMIPLevelNode.js +0 -38
  467. package/nodes/utils/SpecularMIPLevelNode.cjs.js +0 -1
  468. package/nodes/utils/SpecularMIPLevelNode.d.ts +0 -17
  469. package/nodes/utils/SpecularMIPLevelNode.js +0 -61
  470. package/nodes/utils/SubSlotNode.cjs.js +0 -1
  471. package/nodes/utils/SubSlotNode.js +0 -53
  472. package/nodes/utils/SwitchNode.cjs.js +0 -1
  473. package/nodes/utils/SwitchNode.d.ts +0 -11
  474. package/nodes/utils/SwitchNode.js +0 -69
  475. package/nodes/utils/UVTransformNode.cjs.js +0 -1
  476. package/nodes/utils/UVTransformNode.d.ts +0 -15
  477. package/nodes/utils/UVTransformNode.js +0 -46
  478. package/nodes/utils/VelocityNode.cjs.js +0 -1
  479. package/nodes/utils/VelocityNode.d.ts +0 -28
  480. package/nodes/utils/VelocityNode.js +0 -115
@@ -1,41 +1,87 @@
1
- import { Uniform } from 'three';
2
-
3
- export interface BokehShaderUniforms {
4
- textureWidth: Uniform;
5
- textureHeight: Uniform;
6
- focalDepth: Uniform;
7
- focalLength: Uniform;
8
- fstop: Uniform;
9
- tColor: Uniform;
10
- tDepth: Uniform;
11
- maxblur: Uniform;
12
- showFocus: Uniform;
13
- manualdof: Uniform;
14
- vignetting: Uniform;
15
- depthblur: Uniform;
16
- threshold: Uniform;
17
- gain: Uniform;
18
- bias: Uniform;
19
- fringe: Uniform;
20
- znear: Uniform;
21
- zfar: Uniform;
22
- noise: Uniform;
23
- dithering: Uniform;
24
- pentagon: Uniform;
25
- shaderFocus: Uniform;
26
- focusCoords: Uniform;
27
- }
28
-
29
- export const BokehShader: {
30
- uniforms: BokehShaderUniforms;
1
+ import { Vector2 } from 'three';
2
+ export declare const BokehShader2: {
3
+ uniforms: {
4
+ textureWidth: {
5
+ value: number;
6
+ };
7
+ textureHeight: {
8
+ value: number;
9
+ };
10
+ focalDepth: {
11
+ value: number;
12
+ };
13
+ focalLength: {
14
+ value: number;
15
+ };
16
+ fstop: {
17
+ value: number;
18
+ };
19
+ tColor: {
20
+ value: null;
21
+ };
22
+ tDepth: {
23
+ value: null;
24
+ };
25
+ maxblur: {
26
+ value: number;
27
+ };
28
+ showFocus: {
29
+ value: number;
30
+ };
31
+ manualdof: {
32
+ value: number;
33
+ };
34
+ vignetting: {
35
+ value: number;
36
+ };
37
+ depthblur: {
38
+ value: number;
39
+ };
40
+ threshold: {
41
+ value: number;
42
+ };
43
+ gain: {
44
+ value: number;
45
+ };
46
+ bias: {
47
+ value: number;
48
+ };
49
+ fringe: {
50
+ value: number;
51
+ };
52
+ znear: {
53
+ value: number;
54
+ };
55
+ zfar: {
56
+ value: number;
57
+ };
58
+ noise: {
59
+ value: number;
60
+ };
61
+ dithering: {
62
+ value: number;
63
+ };
64
+ pentagon: {
65
+ value: number;
66
+ };
67
+ shaderFocus: {
68
+ value: number;
69
+ };
70
+ focusCoords: {
71
+ value: Vector2;
72
+ };
73
+ };
31
74
  vertexShader: string;
32
75
  fragmentShader: string;
33
76
  };
34
-
35
- export const BokehDepthShader: {
77
+ export declare const BokehDepthShader: {
36
78
  uniforms: {
37
- mNear: Uniform;
38
- mFar: Uniform;
79
+ mNear: {
80
+ value: number;
81
+ };
82
+ mFar: {
83
+ value: number;
84
+ };
39
85
  };
40
86
  vertexShader: string;
41
87
  fragmentShader: string;
@@ -8,7 +8,7 @@ import { Vector2 } from 'three';
8
8
  * Requires #define RINGS and SAMPLES integers
9
9
  */
10
10
 
