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bytev-charts

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基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;

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import "core-js/modules/es.array.join.js"; console.warn("THREE.ToonShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation."); /** * Currently contains: * * toon1 * toon2 * hatching * dotted */ THREE.ToonShader1 = { uniforms: { "uDirLightPos": { value: new THREE.Vector3() }, "uDirLightColor": { value: new THREE.Color(0xeeeeee) }, "uAmbientLightColor": { value: new THREE.Color(0x050505) }, "uBaseColor": { value: new THREE.Color(0xffffff) } }, 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"), 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") }; THREE.ToonShader2 = { uniforms: { "uDirLightPos": { value: new THREE.Vector3() }, "uDirLightColor": { value: new THREE.Color(0xeeeeee) }, "uAmbientLightColor": { value: new THREE.Color(0x050505) }, "uBaseColor": { value: new THREE.Color(0xeeeeee) }, "uLineColor1": { value: new THREE.Color(0x808080) }, "uLineColor2": { value: new THREE.Color(0x000000) }, "uLineColor3": { value: new THREE.Color(0x000000) }, "uLineColor4": { value: new THREE.Color(0x000000) } }, vertexShader: ["varying vec3 vNormal;", "void main() {", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", " vNormal = normalize( normalMatrix * normal );", "}"].join("\n"), 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") }; THREE.ToonShaderHatching = { uniforms: { "uDirLightPos": { value: new THREE.Vector3() }, "uDirLightColor": { value: new THREE.Color(0xeeeeee) }, "uAmbientLightColor": { value: new THREE.Color(0x050505) }, "uBaseColor": { value: new THREE.Color(0xffffff) }, "uLineColor1": { value: new THREE.Color(0x000000) }, "uLineColor2": { value: new THREE.Color(0x000000) }, "uLineColor3": { value: new THREE.Color(0x000000) }, "uLineColor4": { value: new THREE.Color(0x000000) } }, vertexShader: ["varying vec3 vNormal;", "void main() {", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", " vNormal = normalize( normalMatrix * normal );", "}"].join("\n"), 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") }; THREE.ToonShaderDotted = { uniforms: { "uDirLightPos": { value: new THREE.Vector3() }, "uDirLightColor": { value: new THREE.Color(0xeeeeee) }, "uAmbientLightColor": { value: new THREE.Color(0x050505) }, "uBaseColor": { value: new THREE.Color(0xffffff) }, "uLineColor1": { value: new THREE.Color(0x000000) } }, vertexShader: ["varying vec3 vNormal;", "void main() {", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", " vNormal = normalize( normalMatrix * normal );", "}"].join("\n"), 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, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {", " gl_FragColor = vec4( uLineColor1, 1.0 );", " }", " }", " if ( length(lightWeighting) < 0.50 ) {", " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {", " gl_FragColor = vec4( uLineColor1, 1.0 );", " }", " }", "}"].join("\n") };