lamina
Version:
🍰 An extensable, layer based shader material for ThreeJS.
1,839 lines (1,525 loc) • 53.5 kB
JavaScript
import _extends from '@babel/runtime/helpers/esm/extends';
import { extend } from '@react-three/fiber';
import React, { useImperativeHandle, useMemo } from 'react';
import * as THREE from 'three';
import { Color as Color$2, Vector3, Vector2, Vector4, Matrix3, Matrix4, Texture as Texture$2, MathUtils, TextureLoader } from 'three';
import tokenize from 'glsl-tokenizer';
import descope from 'glsl-token-descope';
import stringify from 'glsl-token-string';
import tokenFunctions from 'glsl-token-functions';
import CustomShaderMaterial from 'three-custom-shader-material/vanilla';
import { createRoot } from 'react-dom/client';
import { useCreateStore, useControls, button, LevaPanel } from 'leva';
function getUniform(value) {
if (typeof value === 'string') {
return new Color$2(value).convertLinearToSRGB();
}
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 getLayerMaterialArgs({
color,
alpha,
lighting,
name,
...rest
} = {}) {
return [{
color,
alpha,
lighting,
name
}, rest];
}
function isSerializableType(prop) {
return prop instanceof Vector3 || prop instanceof Vector2 || prop instanceof Vector4 || prop instanceof Matrix3 || prop instanceof Matrix4;
}
function serializeProp(prop) {
if (isSerializableType(prop)) {
return prop.toArray();
} else if (prop instanceof Color$2) {
return '#' + prop.clone().convertLinearToSRGB().getHexString();
} else if (prop instanceof Texture$2) {
return prop.image.src;
}
return prop;
}
const BlendModes = {
normal: 'normal',
add: 'add',
subtract: 'subtract',
multiply: 'multiply',
lighten: 'lighten',
darken: 'darken',
divide: 'divide',
overlay: 'overlay',
screen: 'screen',
softlight: 'softlight',
negation: 'negation',
reflect: 'reflect'
};
const NoiseTypes = {
perlin: 'perlin',
simplex: 'simplex',
cell: 'cell',
curl: 'curl',
white: 'white'
};
const MappingTypes = {
local: 'local',
world: 'world',
uv: 'uv'
};
const ShadingTypes = {
phong: THREE.MeshPhongMaterial,
physical: THREE.MeshPhysicalMaterial,
toon: THREE.MeshToonMaterial,
basic: THREE.MeshBasicMaterial,
lambert: THREE.MeshLambertMaterial,
standard: THREE.MeshStandardMaterial
};
class Abstract {
constructor(c, props, onParse) {
this.uuid = MathUtils.generateUUID().replace(/-/g, '_');
this.name = 'LayerMaterial';
this.mode = 'normal';
this.visible = true;
const defaults = Object.getOwnPropertyNames(c).filter(e => e.startsWith('u_'));
const uniforms = defaults.reduce((a, v) => {
var _Object$getOwnPropert;
let value = (_Object$getOwnPropert = Object.getOwnPropertyDescriptor(c, v)) == null ? void 0 : _Object$getOwnPropert.value;
if (isSerializableType(value) || value instanceof Color$2) value = value.clone();
return { ...a,
[v.slice(1)]: value
};
}, {});
for (const key in uniforms) {
const propName = key.split('_')[1];
if ((props == null ? void 0 : props[propName]) !== undefined) uniforms[key] = props[propName];
}
if (props) {
Object.keys(props).map(key => {
if (props[key] !== undefined) {
// @ts-ignore
this[key] = props[key];
}
});
}
this.uniforms = {};
this.schema = [];
const properties = {};
Object.keys(uniforms).map(key => {
const propName = key.split('_')[1];
this.uniforms[`u_${this.uuid}_${propName}`] = {
value: getUniform(uniforms[key])
};
this.schema.push({
value: uniforms[key],
label: propName
});
properties[propName] = {
set: v => {
this.uniforms[`u_${this.uuid}_${propName}`].value = getUniform(v);
},
get: () => {
return this.uniforms[`u_${this.uuid}_${propName}`].value;
}
};
});
if (props != null && props.name) this.name = props.name;
if (props != null && props.mode) this.mode = props.mode;
if (props != null && props.visible) this.visible = props.visible;
Object.defineProperties(this, properties);
this.vertexShader = '';
this.fragmentShader = '';
this.vertexVariables = '';
this.fragmentVariables = '';
this.onParse = onParse;
this.buildShaders(c); // Remove Name field from Debugger until a way to
// rename Leva folders is found
// this.schema.push({
// value: this.name,
// label: 'name',
// })
this.schema.push({
value: this.mode,
label: 'mode',
options: Object.values(BlendModes)
});
this.schema.push({
value: this.visible,
label: 'visible'