11
- var BokehShader2 = {
11
+ const BokehShader2 = {
12
12
  uniforms: {
13
13
  textureWidth: {
14
14
  value: 1.0
@@ -83,7 +83,7 @@ var BokehShader2 = {
83
83
  vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
84
84
  fragmentShader: ['#include <common>', 'varying vec2 vUv;', 'uniform sampler2D tColor;', 'uniform sampler2D tDepth;', 'uniform float textureWidth;', 'uniform float textureHeight;', 'uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below', 'uniform float focalLength; //focal length in mm', 'uniform float fstop; //f-stop value', 'uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)', '/*', 'make sure that these two values are the same for your camera, otherwise distances will be wrong.', '*/', 'uniform float znear; // camera clipping start', 'uniform float zfar; // camera clipping end', '//------------------------------------------', '//user variables', 'const int samples = SAMPLES; //samples on the first ring', 'const int rings = RINGS; //ring count', 'const int maxringsamples = rings * samples;', 'uniform bool manualdof; // manual dof calculation', 'float ndofstart = 1.0; // near dof blur start', 'float ndofdist = 2.0; // near dof blur falloff distance', 'float fdofstart = 1.0; // far dof blur start', 'float fdofdist = 3.0; // far dof blur falloff distance', 'float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)', 'uniform bool vignetting; // use optical lens vignetting', 'float vignout = 1.3; // vignetting outer border', 'float vignin = 0.0; // vignetting inner border', 'float vignfade = 22.0; // f-stops till vignete fades', 'uniform bool shaderFocus;', '// disable if you use external focalDepth value', 'uniform vec2 focusCoords;', '// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)', '// if center of screen use vec2(0.5, 0.5);', 'uniform float maxblur;', '//clamp value of max blur (0.0 = no blur, 1.0 default)', 'uniform float threshold; // highlight threshold;', 'uniform float gain; // highlight gain;', 'uniform float bias; // bokeh edge bias', 'uniform float fringe; // bokeh chromatic aberration / fringing', 'uniform bool noise; //use noise instead of pattern for sample dithering', 'uniform float dithering;', 'uniform bool depthblur; // blur the depth buffer', 'float dbsize = 1.25; // depth blur size', '/*', 'next part is experimental', 'not looking good with small sample and ring count', 'looks okay starting from samples = 4, rings = 4', '*/', 'uniform bool pentagon; //use pentagon as bokeh shape?', 'float feather = 0.4; //pentagon shape feather', '//------------------------------------------', 'float penta(vec2 coords) {', ' //pentagonal shape', ' float scale = float(rings) - 1.3;', ' vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);', ' vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);', ' vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);', ' vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);', ' vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);', ' vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);', ' vec4 one = vec4( 1.0 );', ' vec4 P = vec4((coords),vec2(scale, scale));', ' vec4 dist = vec4(0.0);', ' float inorout = -4.0;', ' dist.x = dot( P, HS0 );', ' dist.y = dot( P, HS1 );', ' dist.z = dot( P, HS2 );', ' dist.w = dot( P, HS3 );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dot( dist, one );', ' dist.x = dot( P, HS4 );', ' dist.y = HS5.w - abs( P.z );', ' dist = smoothstep( -feather, feather, dist );', ' inorout += dist.x;', ' return clamp( inorout, 0.0, 1.0 );', '}', 'float bdepth(vec2 coords) {', ' // Depth buffer blur', ' float d = 0.0;', ' float kernel[9];', ' vec2 offset[9];', ' vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;', ' offset[0] = vec2(-wh.x,-wh.y);', ' offset[1] = vec2( 0.0, -wh.y);', ' offset[2] = vec2( wh.x -wh.y);', ' offset[3] = vec2(-wh.x, 0.0);', ' offset[4] = vec2( 0.0, 0.0);', ' offset[5] = vec2( wh.x, 0.0);', ' offset[6] = vec2(-wh.x, wh.y);', ' offset[7] = vec2( 0.0, wh.y);', ' offset[8] = vec2( wh.x, wh.y);', ' kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;', ' kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;', ' kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;', ' for( int i=0; i<9; i++ ) {', ' float tmp = texture2D(tDepth, coords + offset[i]).r;', ' d += tmp * kernel[i];', ' }', ' return d;', '}', 'vec3 color(vec2 coords,float blur) {', ' //processing the sample', ' vec3 col = vec3(0.0);', ' vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);', ' col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;', ' col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;', ' col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;', ' vec3 lumcoeff = vec3(0.299,0.587,0.114);', ' float lum = dot(col.rgb, lumcoeff);', ' float thresh = max((lum-threshold)*gain, 0.0);', ' return col+mix(vec3(0.0),col,thresh*blur);', '}', 'vec3 debugFocus(vec3 col, float blur, float depth) {', ' float edge = 0.002*depth; //distance based edge smoothing', ' float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);', ' float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);', ' col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);', ' col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);', ' return col;', '}', 'float linearize(float depth) {', ' return -zfar * znear / (depth * (zfar - znear) - zfar);', '}', 'float vignette() {', ' float dist = distance(vUv.xy, vec2(0.5,0.5));', ' dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);', ' return clamp(dist,0.0,1.0);', '}', 'float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {', ' float rings2 = float(rings);', ' float step = PI*2.0 / float(ringsamples);', ' float pw = cos(j*step)*i;', ' float ph = sin(j*step)*i;', ' float p = 1.0;', ' if (pentagon) {', ' p = penta(vec2(pw,ph));', ' }', ' col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;', ' return 1.0 * mix(1.0, i /rings2, bias) * p;', '}', 'void main() {', ' //scene depth calculation', ' float depth = linearize(texture2D(tDepth,vUv.xy).x);', ' // Blur depth?', ' if ( depthblur ) {', ' depth = linearize(bdepth(vUv.xy));', ' }', ' //focal plane calculation', ' float fDepth = focalDepth;', ' if (shaderFocus) {', ' fDepth = linearize(texture2D(tDepth,focusCoords).x);', ' }', ' // dof blur factor calculation', ' float blur = 0.0;', ' if (manualdof) {', ' float a = depth-fDepth; // Focal plane', ' float b = (a-fdofstart)/fdofdist; // Far DoF', ' float c = (-a-ndofstart)/ndofdist; // Near Dof', ' blur = (a>0.0) ? b : c;', ' } else {', ' float f = focalLength; // focal length in mm', ' float d = fDepth*1000.0; // focal plane in mm', ' float o = depth*1000.0; // depth in mm', ' float a = (o*f)/(o-f);', ' float b = (d*f)/(d-f);', ' float c = (d-f)/(d*fstop*CoC);', ' blur = abs(a-b)*c;', ' }', ' blur = clamp(blur,0.0,1.0);', ' // calculation of pattern for dithering', ' vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;', ' // getting blur x and y step factor', ' float w = (1.0/textureWidth)*blur*maxblur+noise.x;', ' float h = (1.0/textureHeight)*blur*maxblur+noise.y;', ' // calculation of final color', ' vec3 col = vec3(0.0);', ' if(blur < 0.05) {', ' //some optimization thingy', ' col = texture2D(tColor, vUv.xy).rgb;', ' } else {', ' col = texture2D(tColor, vUv.xy).rgb;', ' float s = 1.0;', ' int ringsamples;', ' for (int i = 1; i <= rings; i++) {', ' /*unboxstart*/', ' ringsamples = i * samples;', ' for (int j = 0 ; j < maxringsamples ; j++) {', ' if (j >= ringsamples) break;', ' s += gather(float(i), float(j), ringsamples, col, w, h, blur);', ' }', ' /*unboxend*/', ' }', ' col /= s; //divide by sample count', ' }', ' if (showFocus) {', ' col = debugFocus(col, blur, depth);', ' }', ' if (vignetting) {', ' col *= vignette();', ' }', ' gl_FragColor.rgb = col;', ' gl_FragColor.a = 1.0;', '} '].join('\n')
85
85
  };
86
- var BokehDepthShader = {
86
+ const BokehDepthShader = {
87
87
  uniforms: {
88
88
  mNear: {
89
89
  value: 1.0
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var r={uniforms:{tDiffuse:{value:null},brightness:{value:0},contrast:{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 brightness;","uniform float contrast;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb += brightness;","\tif (contrast > 0.0) {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;","\t} else {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;","\t}","}"].join("\n")};exports.BrightnessContrastShader=r;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const r={uniforms:{tDiffuse:{value:null},brightness:{value:0},contrast:{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 brightness;","uniform float contrast;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb += brightness;","\tif (contrast > 0.0) {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;","\t} else {","\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;","\t}","}"].join("\n")};exports.BrightnessContrastShader=r;
@@ -1,10 +1,14 @@
1
- import { Uniform } from 'three';
2
-
3
- export const BrightnessContrastShader: {
1
+ export declare const BrightnessContrastShader: {
4
2
  uniforms: {
5
- tDiffuse: Uniform;
6
- brightness: Uniform;
7
- contrast: Uniform;
3
+ tDiffuse: {
4
+ value: null;
5
+ };
6
+ brightness: {
7
+ value: number;
8
+ };
9
+ contrast: {
10
+ value: number;
11
+ };
8
12
  };
9
13
  vertexShader: string;
10
14
  fragmentShader: string;
@@ -4,7 +4,7 @@
4
4
  * brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
5
5
  * contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
6
6
  */
7
- var BrightnessContrastShader = {
7
+ const BrightnessContrastShader = {
8
8
  uniforms: {
9
9
  tDiffuse: {
10
10
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r={uniforms:{tDiffuse:{value:null},powRGB:{value:new e.Vector3(2,2,2)},mulRGB:{value:new e.Vector3(1,1,1)},addRGB:{value:new e.Vector3(0,0,0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 powRGB;","uniform vec3 mulRGB;","uniform vec3 addRGB;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );","}"].join("\n")};exports.ColorCorrectionShader=r;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const r={uniforms:{tDiffuse:{value:null},powRGB:{value:new e.Vector3(2,2,2)},mulRGB:{value:new e.Vector3(1,1,1)},addRGB:{value:new e.Vector3(0,0,0)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform sampler2D tDiffuse;","uniform vec3 powRGB;","uniform vec3 mulRGB;","uniform vec3 addRGB;","varying vec2 vUv;","void main() {","\tgl_FragColor = texture2D( tDiffuse, vUv );","\tgl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );","}"].join("\n")};exports.ColorCorrectionShader=r;
@@ -1,11 +1,18 @@
1
- import { Uniform } from 'three';
2
-
3
- export const ColorCorrectionShader: {
1
+ import { Vector3 } from 'three';
2
+ export declare const ColorCorrectionShader: {
4
3
  uniforms: {
5
- tDiffuse: Uniform;
6
- powRGB: Uniform;
7
- mulRGB: Uniform;
8
- addRGB: Uniform;
4
+ tDiffuse: {
5
+ value: null;
6
+ };
7
+ powRGB: {
8
+ value: Vector3;
9
+ };
10
+ mulRGB: {
11
+ value: Vector3;
12
+ };
13
+ addRGB: {
14
+ value: Vector3;
15
+ };
9
16
  };
10
17
  vertexShader: string;
11
18
  fragmentShader: string;
@@ -4,7 +4,7 @@ import { Vector3 } from 'three';
4
4
  * Color correction
5
5
  */
6
6
 
