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lamina

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🍰 An extensable, layer based shader material for ThreeJS.

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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); var React = require('react'); var leva = require('leva'); var mergeRefs = require('react-merge-refs'); var THREE = require('three'); var hash = require('object-hash'); var tokenize = require('glsl-tokenizer'); var descope = require('glsl-token-descope'); var stringify = require('glsl-token-string'); var tokenFunctions = require('glsl-token-functions'); var CustomShaderMaterial = require('three-custom-shader-material/vanilla'); var client = require('react-dom/client'); function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; } function _interopNamespace(e) { if (e && e.__esModule) return e; var n = Object.create(null); if (e) { Object.keys(e).forEach(function (k) { if (k !== 'default') { var d = Object.getOwnPropertyDescriptor(e, k); Object.defineProperty(n, k, d.get ? d : { enumerable: true, get: function () { return e[k]; } }); } }); } n["default"] = e; return Object.freeze(n); } var React__namespace = /*#__PURE__*/_interopNamespace(React); var mergeRefs__default = /*#__PURE__*/_interopDefaultLegacy(mergeRefs); var THREE__namespace = /*#__PURE__*/_interopNamespace(THREE); var hash__default = /*#__PURE__*/_interopDefaultLegacy(hash); var tokenize__default = /*#__PURE__*/_interopDefaultLegacy(tokenize); var descope__default = /*#__PURE__*/_interopDefaultLegacy(descope); var stringify__default = /*#__PURE__*/_interopDefaultLegacy(stringify); var tokenFunctions__default = /*#__PURE__*/_interopDefaultLegacy(tokenFunctions); var CustomShaderMaterial__default = /*#__PURE__*/_interopDefaultLegacy(CustomShaderMaterial); function isBlobUrl(url) { return /^blob:/.test(url); } function isValidHttpUrl$1(url) { return /^(http|https):\/\//.test(url); } function isDataUrl(url) { return /^data:image\//.test(url); } function isTextureSrc(src) { return isValidHttpUrl$1(src) || isDataUrl(src) || isBlobUrl(src); } function getUniform(value) { if (isTextureSrc(value)) { return new THREE.TextureLoader().load(value, t => { t.encoding = THREE.sRGBEncoding; }); } else if (typeof value === 'string') { return new THREE.Color(value); } else { return value; } } function getSpecialParameters(label) { switch (label) { case 'alpha': return { min: 0, max: 1 }; case 'scale': return { min: 0 }; case 'map': return { image: undefined }; default: return {}; } } function roundToTwo(num) { return +Math.round((num + Number.EPSILON) * 100) / 100; } function isSerializableType(prop) { return prop instanceof THREE.Vector3 || prop instanceof THREE.Vector2 || prop instanceof THREE.Vector4 || prop instanceof THREE.Matrix3 || prop instanceof THREE.Matrix4; } function serializeProp(prop) { if (isSerializableType(prop)) { return prop.toArray().map(e => roundToTwo(e)); } else if (prop instanceof THREE.Color) { return '#' + prop.clone().getHexString(); } else if (prop instanceof THREE.Texture) { var _prop$image; return (_prop$image = prop.image) == null ? void 0 : _prop$image.src; } return typeof prop === 'number' ? roundToTwo(prop) : prop; } const BlendModes = { normal: 'normal', add: 'add', subtract: 'subtract', multiply: 'multiply', lighten: 'lighten', darken: 'darken', divide: 'divide', overlay: 'overlay', screen: 'screen', softlight: 'softlight', negation: 'negation', reflect: 'reflect' }; const NoiseTypes = { perlin: 'perlin', simplex: 'simplex', cell: 'cell', curl: 'curl', white: 'white' }; const MappingTypes = { local: 'local', world: 'world', uv: 'uv' }; const ShadingTypes = { phong: THREE__namespace.MeshPhongMaterial, physical: THREE__namespace.MeshPhysicalMaterial, toon: THREE__namespace.MeshToonMaterial, basic: THREE__namespace.MeshBasicMaterial, lambert: THREE__namespace.MeshLambertMaterial, standard: THREE__namespace.MeshStandardMaterial }; class Abstract { constructor(c, props) { this.name = 'LayerMaterial'; this.mode = 'normal'; this.visible = true; this.uuid = THREE.MathUtils.generateUUID().replace(/-/g, '_'); this.uniforms = {}; this.schema = []; this.__exclude = []; this.raw = { fragment: '', vertex: '', constructor: c, uniforms: {}, nonUniforms: { mode: 'normal', visible: true } }; this.vertexShader = ''; this.fragmentShader = ''; this.vertexVariables = ''; this.fragmentVariables = ''; this.onShaderParse = props == null ? void 0 : props.onShaderParse; this.onUniformsParse = props == null ? void 0 : props.onUniformsParse; // if (props && typeof props === 'object') { // Object.keys(props).map((key) => { // if (props[key] !