});
}
buildShaders(constructor) {
var _this$onParse;
const shaders = Object.getOwnPropertyNames(constructor).filter(e => e === 'fragmentShader' || e === 'vertexShader').reduce((a, v) => {
var _Object$getOwnPropert2;
return { ...a,
[v]: (_Object$getOwnPropert2 = Object.getOwnPropertyDescriptor(constructor, v)) == null ? void 0 : _Object$getOwnPropert2.value
};
}, {});
const tokens = {
vert: tokenize(shaders.vertexShader || ''),
frag: tokenize(shaders.fragmentShader || '')
};
const descoped = {
vert: descope(tokens.vert, this.renameTokens.bind(this)),
frag: descope(tokens.frag, this.renameTokens.bind(this))
};
const funcs = {
vert: tokenFunctions(descoped.vert),
frag: tokenFunctions(descoped.frag)
};
const mainIndex = {
vert: funcs.vert.map(e => {
return e.name;
}).indexOf('main'),
frag: funcs.frag.map(e => {
return e.name;
}).indexOf('main')
};
const variables = {
vert: mainIndex.vert >= 0 ? stringify(descoped.vert.slice(0, funcs.vert[mainIndex.vert].outer[0])) : '',
frag: mainIndex.frag >= 0 ? stringify(descoped.frag.slice(0, funcs.frag[mainIndex.frag].outer[0])) : ''
};
const funcBodies = {
vert: mainIndex.vert >= 0 ? this.getShaderFromIndex(descoped.vert, funcs.vert[mainIndex.vert].body) : '',
frag: mainIndex.frag >= 0 ? this.getShaderFromIndex(descoped.frag, funcs.frag[mainIndex.frag].body) : ''
};
this.vertexShader = this.processFinal(funcBodies.vert, true);
this.fragmentShader = this.processFinal(funcBodies.frag);
this.vertexVariables = variables.vert;
this.fragmentVariables = variables.frag;
(_this$onParse = this.onParse) == null ? void 0 : _this$onParse.call(this, this);
this.schema = this.schema.filter((value, index) => {
const _value = value.label;
return index === this.schema.findIndex(obj => {
return obj.label === _value;
});
});
}
renameTokens(name) {
if (name.startsWith('u_')) {
const slice = name.slice(2);
return `u_${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 = ${blendMode};`;
}
return sReplaced;
}
getShaderFromIndex(tokens, index) {
return stringify(tokens.slice(index[0], index[1]));
}
getBlendMode(b, a) {
switch (this.mode) {
default:
case 'normal':
return `lamina_blend_alpha(${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}, ${b}.a)`;
}
}
getSchema() {
const latestSchema = this.schema.map(({
label,
options,
...rest
}) => {
return {
label,
options,
...getSpecialParameters(label),
...rest,
// @ts-ignore
value: serializeProp(this[label])
};
});
return latestSchema;
}
serialize() {
const name = this.constructor.name.split('$')[0];
let nonUniformPropKeys = Object.keys(this);
nonUniformPropKeys = nonUniformPropKeys.filter(e => !['uuid', 'uniforms', 'schema', 'fragmentShader', 'vertexShader', 'fragmentVariables', 'vertexVariables', 'attribs', 'events', '__r3f', 'onParse'].includes(e));
const nonUniformProps = {};
nonUniformPropKeys.forEach(k => {
// @ts-ignore
nonUniformProps[k] = this[k];
});
const props = {};
for (const key in this.uniforms) {
const name = key.replace(`u_${this.uuid}_`, '');
props[name] = serializeProp(this.uniforms[key].value);
}
return {
constructor: name,
properties: { ...props,
...nonUniformProps
}
};
}
}
class Depth$1 extends Abstract {
constructor(props) {
super(Depth$1, {
name: 'Depth',
...props
}, self => {
self.schema.push({
value: self.mapping,
label: 'mapping',
options: ['vector', 'world', 'camera']
});
const mapping = Depth$1.getMapping(self.uuid, self.mapping);
self.fragmentShader = self.fragmentShader.replace('lamina_mapping_template', mapping);
});
this.mapping = 'vector';
}
static getMapping(uuid, type) {
switch (type) {
default:
case 'vector':
return `length(v_${uuid}_worldPosition - u_${uuid}_origin)`;
case 'world':
return `length(v_${uuid}_position - vec3(0.))`;
case 'camera':
return `length(v_${uuid}_worldPosition - cameraPosition)`;
}
}
}
Depth$1.u_near = 2;
Depth$1.u_far = 10;
Depth$1.u_origin = new Vector3(0, 0, 0);
Depth$1.u_colorA = 'white';
Depth$1.u_colorB = 'black';
Depth$1.u_alpha = 1;
Depth$1.vertexShader = `
varying vec3 v_worldPosition;
varying vec3 v_position;
void main() {
v_worldPosition = (vec4(position, 1.0) * modelMatrix).xyz;
v_position = position;
}
`;
Depth$1.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);
}
`;
class Color$1 extends Abstract {