7
- var ColorCorrectionShader = {
7
+ const ColorCorrectionShader = {
8
8
  uniforms: {
9
9
  tDiffuse: {
10
10
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{tDiffuse:{value:null},color:{value:new(require("three").Color)(16777215)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tgl_FragColor = vec4( v * color, texel.w );","}"].join("\n")};exports.ColorifyShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={uniforms:{tDiffuse:{value:null},color:{value:new(require("three").Color)(16777215)}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform vec3 color;","uniform sampler2D tDiffuse;","varying vec2 vUv;","void main() {","\tvec4 texel = texture2D( tDiffuse, vUv );","\tvec3 luma = vec3( 0.299, 0.587, 0.114 );","\tfloat v = dot( texel.xyz, luma );","\tgl_FragColor = vec4( v * color, texel.w );","}"].join("\n")};exports.ColorifyShader=e;
@@ -1,9 +1,12 @@
1
- import { Uniform } from 'three';
2
-
3
- export const ColorifyShader: {
1
+ import { Color } from 'three';
2
+ export declare const ColorifyShader: {
4
3
  uniforms: {
5
- tDiffuse: Uniform;
6
- color: Uniform;
4
+ tDiffuse: {
5
+ value: null;
6
+ };
7
+ color: {
8
+ value: Color;
9
+ };
7
10
  };
8
11
  vertexShader: string;
9
12
  fragmentShader: string;
@@ -4,7 +4,7 @@ import { Color } from 'three';
4
4
  * Colorify shader
5
5
  */
6
6
 