== undefined) { // // @ts-ignore // this[key] = props[key] // } // }) // } // Remove Name field from Debugger until a way to // rename Leva folders is found // this.schema.push({ // value: this.name, // label: 'name', // }) this.schema.push({ value: this.mode, label: 'mode', options: Object.values(BlendModes) }); this.schema.push({ value: this.visible, label: 'visible' }); this.init(); } init() { const defaults = Object.getOwnPropertyNames(this.raw.constructor); defaults.forEach(v => { var _Object$getOwnPropert; let value = (_Object$getOwnPropert = Object.getOwnPropertyDescriptor(this.raw.constructor, v)) == null ? void 0 : _Object$getOwnPropert.value; if (isSerializableType(value) || value instanceof THREE.Color) value = value.clone(); if (v.startsWith('u_')) { this.raw.uniforms[v.split('u_')[1]] = value; } else { switch (v) { case 'fragmentShader': this.raw.fragment = value; break; case 'vertexShader': this.raw.vertex = value; break; default: if (typeof value !== 'function' && !['prototype', 'length'].includes(v)) { this.raw.nonUniforms[v] = value; } break; } } }); this.buildUniforms(); this.buildNonUniforms(); this.buildShaders(); } buildUniforms() { var _this$onUniformsParse; const properties = {}; Object.keys(this.raw.uniforms).map(propName => { // @ts-ignore if (this[propName] === undefined) { this.uniforms[`u_${this.uuid}_${propName}`] = { value: getUniform(this.raw.uniforms[propName]) }; this.schema.push({ value: this.raw.uniforms[propName], label: propName }); properties[propName] = { set: v => { this.uniforms[`u_${this.uuid}_${propName}`].value = getUniform(v); }, get: () => { return this.uniforms[`u_${this.uuid}_${propName}`].value; } }; } }); const userDefinedUniforms = ((_this$onUniformsParse = this.onUniformsParse) == null ? void 0 : _this$onUniformsParse.call(this, this)) || {}; Object.defineProperties(this, { ...properties, ...userDefinedUniforms }); } buildNonUniforms() { var _this$onNonUniformsPa; const properties = {}; Object.keys(this.raw.nonUniforms).map(propName => { // @ts-ignore if (this[`_${propName}`] === undefined) { this.schema.push({ value: this.raw.nonUniforms[propName], label: propName }); //@ts-ignore this[`_${propName}`] = this.raw.nonUniforms[propName]; properties[propName] = { set: v => { var _this$__updateMateria; //@ts-ignore this[`_${propName}`] = v; this.buildShaders(); (_this$__updateMateria = this.__updateMaterial) == null ? void 0 : _this$__updateMateria.call(this); }, get: () => { // @ts-ignore return this[`_${propName}`]; } }; } }); const userDefinedUniforms = ((_this$onNonUniformsPa = this.onNonUniformsParse) == null ? void 0 : _this$onNonUniformsPa.call(this, this)) || {}; Object.defineProperties(this, { ...properties, ...userDefinedUniforms }); } buildShaders() { var _this$onShaderParse; const tokens = { vert: tokenize__default["default"](this.raw.vertex), frag: tokenize__default["default"](this.raw.fragment) }; const descoped = { vert: descope__default["default"](tokens.vert, this.renameTokens.bind(this)), frag: descope__default["default"](tokens.frag, this.renameTokens.bind(this)) }; const funcs = { vert: tokenFunctions__default["default"](descoped.vert), frag: tokenFunctions__default["default"](descoped.frag) }; const mainIndex = { vert: funcs.vert.map(e => { return e.name; }).indexOf('main'), frag: funcs.frag.map(e => { return e.name; }).indexOf('main') }; const variables = { vert: mainIndex.vert >= 0 ? stringify__default["default"](descoped.vert.slice(0, funcs.vert[mainIndex.vert].outer[0])) : '', frag: mainIndex.frag >= 0 ? stringify__default["default"](descoped.frag.slice(0, funcs.frag[mainIndex.frag].outer[0])) : '' }; const funcBodies = { vert: mainIndex.vert >= 0 ? this.getShaderFromIndex(descoped.vert, funcs.vert[mainIndex.vert].body) : '', frag: mainIndex.frag >= 0 ? this.getShaderFromIndex(descoped.frag, funcs.frag[mainIndex.frag].body) : '' }; this.vertexShader = this.processFinal(funcBodies.vert, true); this.fragmentShader = this.processFinal(funcBodies.frag); this.vertexVariables = variables.vert; this.fragmentVariables = variables.frag; (_this$onShaderParse = this.onShaderParse) == null ? void 0 : _this$onShaderParse.call(this, this); // this.schema = this.schema.filter((value, index) => { // const _value = value.label // return ( // index === // this.schema.findIndex((obj) => { // return obj.label === _value // }) // ) // }) } renameTokens(name) { if (name.startsWith('u_')) { const slice = name.slice(2); return `u_${this.uuid}_${slice}`; } else if (name.startsWith('v_')) { const slice = name.slice(2); return `v_${this.uuid}_${slice}`; } else if (name.startsWith('f_')) { const slice = name.slice(2); return `f_${this.uuid}_${slice}`; } else { return name; } } processFinal(shader, isVertex) { const s = shader.replace(/\sf_/gm, ` f_${this.uuid}_`).replace(/\(f_/gm, `(f_${this.uuid}_`); const returnValue = s.match(/^.*return.*$/gm); let sReplaced = s.replace(/^.*return.