7
- var ColorifyShader = {
7
+ const ColorifyShader = {
8
8
  uniforms: {
9
9
  tDiffuse: {
10
10
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={defines:{KERNEL_SIZE_FLOAT:"25.0",KERNEL_SIZE_INT:"25"},uniforms:{tDiffuse:{value:null},uImageIncrement:{value:new(require("three").Vector2)(.001953125,0)},cKernel:{value:[]}},vertexShader:["uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float cKernel[ KERNEL_SIZE_INT ];","uniform sampler2D tDiffuse;","uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvec2 imageCoord = vUv;","\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );","\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {","\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];","\t\timageCoord += uImageIncrement;","\t}","\tgl_FragColor = sum;","}"].join("\n"),buildKernel:function(e){function r(e,r){return Math.exp(-e*e/(2*r*r))}var n,t,i,o,u=2*Math.ceil(3*e)+1;for(u>25&&(u=25),o=.5*(u-1),t=new Array(u),i=0,n=0;n<u;++n)t[n]=r(n-o,e),i+=t[n];for(n=0;n<u;++n)t[n]/=i;return t}};exports.ConvolutionShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={defines:{KERNEL_SIZE_FLOAT:"25.0",KERNEL_SIZE_INT:"25"},uniforms:{tDiffuse:{value:null},uImageIncrement:{value:new(require("three").Vector2)(.001953125,0)},cKernel:{value:[]}},vertexShader:["uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float cKernel[ KERNEL_SIZE_INT ];","uniform sampler2D tDiffuse;","uniform vec2 uImageIncrement;","varying vec2 vUv;","void main() {","\tvec2 imageCoord = vUv;","\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );","\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {","\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];","\t\timageCoord += uImageIncrement;","\t}","\tgl_FragColor = sum;","}"].join("\n"),buildKernel:function(e){function t(e,t){return Math.exp(-e*e/(2*t*t))}const r=Math.min(2*Math.ceil(3*e)+1,25),n=.5*(r-1),i=new Array(r);let o=0;for(let u=0;u<r;++u)i[u]=t(u-n,e),o+=i[u];for(let e=0;e<r;++e)i[e]/=o;return i}};exports.ConvolutionShader=e;
@@ -1,17 +1,16 @@
1
- import { Uniform } from '../../../src/core/Uniform';
2
-
3
- export const ConvolutionShader: {
4
- defines: {
5
- KERNEL_SIZE_FLOAT: string;
6
- KERNEL_SIZE_INT: string;
7
- };
8
- uniforms: {
9
- tDiffuse: Uniform;
10
- uImageIncrement: Uniform;
11
- cKernel: Uniform;
12
- };
13
- vertexShader: string;
14
- fragmentShader: string;
15
-
16
- buildKernel(sigma: number): number[];
1
+ import { Vector2 } from 'three';
2
+ import type { IUniform, Texture } from 'three';
3
+ import type { IShader } from './types';
4
+ export declare type ConvolutionShaderDefines = {
5
+ KERNEL_SIZE_FLOAT: string;
6
+ KERNEL_SIZE_INT: string;
17
7
  };
8
+ export declare type ConvolutionShaderUniforms = {
9
+ cKernel: IUniform<number[]>;
10
+ tDiffuse: IUniform<Texture | null>;
11
+ uImageIncrement: IUniform<Vector2>;
12
+ };
13
+ export interface IConvolutionShader extends IShader<ConvolutionShaderUniforms, ConvolutionShaderDefines> {
14
+ buildKernel: (sigma: number) => number[];
15
+ }
16
+ export declare const ConvolutionShader: IConvolutionShader;
@@ -6,7 +6,7 @@ import { Vector2 } from 'three';
6
6
  * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
7
7
  */
8
8
 
9
- var ConvolutionShader = {
9
+ const ConvolutionShader = {
10
10
  defines: {
11
11
  KERNEL_SIZE_FLOAT: '25.0',
12
12
  KERNEL_SIZE_INT: '25'
@@ -30,24 +30,19 @@ var ConvolutionShader = {
30
30
  return Math.exp(-(x * x) / (2.0 * sigma * sigma));
31
31
  }
32
32
 
33
- var i,
34
- values,
35
- sum,
36
- halfWidth,
37
- kMaxKernelSize = 25,
38
- kernelSize = 2 * Math.ceil(sigma * 3.0) + 1;
39
- if (kernelSize > kMaxKernelSize) kernelSize = kMaxKernelSize;
40
- halfWidth = (kernelSize - 1) * 0.5;
41
- values = new Array(kernelSize);
42
- sum = 0.0;
43
-
44
- for (i = 0; i < kernelSize; ++i) {
33
+ const kMaxKernelSize = 25;
34
+ const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize);
35
+ const halfWidth = (kernelSize - 1) * 0.5;
36
+ const values = new Array(kernelSize);
37
+ let sum = 0.0;
38
+
39
+ for (let i = 0; i < kernelSize; ++i) {
45
40
  values[i] = gauss(i - halfWidth, sigma);
46
41
  sum += values[i];
47
42
  } // normalize the kernel
48
43
 
49
44
 
50
- for (i = 0; i < kernelSize; ++i) values[i] /= sum;
45
+ for (let i = 0; i < kernelSize; ++i) values[i] /= sum;
51
46
 