*$/gm, ''); if (returnValue != null && returnValue[0]) { const returnVariable = returnValue[0].replace('return', '').trim().replace(';', ''); const blendMode = this.getBlendMode(returnVariable, 'lamina_finalColor'); sReplaced += isVertex ? `lamina_finalPosition = ${returnVariable};` : `lamina_finalColor = ${blendMode};`; } return sReplaced; } getShaderFromIndex(tokens, index) { return stringify__default["default"](tokens.slice(index[0], index[1])); } getBlendMode(b, a) { switch (this.mode) { default: case 'normal': return `lamina_blend_alpha(${a}, ${b}, ${b}.a)`; case 'add': return `lamina_blend_add(${a}, ${b}, ${b}.a)`; case 'subtract': return `lamina_blend_subtract(${a}, ${b}, ${b}.a)`; case 'multiply': return `lamina_blend_multiply(${a}, ${b}, ${b}.a)`; case 'lighten': return `lamina_blend_lighten(${a}, ${b}, ${b}.a)`; case 'darken': return `lamina_blend_darken(${a}, ${b}, ${b}.a)`; case 'divide': return `lamina_blend_divide(${a}, ${b}, ${b}.a)`; case 'overlay': return `lamina_blend_overlay(${a}, ${b}, ${b}.a)`; case 'screen': return `lamina_blend_screen(${a}, ${b}, ${b}.a)`; case 'softlight': return `lamina_blend_softlight(${a}, ${b}, ${b}.a)`; case 'reflect': return `lamina_blend_reflect(${a}, ${b}, ${b}.a)`; case 'negation': return `lamina_blend_negation(${a}, ${b}, ${b}.a)`; } } getHash() { const nonUniformKeys = Object.keys(this.raw.nonUniforms); const uniformKeys = Object.keys(this.raw.uniforms); const unifiedKeys = [...nonUniformKeys, ...uniformKeys]; // @ts-ignore const values = unifiedKeys.map(key => serializeProp(this[key])); return hash__default["default"](values); } getSchema() { const latestSchema = this.schema.map(({ label, options, ...rest }) => { return { label, options, ...getSpecialParameters(label), ...rest, // @ts-ignore value: serializeProp(this[label]) }; }); return latestSchema; } serialize() { var _this$onShaderParse2, _this$onNonUniformsPa2, _this$onUniformsParse2; const name = this.constructor.name.split('$')[0]; const uniforms = {}; Object.entries(this.raw.uniforms).forEach(([key, value]) => { uniforms[key] = serializeProp(value); }); const nonUniforms = {}; Object.entries(this.raw.nonUniforms).forEach(([key, value]) => { nonUniforms[key] = serializeProp(value); }); const currents = {}; const allValueKeys = [...Object.keys(uniforms), ...Object.keys(nonUniforms)]; allValueKeys // @ts-ignore .map(key => this[key]).forEach((value, i) => { const key = allValueKeys[i]; currents[key] = serializeProp(value); }); return { constructor: name, fragment: this.raw.fragment, vertex: this.raw.vertex, uniforms: uniforms, nonUniforms: nonUniforms, currents: currents, functions: { onShaderParse: (_this$onShaderParse2 = this.onShaderParse) == null ? void 0 : _this$onShaderParse2.toString(), onNonUniformsParse: (_this$onNonUniformsPa2 = this.onNonUniformsParse) == null ? void 0 : _this$onNonUniformsPa2.toString(), onUniformsParse: (_this$onUniformsParse2 = this.onUniformsParse) == null ? void 0 : _this$onUniformsParse2.toString() } }; } set debugExclude(keys) { this.__exclude = keys; } get debugExclude() { return this.__exclude; } } class Depth extends Abstract { constructor(props) { super(Depth, { name: 'Depth', ...props, onShaderParse: self => { function getMapping(uuid, type) { switch (type) { default: case 'vector': return `length(v_${uuid}_worldPosition - u_${uuid}_origin)`; case 'world': return `length(v_${uuid}_position - vec3(0.))`; case 'camera': return `length(v_${uuid}_worldPosition - cameraPosition)`; } } self.schema.push({ value: self.mapping, label: 'mapping', options: ['vector', 'world', 'camera'] }); const mapping = getMapping(self.uuid, self.mapping); self.fragmentShader = self.fragmentShader.replace('lamina_mapping_template', mapping); } }); } } Depth.u_near = 2; Depth.u_far = 10; Depth.u_origin = new THREE.Vector3(0, 0, 0); Depth.u_colorA = 'white'; Depth.u_colorB = 'black'; Depth.u_alpha = 1; Depth.vertexShader = ` varying vec3 v_worldPosition; varying vec3 v_position; void main() { v_worldPosition = (vec4(position, 1.0) * modelMatrix).xyz; v_position = position; } `; Depth.fragmentShader = ` uniform float u_alpha; uniform float u_near; uniform float u_far; uniform float u_isVector; uniform vec3 u_origin; uniform vec3 u_colorA; uniform vec3 u_colorB; varying vec3 v_worldPosition; varying vec3 v_position; void main() { float f_dist = lamina_mapping_template; float f_depth = (f_dist - u_near) / (u_far - u_near); vec3 f_depthColor = mix(u_colorB, u_colorA, 1.0 - clamp(f_depth, 0., 1.)); return vec4(f_depthColor, u_alpha); } `; Depth.mapping = 'vector'; class Color extends Abstract { constructor(props) { super(Color, { name: 'Color', ...props }); } } Color.u_color = 'red'; Color.u_alpha = 1; Color.fragmentShader = ` uniform vec3 u_color; uniform float u_alpha; void main() { return vec4(u_color, u_alpha); } `; class Noise extends Abstract { constructor(props) { super(Noise, { name: 'noise', ...props, onShaderParse: self => { function getNoiseFunction(type) { switch (type) { default: case 'perlin': return `lamina_noise_perlin`; case 'simplex': return `lamina_noise_simplex`; case 'cell': return `lamina_noise_worley`; case 'white': return `lamina_noise_white`; case 'curl': return `lamina_noise_swirl`; } } function getMapping(type) { switch (type) { default: case 'local': return `position`; case 'world': return `(modelMatrix * vec4(position,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } self.schema.push({ value: self.type, label: 'type', options: ['perlin', 'simplex', 'cell', 'curl', 'white'] }); self.schema.push({ value: self.mapping, label: 'mapping', options: ['local', 'world', 'uv'] }); const noiseFunc = getNoiseFunction(self.type); const mapping = getMapping(self.mapping); self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping); self.fragmentShader = self.fragmentShader.replace('lamina_noise_template', noiseFunc); } }); } } Noise.u_colorA = '#666666'; Noise.u_colorB = '#666666'; Noise.u_colorC = '#FFFFFF'; Noise.u_colorD = '#FFFFFF'; Noise.u_alpha = 1; Noise.u_scale = 1; Noise.u_offset = new THREE.Vector3(0, 0, 0); Noise.vertexShader = ` varying vec3 v_position; void main() { v_position = lamina_mapping_template; } `; Noise.fragmentShader = ` uniform vec3 u_colorA; uniform vec3 u_colorB; uniform vec3 u_colorC; uniform vec3 u_colorD; uniform vec3 u_offset; uniform float u_alpha; uniform float u_scale; varying vec3 v_position; void main() { float f_n = lamina_noise_template((v_position + u_offset) * u_scale); float f_step1 = 0.; float f_step2 = 0.2; float f_step3 = 0.6; float f_step4 = 1.; vec3 f_color = mix(u_colorA, u_colorB, smoothstep(f_step1, f_step2, f_n)); f_color = mix(f_color, u_colorC, smoothstep(f_step2, f_step3, f_n)); f_color = mix(f_color, u_colorD, smoothstep(f_step3, f_step4, f_n)); return vec4(f_color, u_alpha); } `; Noise.type = 'perlin'; Noise.mapping = 'local'; class Fresnel extends Abstract { constructor(props) { super(Fresnel, { name: 'Fresnel', ...props }); } } Fresnel.u_color = 'white'; Fresnel.u_alpha = 1; Fresnel.u_bias = 0; Fresnel.u_intensity = 1; Fresnel.u_power = 2; Fresnel.u_factor = 1; Fresnel.vertexShader = ` varying vec3 v_worldPosition; varying vec3 v_worldNormal; void main() { v_worldPosition = vec3(-viewMatrix[0][2], -viewMatrix[1][2], -viewMatrix[2][2]); v_worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal ); } `; Fresnel.fragmentShader = ` uniform vec3 u_color; uniform float u_alpha; uniform float u_bias; uniform float u_intensity; uniform float u_power; uniform float u_factor; varying vec3 v_worldPosition; varying vec3 v_worldNormal; void main() { float f_a = (u_factor + dot(v_worldPosition, v_worldNormal)); float f_fresnel = u_bias + u_intensity * pow(abs(f_a), u_power); f_fresnel = clamp(f_fresnel, 0.0, 1.0); return vec4(f_fresnel * u_color, u_alpha); } `; class Gradient extends Abstract { constructor(props) { super(Gradient, { name: 'Gradient', ...props, onShaderParse: self => { self.schema.push({ value: self.axes, label: 'axes', options: ['x', 'y', 'z'] }); self.schema.push({ value: self.mapping, label: 'mapping', options: Object.values(MappingTypes) }); const mapping = Gradient.getMapping(self.mapping); self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping); self.fragmentShader = self.fragmentShader.replace('axes_template', self.axes); } }); } static getMapping(type) { switch (type) { default: case 'local': return `position`; case 'world': return `(modelMatrix * vec4(position,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } } Gradient.u_colorA = 'white'; Gradient.u_colorB = 'black'; Gradient.u_alpha = 1; Gradient.u_start = 1; Gradient.u_end = -1; Gradient.u_contrast = 1; Gradient.vertexShader = ` varying vec3 v_position; vod main() { v_position = lamina_mapping_template; } `; Gradient.fragmentShader = ` uniform vec3 u_colorA; uniform vec3 u_colorB; uniform vec3 u_axis; uniform float u_alpha; uniform float u_start; uniform float u_end; uniform float u_contrast; varying vec3 v_position; void main() { float f_step = smoothstep(u_start, u_end, v_position.axes_template * u_contrast); vec3 f_color = mix(u_colorA, u_colorB, f_step); return vec4(f_color, u_alpha); } `; Gradient.axes = 'x'; Gradient.mapping = 'local'; class Matcap extends Abstract { constructor(props) { super(Matcap, { name: 'Matcap', ...props }); } } Matcap.u_alpha = 1; Matcap.u_map = undefined; Matcap.vertexShader = ` varying vec3 v_position; varying vec3 v_normal; void main() { v_position = normalize( vec3( modelViewMatrix * vec4( position, 1.0 ) ) ); v_normal = normalize( normalMatrix * normal ); } `; Matcap.fragmentShader = ` uniform sampler2D u_map; uniform float u_alpha; varying vec3 v_position; varying vec3 v_normal; void main() { vec3 f_r = reflect( v_position, v_normal ); float f_m = 2. * sqrt( pow( f_r.x, 2. ) + pow( f_r.y, 2. ) + pow( f_r.z + 1., 2. ) ); vec2 f_vN = f_r.xy / f_m + .5; vec3 f_base = texture2D(u_map, f_vN).rgb; return vec4(f_base, u_alpha); } `; class Texture extends Abstract { constructor(props) { super(Texture, { name: 'Texture', ...props }); } } Texture.u_alpha = 1; Texture.u_map = null; Texture.vertexShader = ` varying vec2 v_uv; void main() { v_uv = uv; } `; Texture.fragmentShader = ` uniform sampler2D u_map; uniform float u_alpha; varying vec2 v_uv; void main() { vec3 f_color = texture2D(u_map, v_uv).rgb; return vec4(f_color, u_alpha); } `; class Displace extends Abstract { constructor(props) { super(Displace, { name: 'Displace', ...props, onShaderParse: self => { self.schema.push({ value: self.type, label: 'type', options: Object.values(NoiseTypes) }); self.schema.push({ value: self.mapping, label: 'mapping', options: Object.values(MappingTypes) }); const noiseFunc = Displace.getNoiseFunction(self.type); const mapping = Displace.getMapping(self.mapping); self.vertexVariables = self.vertexVariables.replace('lamina_mapping_template', mapping); self.vertexVariables = self.vertexVariables.replace('lamina_noise_template', noiseFunc); } }); } static getNoiseFunction(type) { switch (type) { default: case 'perlin': return `lamina_noise_perlin`; case 'simplex': return `lamina_noise_simplex`; case 'cell': return `lamina_noise_worley`; case 'white': return `lamina_noise_white`; case 'curl': return `lamina_noise_swirl`; } } static getMapping(type) { switch (type) { default: case 'local': return `p`; case 'world': return `(modelMatrix * vec4(p,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } } Displace.u_strength = 1; Displace.u_scale = 1; Displace.u_offset = new THREE.Vector3(0, 0, 0); Displace.vertexShader = ` uniform float u_strength; uniform float u_scale; uniform vec3 u_offset; vec3 displace(vec3 p) { vec3 f_position = lamina_mapping_template; float f_n = lamina_noise_template((f_position + u_offset) * u_scale) * u_strength; vec3 f_newPosition = p + (f_n * normal); return f_newPosition; } vec3 orthogonal(vec3 v) { return normalize(abs(v.x) > abs(v.z) ? vec3(-v.y, v.x, 0.0) : vec3(0.0, -v.z, v.y)); } vec3 recalcNormals(vec3 newPos) { float offset = 0.001; vec3 tangent = orthogonal(normal); vec3 bitangent = normalize(cross(normal, tangent)); vec3 neighbour1 = position + tangent * offset; vec3 neighbour2 = position + bitangent * offset; vec3 displacedNeighbour1 = displace(neighbour1); vec3 displacedNeighbour2 = displace(neighbour2); vec3 displacedTangent = displacedNeighbour1 - newPos; vec3 displacedBitangent = displacedNeighbour2 - newPos; return normalize(cross(displacedTangent, displacedBitangent)); } void main() { vec3 f_newPosition = displace(position); lamina_finalNormal = recalcNormals(f_newPosition); return f_newPosition; } `; Displace.type = 'perlin'; Displace.mapping = 'local'; class Normal extends Abstract { constructor(props) { super(Normal, { name: 'Normal', ...props }); } } Normal.u_alpha = 1; Normal.u_direction = new THREE.Vector3(1, 1, 1); Normal.vertexShader = ` varying vec3 v_normals; void main() { v_normals = normal; } `; Normal.fragmentShader = ` uniform float u_alpha; uniform vec3 u_color; uniform vec3 u_direction; varying vec3 v_normals; void main() { vec3 f_normalColor = vec3(1.); f_normalColor.x = v_normals.x * u_direction.x; f_normalColor.y = v_normals.y * u_direction.y; f_normalColor.z = v_normals.z * u_direction.z; return vec4(f_normalColor, u_alpha); } `; class Shader extends Abstract { constructor(props) { super(Shader, { name: 'Shader', extern: true, ...props }); this._fragment = ''; this._vertex = ''; return new Proxy(this, this); } set fragment(v) { var _this$__updateMateria; this._fragment = v; this.raw.fragment = v; this.raw.vertex = this._vertex; this.buildShaders(); (_this$__updateMateria = this.__updateMaterial) == null ? void 0 : _this$__updateMateria.call(this); } get fragment() { return this._fragment; } set vertex(v) { var _this$__updateMateria2; this._vertex = v; this.raw.vertex = v; this.raw.fragment = this._fragment; this.buildShaders(); (_this$__updateMateria2 = this.__updateMaterial) == null ? void 0 : _this$__updateMateria2.call(this); } get vertex() { return this._vertex; } get(target, name) { return target[name]; } set(target, name, val) { if (name.startsWith('u_')) { const key = name.split('u_')[1]; if (target.raw.uniforms[key] === undefined) { target.raw.uniforms[key] = val; target.buildUniforms(); } target[key] = val; return true; } target[name] = val; return true; } } var BlendModesChunk = /* glsl */ ` vec4 lamina_blend_add(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(min(x.xyz + y.xyz, 1.0) * opacity + x.xyz * (1.0 - opacity), x.a); } vec3 lamina_blend_alpha(const in vec3 x, const in vec3 y, const in float opacity) { return y * opacity + x * (1.0 - opacity); } vec4 lamina_blend_alpha(const in vec4 x, const in vec4 y, const in float opacity) { float a = min(y.a, opacity); return vec4(lamina_blend_alpha(x.rgb, y.rgb, a), x.a); } vec4 lamina_blend_average(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((x.xyz + y.xyz) * 0.5 * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_color_burn(const in float x, const in float y) { return (y == 0.0) ? y : max(1.0 - (1.0 - x) / y, 0.0); } vec4 lamina_blend_color_burn(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_color_burn(x.r, y.r), lamina_blend_color_burn(x.g, y.g), lamina_blend_color_burn(x.b, y.b), lamina_blend_color_burn(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_color_dodge(const in float x, const in float y) { return (y == 1.0) ? y : min(x / (1.0 - y), 1.0); } vec4 lamina_blend_color_dodge(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_color_dodge(x.r, y.r), lamina_blend_color_dodge(x.g, y.g), lamina_blend_color_dodge(x.b, y.b), lamina_blend_color_dodge(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_darken(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(min(x.xyz, y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_difference(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(abs(x.xyz - y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_divide(const in float x, const in float y) { return (y > 0.0) ? min(x / y, 1.0) : 1.0; } vec4 lamina_blend_divide(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_divide(x.r, y.r), lamina_blend_divide(x.g, y.g), lamina_blend_divide(x.b, y.b), lamina_blend_divide(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_exclusion(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((x.xyz + y.xyz - 2.0 * x.xyz * y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_lighten(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(max(x.xyz, y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_multiply(const in vec4 x, const in vec4 y, const in float opacity) { return vec4( x.xyz * y.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_negation(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((1.0 - abs(1.0 - x.xyz - y.xyz)) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_normal(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(y.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_overlay(const in float x, const in float y) { return (x < 0.5) ? (2.0 * x * y) : (1.0 - 2.0 * (1.0 - x) * (1.0 - y)); } vec4 lamina_blend_overlay(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_overlay(x.r, y.r), lamina_blend_overlay(x.g, y.g), lamina_blend_overlay(x.b, y.b), lamina_blend_overlay(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_reflect(const in float x, const in float y) { return (y == 1.0) ? y : min(x * x / (1.0 - y), 1.0); } vec4 lamina_blend_reflect(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_reflect(x.r, y.r), lamina_blend_reflect(x.g, y.g), lamina_blend_reflect(x.b, y.b), lamina_blend_reflect(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_screen(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((1.0 - (1.0 - x.xyz) * (1.0 - y.xyz)) * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_softlight(const in float x, const in float y) { return (y < 0.5) ? (2.0 * x * y + x * x * (1.0 - 2.0 * y)) : (sqrt(x) * (2.0 * y - 1.0) + 2.0 * x * (1.0 - y)); } vec4 lamina_blend_softlight(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_softlight(x.r, y.r), lamina_blend_softlight(x.g, y.g), lamina_blend_softlight(x.b, y.b), lamina_blend_softlight(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_subtract(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(max(x.xyz + y.xyz - 1.0, 0.0) * opacity + x.xyz * (1.0 - opacity), x.a); } `; var NoiseChunk = /* glsl */ ` // From: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 // Huge thanks to the creators of these algorithms float lamina_noise_mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 lamina_noise_mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 lamina_noise_perm(vec4 x){return lamina_noise_mod289(((x * 34.0) + 1.0) * x);} vec4 lamina_noise_permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } vec4 lamina_noise_taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float lamina_noise_white(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float lamina_noise_white(vec3 p) { return lamina_noise_white(p.xy); } vec3 lamina_noise_fade(vec3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float lamina_noise_perlin(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = lamina_noise_permute(lamina_noise_permute(ix) + iy); vec4 ixy0 = lamina_noise_permute(ixy + iz0); vec4 ixy1 = lamina_noise_permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x, gy0.x, gz0.x); vec3 g100 = vec3(gx0.y, gy0.y, gz0.y); vec3 g010 = vec3(gx0.z, gy0.z, gz0.z); vec3 g110 = vec3(gx0.w, gy0.w, gz0.w); vec3 g001 = vec3(gx1.x, gy1.x, gz1.x); vec3 g101 = vec3(gx1.y, gy1.y, gz1.y); vec3 g011 = vec3(gx1.z, gy1.z, gz1.z); vec3 g111 = vec3(gx1.w, gy1.w, gz1.w); vec4 norm0 = lamina_noise_taylorInvSqrt( vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = lamina_noise_taylorInvSqrt( vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = lamina_noise_fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return lamina_normalize(2.2 * n_xyz); } float lamina_noise_simplex(vec3 v) { const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0); vec4 p = lamina_noise_permute(lamina_noise_permute(lamina_noise_permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0 / 7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) vec4 x = x_ * ns.x + ns.yyyy; vec4 y = y_ * ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); // Normalise gradients vec4 norm = lamina_noise_taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; return lamina_normalize(42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)))); } vec3 lamina_noise_simplex3(vec3 x) { float s = lamina_noise_simplex(vec3(x)); float s1 = lamina_noise_simplex(vec3(x.y - 19.1, x.z + 33.4, x.x + 47.2)); float s2 = lamina_noise_simplex(vec3(x.z + 74.2, x.x - 124.5, x.y + 99.4)); vec3 c = vec3(s, s1, s2); return c; } vec3 lamina_noise_curl(vec3 p) { const float e = .1; vec3 dx = vec3(e, 0.0, 0.0); vec3 dy = vec3(0.0, e, 0.0); vec3 dz = vec3(0.0, 0.0, e); vec3 p_x0 = lamina_noise_simplex3(p - dx); vec3 p_x1 = lamina_noise_simplex3(p + dx); vec3 p_y0 = lamina_noise_simplex3(p - dy); vec3 p_y1 = lamina_noise_simplex3(p + dy); vec3 p_z0 = lamina_noise_simplex3(p - dz); vec3 p_z1 = lamina_noise_simplex3(p + dz); float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; const float divisor = 1.0 / (2.0 * e); return normalize(vec3(x, y, z) * divisor); } vec3 lamina_permute(vec3 x) { return mod((34.0 * x + 1.0) * x, 289.0); } vec3 lamina_dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance) { return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z); } // From: https://github.com/Erkaman/glsl-worley float lamina_noise_worley(vec3 P) { float jitter = 1.; bool manhattanDistance = false; float K = 0.142857142857; // 1/7 float Ko = 0.428571428571; // 1/2-K/2 float K2 = 0.020408163265306; // 1/(7*7) float Kz = 0.166666666667; // 1/6 float Kzo = 0.416666666667; // 1/2-1/6*2 vec3 Pi = mod(floor(P), 289.0); vec3 Pf = fract(P) - 0.5; vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0); vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0); vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0); vec3 p = lamina_permute(Pi.x + vec3(-1.0, 0.0, 1.0)); vec3 p1 = lamina_permute(p + Pi.y - 1.0); vec3 p2 = lamina_permute(p + Pi.y); vec3 p3 = lamina_permute(p + Pi.y + 1.0); vec3 p11 = lamina_permute(p1 + Pi.z - 1.0); vec3 p12 = lamina_permute(p1 + Pi.z); vec3 p13 = lamina_permute(p1 + Pi.z + 1.0); vec3 p21 = lamina_permute(p2 + Pi.z - 1.0); vec3 p22 = lamina_permute(p2 + Pi.z); vec3 p23 = lamina_permute(p2 + Pi.z + 1.0); vec3 p31 = lamina_permute(p3 + Pi.z - 1.0); vec3 p32 = lamina_permute(p3 + Pi.z); vec3 p33 = lamina_permute(p3 + Pi.z + 1.0); vec3 ox11 = fract(p11*K) - Ko; vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko; vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed vec3 ox12 = fract(p12*K) - Ko; vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko; vec3 oz12 = floor(p12*K2)*Kz - Kzo; vec3 ox13 = fract(p13*K) - Ko; vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko; vec3 oz13 = floor(p13*K2)*Kz - Kzo; vec3 ox21 = fract(p21*K) - Ko; vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko; vec3 oz21 = floor(p21*K2)*Kz - Kzo; vec3 ox22 = fract(p22*K) - Ko; vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko; vec3 oz22 = floor(p22*K2)*Kz - Kzo; vec3 ox23 = fract(p23*K) - Ko; vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko; vec3 oz23 = floor(p23*K2)*Kz - Kzo; vec3 ox31 = fract(p31*K) - Ko; vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko; vec3 oz31 = floor(p31*K2)*Kz - Kzo; vec3 ox32 = fract(p32*K) - Ko; vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko; vec3 oz32 = floor(p32*K2)*Kz - Kzo; vec3 ox33 = fract(p33*K) - Ko; vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko; vec3 oz33 = floor(p33*K2)*Kz - Kzo; vec3 dx11 = Pfx + jitter*ox11; vec3 dy11 = Pfy.x + jitter*oy11; vec3 dz11 = Pfz.x + jitter*oz11; vec3 dx12 = Pfx + jitter*ox12; vec3 dy12 = Pfy.x + jitter*oy12; vec3 dz12 = Pfz.y + jitter*oz12; vec3 dx13 = Pfx + jitter*ox13; vec3 dy13 = Pfy.x + jitter*oy13; vec3 dz13 = Pfz.z + jitter*oz13; vec3 dx21 = Pfx + jitter*ox21; vec3 dy21 = Pfy.y + jitter*oy21; vec3 dz21 = Pfz.x + jitter*oz21; vec3 dx22 = Pfx + jitter*ox22; vec3 dy22 = Pfy.y + jitter*oy22; vec3 dz22 = Pfz.y + jitter*oz22; vec3 dx23 = Pfx + jitter*ox23; vec3 dy23 = Pfy.y + jitter*oy23; vec3 dz23 = Pfz.z + jitter*oz23; vec3 dx31 = Pfx + jitter*ox31; vec3 dy31 = Pfy.z + jitter*oy31; vec3 dz31 = Pfz.x + jitter*oz31; vec3 dx32 = Pfx + jitter*ox32; vec3 dy32 = Pfy.z + jitter*oy32; vec3 dz32 = Pfz.y + jitter*oz32; vec3 dx33 = Pfx + jitter*ox33; vec3 dy33 = Pfy.z + jitter*oy33; vec3 dz33 = Pfz.z + jitter*oz33; vec3 d11 = lamina_dist(dx11, dy11, dz11, manhattanDistance); vec3 d12 = lamina_dist(dx12, dy12, dz12, manhattanDistance); vec3 d13 = lamina_dist(dx13, dy13, dz13, manhattanDistance); vec3 d21 = lamina_dist(dx21, dy21, dz21, manhattanDistance); vec3 d22 = lamina_dist(dx22, dy22, dz22, manhattanDistance); vec3 d23 = lamina_dist(dx23, dy23, dz23, manhattanDistance); vec3 d31 = lamina_dist(dx31, dy31, dz31, manhattanDistance); vec3 d32 = lamina_dist(dx32, dy32, dz32, manhattanDistance); vec3 d33 = lamina_dist(dx33, dy33, dz33, manhattanDistance); vec3 d1a = min(d11, d12); d12 = max(d11, d12); d11 = min(d1a, d13); // Smallest now not in d12 or d13 d13 = max(d1a, d13); d12 = min(d12, d13); // 2nd smallest now not in d13 vec3 d2a = min(d21, d22); d22 = max(d21, d22); d21 = min(d2a, d23); // Smallest now not in d22 or d23 d23 = max(d2a, d23); d22 = min(d22, d23); // 2nd smallest now not in d23 vec3 d3a = min(d31, d32); d32 = max(d31, d32); d31 = min(d3a, d33); // Smallest now not in d32 or d33 d33 = max(d3a, d33); d32 = min(d32, d33); // 2nd smallest now not in d33 vec3 da = min(d11, d21); d21 = max(d11, d21); d11 = min(da, d31); // Smallest now in d11 d31 = max(da, d31); // 2nd smallest now not in d31 d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest d12 = min(d12, d21); // 2nd smallest now not in d21 d12 = min(d12, d22); // nor in d22 d12 = min(d12, d31); // nor in d31 d12 = min(d12, d32); // nor in d32 d11.yz = min(d11.yz,d12.xy); // nor in d12.yz d11.y = min(d11.y,d12.z); // Only two more to go d11.y = min(d11.y,d11.z); // Done! (Phew!) vec2 F = sqrt(d11.xy); return F.x; // F1, F2 } float lamina_noise_swirl(vec3 position) { float scale = 0.1; float freq = 4. * scale; float t = 1.; vec3 pos = (position * scale) + lamina_noise_curl(position * 7. * scale); float worley1 = 1. - lamina_noise_worley((pos * (freq * 2.)) + (t * 2.)); float worley2 = 1. - lamina_noise_worley((pos * (freq * 4.)) + (t * 4.)); float worley3 = 1. - lamina_noise_worley((pos * (freq * 8.)) + (t * 8.)); float worley4 = 1. - lamina_noise_worley((pos * (freq * 16.)) + (t * 16.)); float fbm1 = worley1 * .625 + worley2 * .25 + worley3 * .125; float fbm2 = worley2 * .625 + worley3 * .25 + worley4 * .125; float fbm3 = worley3 * .75 + worley4 * .25; vec3 curlWorleyFbm = vec3(fbm1, fbm2, fbm3); float curlWorley = curlWorleyFbm.r * .625 + curlWorleyFbm.g * .25 + curlWorleyFbm.b * .125; return curlWorley; } `; var HelpersChunk = /* glsl */ ` float lamina_map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } float lamina_normalize(float v) { return lamina_map(v, -1.0, 1.0, 0.0, 1.0); } `; class LayerMaterial extends CustomShaderMaterial__default["default"] { constructor({ color, alpha, lighting, layers, ...props } = {}) { super({ baseMaterial: ShadingTypes[lighting || 'basic'], transparent: true, ...props }); this.layers = []; this.lighting = 'basic'; this.__lamina__debuggerNeedsUpdate = false; const _baseColor = color || 'white'; const _alpha = alpha != null ? alpha : 1; this.uniforms = { u_lamina_color: { value: typeof _baseColor === 'string' ? new THREE__namespace.Color(_baseColor).convertSRGBToLinear() : _baseColor }, u_lamina_alpha: { value: _alpha } }; this.layers = layers || this.layers; this.lighting = lighting || this.lighting; this.refresh(); } genShaders() { let vertexVariables = ''; let fragmentVariables = ''; let vertexShader = ''; let fragmentShader = ''; let uniforms = {}; this.layers.filter(l => l.visible).forEach(l => { // l.buildShaders(l.constructor) vertexVariables += l.vertexVariables + '\n'; fragmentVariables += l.fragmentVariables + '\n'; vertexShader += l.vertexShader + '\n'; fragmentShader += l.fragmentShader + '\n'; uniforms = { ...uniforms, ...l.uniforms }; }); uniforms = { ...uniforms, ...this.uniforms }; return { uniforms, vertexShader: ` ${HelpersChunk} ${NoiseChunk} ${vertexVariables} void main() { vec3 lamina_finalPosition = position; vec3 lamina_finalNormal = normal; ${vertexShader} csm_Position = lamina_finalPosition; csm_Normal = lamina_finalNormal; } `, fragmentShader: ` ${HelpersChunk} ${NoiseChunk} ${BlendModesChunk} ${fragmentVariables} uniform vec3 u_lamina_color; uniform float u_lamina_alpha; void main() { vec4 lamina_finalColor = vec4(u_lamina_color, u_lamina_alpha); ${fragmentShader} csm_DiffuseColor = lamina_finalColor; } ` }; } refresh() { this.layers.map(layer => { if (!layer.__updateMaterial) { layer.__updateMaterial = this.refresh.bind(this); } return layer.getHash(); }); this.__lamina__debuggerNeedsUpdate = true; const { uniforms, fragmentShader, vertexShader } = this.genShaders(); super.update({ fragmentShader, vertexShader, uniforms }); } serialize() { return { constructor: 'LayerMaterial', currents: this.toJSON() }; } set color(v) { var _this$uniforms, _this$uniforms$u_lami; if ((_this$uniforms = this.uniforms) != null && (_this$uniforms$u_lami = _this$uniforms.u_lamina_color) != null && _this$uniforms$u_lami.value) this.uniforms.u_lamina_color.value = typeof v === 'string' ? new THREE__namespace.Color(v).convertSRGBToLinear() : v; } get color() { var _this$uniforms2, _this$uniforms2$u_lam; return (_this$uniforms2 = this.uniforms) == null ? void 0 : (_this$uniforms2$u_lam = _this$uniforms2.u_lamina_color) == null ? void 0 : _this$uniforms2$u_lam.value; } set alpha(v) { this.uniforms.u_lamina_alpha.value = v; } get alpha() { return this.uniforms.u_lamina_alpha.value; } toJSON(meta) { return { ...super.toJSON(), lighting: this.lighting, name: this.name }; } } class ImportedLayer extends Abstract { constructor(props) { super(ImportedLayer, props); } } function isBase64UrlImage(s) { return s.trim().startsWith('data:image'); } class LaminaLoader extends THREE__namespace.Loader { constructor(manager) { super(manager); this.texLoader = new THREE__namespace.TextureLoader(); } load(url, onLoad, onError) { fetch(url).then(resp => resp.json().then(async json => { if (json.metadata.type === 'mat') { const data = json; const layers = await Promise.all(data.layers.map(async layer => { const l = new Abstract(ImportedLayer); l.raw.fragment = layer.fragment; l.raw.vertex = layer.vertex; l.raw.uniforms = layer.uniforms; l.raw.nonUniforms = layer.nonUniforms; l.onShaderP