52
47
  return values;
53
48
  }
@@ -1,13 +1,9 @@
1
- declare const CopyShader: {
2
- uniforms: {
3
- tDiffuse: {
4
- value: null;
5
- };
6
- opacity: {
7
- value: number;
8
- };
9
- };
10
- vertexShader: string;
11
- fragmentShader: string;
1
+ import type { IUniform, Texture } from 'three';
2
+ import type { IShader } from './types';
3
+ export declare type CopyShaderUniforms = {
4
+ opacity: IUniform<number>;
5
+ tDiffuse: IUniform<Texture | null>;
12
6
  };
13
- export { CopyShader };
7
+ export interface ICopyShader extends IShader<CopyShaderUniforms> {
8
+ }
9
+ export declare const CopyShader: ICopyShader;
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e={uniforms:{tColor:{value:null},tDepth:{value:null},focus:{value:1},maxblur:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float focus;","uniform float maxblur;","uniform sampler2D tColor;","uniform sampler2D tDepth;","varying vec2 vUv;","void main() {","\tvec4 depth = texture2D( tDepth, vUv );","\tfloat factor = depth.x - focus;","\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );","\tgl_FragColor = col;","\tgl_FragColor.a = 1.0;","}"].join("\n")};exports.DOFMipMapShader=e;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const o={uniforms:{tColor:{value:null},tDepth:{value:null},focus:{value:1},maxblur:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform float focus;","uniform float maxblur;","uniform sampler2D tColor;","uniform sampler2D tDepth;","varying vec2 vUv;","void main() {","\tvec4 depth = texture2D( tDepth, vUv );","\tfloat factor = depth.x - focus;","\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );","\tgl_FragColor = col;","\tgl_FragColor.a = 1.0;","}"].join("\n")};exports.DOFMipMapShader=o;
@@ -1,11 +1,17 @@
1
- import { Uniform } from 'three';
2
-
3
- export const DOFMipMapShader: {
1
+ export declare const DOFMipMapShader: {
4
2
  uniforms: {
5
- tColor: Uniform;
6
- tDepth: Uniform;
7
- focus: Uniform;
8
- maxblur: Uniform;
3
+ tColor: {
4
+ value: null;
5
+ };
6
+ tDepth: {
7
+ value: null;
8
+ };
9
+ focus: {
10
+ value: number;
11
+ };
12
+ maxblur: {
13
+ value: number;
14
+ };
9
15
  };
10
16
  vertexShader: string;
11
17
  fragmentShader: string;
@@ -3,7 +3,7 @@
3
3
  * - from Matt Handley @applmak
4
4
  * - requires power-of-2 sized render target with enabled mipmaps
5
5
  */
6
- var DOFMipMapShader = {
6
+ const DOFMipMapShader = {
7
7
  uniforms: {
8
8
  tColor: {
9
9
  value: null
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t={defines:{KERNEL_RADIUS:4,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDiffuse:{value:null},size:{value:new e.Vector2(512,512)},sampleUvOffsets:{value:[new e.Vector2(0,0)]},sampleWeights:{value:[1]},tDepth:{value:null},cameraNear:{value:10},cameraFar:{value:1e3},depthCutoff:{value:10}},vertexShader:["#include <common>","uniform vec2 size;","varying vec2 vUv;","varying vec2 vInvSize;","void main() {","\tvUv = uv;","\tvInvSize = 1.0 / size;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#include <packing>","uniform sampler2D tDiffuse;","uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","uniform float depthCutoff;","uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];","uniform float sampleWeights[ KERNEL_RADIUS + 1 ];","varying vec2 vUv;","varying vec2 vInvSize;","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","}","void main() {","\tfloat depth = getDepth( vUv );","\tif( depth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = -getViewZ( depth );","\tbool rBreak = false, lBreak = false;","\tfloat weightSum = sampleWeights[0];","\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;","\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {","\t\tfloat sampleWeight = sampleWeights[i];","\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;","\t\tvec2 sampleUv = vUv + sampleUvOffset;","\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;","\t\tif( ! rBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t\tsampleUv = vUv - sampleUvOffset;","\t\tviewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;","\t\tif( ! lBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t}","\tgl_FragColor = diffuseSum / weightSum;","}"].join("\n")},i={createSampleWeights:function(e,t){var i=function(e,t){return Math.exp(-e*e/(t*t*2))/(Math.sqrt(2*Math.PI)*t)},a=[];for(let r=0;r<=e;r++)a.push(i(r,t));return a},createSampleOffsets:function(e,t){var i=[];for(let a=0;a<=e;a++)i.push(t.clone().multiplyScalar(a));return i},configure:function(e,t,a,r){e.defines.KERNEL_RADIUS=t,e.uniforms.sampleUvOffsets.value=i.createSampleOffsets(t,r),e.uniforms.sampleWeights.value=i.createSampleWeights(t,a),e.needsUpdate=!0}};exports.BlurShaderUtils=i,exports.DepthLimitedBlurShader=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t={defines:{KERNEL_RADIUS:4,DEPTH_PACKING:1,PERSPECTIVE_CAMERA:1},uniforms:{tDiffuse:{value:null},size:{value:new e.Vector2(512,512)},sampleUvOffsets:{value:[new e.Vector2(0,0)]},sampleWeights:{value:[1]},tDepth:{value:null},cameraNear:{value:10},cameraFar:{value:1e3},depthCutoff:{value:10}},vertexShader:["#include <common>","uniform vec2 size;","varying vec2 vUv;","varying vec2 vInvSize;","void main() {","\tvUv = uv;","\tvInvSize = 1.0 / size;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["#include <common>","#include <packing>","uniform sampler2D tDiffuse;","uniform sampler2D tDepth;","uniform float cameraNear;","uniform float cameraFar;","uniform float depthCutoff;","uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];","uniform float sampleWeights[ KERNEL_RADIUS + 1 ];","varying vec2 vUv;","varying vec2 vInvSize;","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","}","void main() {","\tfloat depth = getDepth( vUv );","\tif( depth >= ( 1.0 - EPSILON ) ) {","\t\tdiscard;","\t}","\tfloat centerViewZ = -getViewZ( depth );","\tbool rBreak = false, lBreak = false;","\tfloat weightSum = sampleWeights[0];","\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;","\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {","\t\tfloat sampleWeight = sampleWeights[i];","\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;","\t\tvec2 sampleUv = vUv + sampleUvOffset;","\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;","\t\tif( ! rBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t\tsampleUv = vUv - sampleUvOffset;","\t\tviewZ = -getViewZ( getDepth( sampleUv ) );","\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;","\t\tif( ! lBreak ) {","\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;","\t\t\tweightSum += sampleWeight;","\t\t}","\t}","\tgl_FragColor = diffuseSum / weightSum;","}"].join("\n")},a={createSampleWeights:(e,t)=>{const a=(e,t)=>Math.exp(-e*e/(t*t*2))/(Math.sqrt(2*Math.PI)*t),i=[];for(let r=0;r<=e;r++)i.push(a(r,t));return i},createSampleOffsets:(e,t)=>{const a=[];for(let i=0;i<=e;i++)a.push(t.clone().multiplyScalar(i));return a},configure:(e,t,i,r)=>{e.defines.KERNEL_RADIUS=t,e.uniforms.sampleUvOffsets.value=a.createSampleOffsets(t,r),e.uniforms.sampleWeights.value=a.createSampleWeights(t,i),e.needsUpdate=!0}};exports.BlurShaderUtils=a,exports.DepthLimitedBlurShader=t;
@@ -1,27 +1,28 @@
1
- import { Uniform, Vector2, Material } from 'three';
2
-
3
- export const DepthLimitedBlurShader: {
4
- defines: {
5
- KERNEL_RADIUS: number;
6
- DEPTH_PACKING: number;
7
- PERSPECTIVE_CAMERA: number;
8
- };
9
- uniforms: {
10
- tDiffuse: Uniform;
11
- size: Uniform;
12
- sampleUvOffsets: Uniform;
13
- sampleWeights: Uniform;
14
- tDepth: Uniform;
15
- cameraNear: Uniform;
16
- cameraFar: Uniform;
17
- depthCutoff: Uniform;
18
- };
19
- vertexShader: string;
20
- fragmentShader: string;
1
+ import { Vector2 } from 'three';
2
+ import type { IUniform, Texture } from 'three';
3
+ import type { IShader } from './types';
4
+ export declare type DepthLimitedBlurShaderDefines = {
5
+ DEPTH_PACKING: number;
6
+ KERNEL_RADIUS: number;
7
+ PERSPECTIVE_CAMERA: number;
21
8
  };
22
-
23
- export const BlurShaderUtils: {
24
- createSampleWeights(kernelRadius: number, stdDev: number): number[];
25
- createSampleOffsets(kernelRadius: number, uvIncrement: Vector2): Vector2[];
26
- configure(configure: Material, kernelRadius: number, stdDev: number, uvIncrement: Vector2): void;
9
+ export declare type DepthLimitedBlurShaderUniforms = {
10
+ cameraFar: IUniform<number>;
11
+ cameraNear: IUniform<number>;
12
+ depthCutoff: IUniform<number>;
13
+ sampleUvOffsets: IUniform<Vector2[]>;
14
+ sampleWeights: IUniform<number[]>;
15
+ size: IUniform<Vector2>;
16
+ tDepth: IUniform<Texture | null>;
17
+ tDiffuse: IUniform<Texture | null>;
18
+ };
19
+ export interface IDepthLimitedBlurShader extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {
20
+ defines: DepthLimitedBlurShaderDefines;
21
+ needsUpdate?: boolean;
22
+ }
23
+ export declare const DepthLimitedBlurShader: IDepthLimitedBlurShader;
24
+ export declare const BlurShaderUtils: {
25
+ createSampleWeights: (kernelRadius: number, stdDev: number) => number[];
26
+ createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2) => Vector2[];
27
+ configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2) => void;
27
28
  };
@@ -1,10 +1,6 @@
1
1
  import { Vector2 } from 'three';
2
2
 
3
- /**
4
- * TODO
5
- */
6
-
7
- var DepthLimitedBlurShader = {
3
+ const DepthLimitedBlurShader = {
8
4
  defines: {
9
5
  KERNEL_RADIUS: 4,
10
6
  DEPTH_PACKING: 1,
@@ -39,13 +35,13 @@ var DepthLimitedBlurShader = {
39
35
  vertexShader: ['#include <common>', 'uniform vec2 size;', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'void main() {', ' vUv = uv;', ' vInvSize = 1.0 / size;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
40
36
  fragmentShader: ['#include <common>', '#include <packing>', 'uniform sampler2D tDiffuse;', 'uniform sampler2D tDepth;', 'uniform float cameraNear;', 'uniform float cameraFar;', 'uniform float depthCutoff;', 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];', 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];', 'varying vec2 vUv;', 'varying vec2 vInvSize;', 'float getDepth( const in vec2 screenPosition ) {', ' #if DEPTH_PACKING == 1', ' return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );', ' #else', ' return texture2D( tDepth, screenPosition ).x;', ' #endif', '}', 'float getViewZ( const in float depth ) {', ' #if PERSPECTIVE_CAMERA == 1', ' return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );', ' #else', ' return orthographicDepthToViewZ( depth, cameraNear, cameraFar );', ' #endif', '}', 'void main() {', ' float depth = getDepth( vUv );', ' if( depth >= ( 1.0 - EPSILON ) ) {', ' discard;', ' }', ' float centerViewZ = -getViewZ( depth );', ' bool rBreak = false, lBreak = false;', ' float weightSum = sampleWeights[0];', ' vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;', ' for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {', ' float sampleWeight = sampleWeights[i];', ' vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;', ' vec2 sampleUv = vUv + sampleUvOffset;', ' float viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;', ' if( ! rBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' sampleUv = vUv - sampleUvOffset;', ' viewZ = -getViewZ( getDepth( sampleUv ) );', ' if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;', ' if( ! lBreak ) {', ' diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;', ' weightSum += sampleWeight;', ' }', ' }', ' gl_FragColor = diffuseSum / weightSum;', '}'].join('\n')
41
37
  };
42
- var BlurShaderUtils = {
43
- createSampleWeights: function (kernelRadius, stdDev) {
44
- var gaussian = function (x, stdDev) {
38
+ const BlurShaderUtils = {
39
+ createSampleWeights: (kernelRadius, stdDev) => {
40
+ const gaussian = (x, stdDev) => {
45
41
  return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev);
46
42
  };
47
43
 
48
- var weights = [];
44
+ const weights = [];
49
45
 
50
46
  for (let i = 0; i <= kernelRadius; i++) {
51
47
  weights.push(gaussian(i, stdDev));
@@ -53,8 +49,8 @@ var BlurShaderUtils = {
53
49
 
54
50
  return weights;
55
51
  },
56
- createSampleOffsets: function (kernelRadius, uvIncrement) {
57
- var offsets = [];
52
+ createSampleOffsets: (kernelRadius, uvIncrement) => {
53
+ const offsets = [];
58
54
 
59
55
  for (let i = 0; i <= kernelRadius; i++) {
60
56
  offsets.push(uvIncrement.clone().multiplyScalar(i));
@@ -62,11 +58,11 @@ var BlurShaderUtils = {
62
58
 
63
59
  return offsets;
64
60
  },
65
- configure: function (material, kernelRadius, stdDev, uvIncrement) {
66
- material.defines['KERNEL_RADIUS'] = kernelRadius;
67
- material.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
68
- material.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
69
- material.needsUpdate = true;
61
+ configure: (shader, kernelRadius, stdDev, uvIncrement) => {
62
+ shader.defines['KERNEL_RADIUS'] = kernelRadius;
63
+ shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement);
64
+ shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev);
65
+ shader.needsUpdate = true;
70
66
  }
71
67
  };
72
68
 
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t={uniforms:{tDiffuse:{value:null},tDisp:{value:null},byp:{value:0},amount:{value:.08},angle:{value:.02},seed:{value:.02},seed_x:{value:.02},seed_y:{value:.02},distortion_x:{value:.5},distortion_y:{value:.6},col_s:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform int byp;","uniform sampler2D tDiffuse;","uniform sampler2D tDisp;","uniform float amount;","uniform float angle;","uniform float seed;","uniform float seed_x;","uniform float seed_y;","uniform float distortion_x;","uniform float distortion_y;","uniform float col_s;","varying vec2 vUv;","float rand(vec2 co){","\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);","}","void main() {","\tif(byp<1) {","\t\tvec2 p = vUv;","\t\tfloat xs = floor(gl_FragCoord.x / 0.5);","\t\tfloat ys = floor(gl_FragCoord.y / 0.5);","\t\tvec4 normal = texture2D (tDisp, p*seed*seed);","\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {","\t\t\tif(seed_x>0.){","\t\t\t\tp.y = 1. - (p.y + distortion_y);","\t\t\t}","\t\t\telse {","\t\t\t\tp.y = distortion_y;","\t\t\t}","\t\t}","\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {","\t\t\tif(seed_y>0.){","\t\t\t\tp.x=distortion_x;","\t\t\t}","\t\t\telse {","\t\t\t\tp.x = 1. - (p.x + distortion_x);","\t\t\t}","\t\t}","\t\tp.x+=normal.x*seed_x*(seed/5.);","\t\tp.y+=normal.y*seed_y*(seed/5.);","\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));","\t\tvec4 cr = texture2D(tDiffuse, p + offset);","\t\tvec4 cga = texture2D(tDiffuse, p);","\t\tvec4 cb = texture2D(tDiffuse, p - offset);","\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);","\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);","\t\tgl_FragColor = gl_FragColor+ snow;","\t}","\telse {","\t\tgl_FragColor=texture2D (tDiffuse, vUv);","\t}","}"].join("\n")};exports.DigitalGlitch=t;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={uniforms:{tDiffuse:{value:null},tDisp:{value:null},byp:{value:0},amount:{value:.08},angle:{value:.02},seed:{value:.02},seed_x:{value:.02},seed_y:{value:.02},distortion_x:{value:.5},distortion_y:{value:.6},col_s:{value:.05}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["uniform int byp;","uniform sampler2D tDiffuse;","uniform sampler2D tDisp;","uniform float amount;","uniform float angle;","uniform float seed;","uniform float seed_x;","uniform float seed_y;","uniform float distortion_x;","uniform float distortion_y;","uniform float col_s;","varying vec2 vUv;","float rand(vec2 co){","\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);","}","void main() {","\tif(byp<1) {","\t\tvec2 p = vUv;","\t\tfloat xs = floor(gl_FragCoord.x / 0.5);","\t\tfloat ys = floor(gl_FragCoord.y / 0.5);","\t\tvec4 normal = texture2D (tDisp, p*seed*seed);","\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {","\t\t\tif(seed_x>0.){","\t\t\t\tp.y = 1. - (p.y + distortion_y);","\t\t\t}","\t\t\telse {","\t\t\t\tp.y = distortion_y;","\t\t\t}","\t\t}","\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {","\t\t\tif(seed_y>0.){","\t\t\t\tp.x=distortion_x;","\t\t\t}","\t\t\telse {","\t\t\t\tp.x = 1. - (p.x + distortion_x);","\t\t\t}","\t\t}","\t\tp.x+=normal.x*seed_x*(seed/5.);","\t\tp.y+=normal.y*seed_y*(seed/5.);","\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));","\t\tvec4 cr = texture2D(tDiffuse, p + offset);","\t\tvec4 cga = texture2D(tDiffuse, p);","\t\tvec4 cb = texture2D(tDiffuse, p - offset);","\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);","\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);","\t\tgl_FragColor = gl_FragColor+ snow;","\t}","\telse {","\t\tgl_FragColor=texture2D (tDiffuse, vUv);","\t}","}"].join("\n")};exports.DigitalGlitch=t;
@@ -1,18 +1,38 @@
1
- import { Uniform } from 'three';
2
-
3
- export const DigitalGlitch: {
1
+ export declare const DigitalGlitch: {
4
2
  uniforms: {
5
- tDiffuse: Uniform;
6
- tDisp: Uniform;
7
- byp: Uniform;
8
- amount: Uniform;
9
- angle: Uniform;
10
- seed: Uniform;
11
- seed_x: Uniform;
12
- seed_y: Uniform;
13
- distortion_x: Uniform;
14
- distortion_y: Uniform;
15
- col_s: Uniform;
3
+ tDiffuse: {
4
+ value: null;
5
+ };
6
+ tDisp: {
7
+ value: null;
8
+ };
9
+ byp: {
10
+ value: number;
11
+ };
12
+ amount: {
13
+ value: number;
14
+ };
15
+ angle: {
16
+ value: number;
17
+ };
18
+ seed: {
19
+ value: number;
20
+ };
21
+ seed_x: {
22
+ value: number;
23
+ };
24
+ seed_y: {
25
+ value: number;
26
+ };
27
+ distortion_x: {
28
+ value: number;
29
+ };
30
+ distortion_y: {
31
+ value: number;
32
+ };
33
+ col_s: {
34
+ value: number;
35
+ };
16
36
  };
17
37
  vertexShader: string;
18
38
  fragmentShader: string;