constructor(props) {
super(Color$1, {
name: 'Color',
...props
});
}
}
Color$1.u_color = 'red';
Color$1.u_alpha = 1;
Color$1.fragmentShader = `
uniform vec3 u_color;
uniform float u_alpha;
void main() {
return vec4(u_color, u_alpha);
}
`;
class Noise$1 extends Abstract {
constructor(props) {
super(Noise$1, {
name: 'noise',
...props
}, 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 = Noise$1.getNoiseFunction(self.type);
const mapping = Noise$1.getMapping(self.mapping);
self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping);
self.fragmentShader = self.fragmentShader.replace('lamina_noise_template', noiseFunc);
});
this.type = 'perlin';
this.mapping = 'local';
}
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 `position`;
case 'world':
return `(modelMatrix * vec4(position,1.0)).xyz`;
case 'uv':
return `vec3(uv, 0.)`;
}
}
}
Noise$1.u_colorA = '#666666';
Noise$1.u_colorB = '#666666';
Noise$1.u_colorC = '#FFFFFF';
Noise$1.u_colorD = '#FFFFFF';
Noise$1.u_alpha = 1;
Noise$1.u_scale = 1;
Noise$1.u_offset = new Vector3(0, 0, 0);
Noise$1.vertexShader = `
varying vec3 v_position;
void main() {
v_position = lamina_mapping_template;
}
`;
Noise$1.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);
}
`;
class Fresnel$1 extends Abstract {
constructor(props) {
super(Fresnel$1, {
name: 'Fresnel',
...props
});
}
}
Fresnel$1.u_color = 'white';
Fresnel$1.u_alpha = 1;
Fresnel$1.u_bias = 0;
Fresnel$1.u_intensity = 1;
Fresnel$1.u_power = 2;
Fresnel$1.u_factor = 1;
Fresnel$1.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$1.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$1 extends Abstract {
constructor(props) {
super(Gradient$1, {
name: 'Gradient',
...props
}, 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$1.getMapping(self.mapping);
self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping || 'local');
self.fragmentShader = self.fragmentShader.replace('axes_template', self.axes || 'x');
});
this.axes = 'x';
this.mapping = 'local';
}
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$1.u_colorA = 'white';
Gradient$1.u_colorB = 'black';
Gradient$1.u_alpha = 1;
Gradient$1.u_start = 1;
Gradient$1.u_end = -1;
Gradient$1.u_contrast = 1;
Gradient$1.vertexShader = `
varying vec3 v_position;
vod main() {
v_position = lamina_mapping_template;
}
`;
Gradient$1.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);
}
`;
class Matcap$1 extends Abstract {
constructor(props) {
super(Matcap$1, {
name: "Matcap",
...props
});
}
}
Matcap$1.u_alpha = 1;
Matcap$1.u_map = undefined;
Matcap$1.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$1.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$1 extends Abstract {
constructor(props) {
super(Texture$1, {
name: 'Texture',
...props
});
}
}
Texture$1.u_alpha = 1;
Texture$1.u_map = undefined;
Texture$1.vertexShader = `
varying vec2 v_uv;
void main() {
v_uv = uv;
}
`;
Texture$1.fragmentShader = `
uniform sampler2D u_map;
uniform float u_alpha;
varying vec2 v_uv;
void main() {
vec4 f_color = texture2D(u_map, v_uv);
return vec4(f_color.rgb, f_color.a * u_alpha);
}
`;
class Displace$1 extends Abstract {
constructor(props) {
super(Displace$1, {
name: 'Displace',
...props
}, 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$1.getNoiseFunction(self.type);
const mapping = Displace$1.getMapping(self.mapping);
self.vertexVariables = self.vertexVariables.replace('lamina_mapping_template', mapping);
self.vertexVariables = self.vertexVariables.replace('lamina_noise_template', noiseFunc);
});
this.type = 'perlin';
this.mapping = 'local';
}
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$1.u_strength = 1;
Displace$1.u_scale = 1;
Displace$1.u_offset = new Vector3(0, 0, 0);
Displace$1.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;
}
`;
class Normal$1 extends Abstract {
constructor(props) {
super(Normal$1, {
name: 'Normal',
...props
});
}
}
Normal$1.u_alpha = 1;
Normal$1.u_direction = new Vector3(1, 1, 1);
Normal$1.vertexShader = `
varying vec3 v_normals;
void main() {
v_normals = normal;
}
`;
Normal$1.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);
}
`;
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$1 extends CustomShaderMaterial {
constructor({
color,
alpha,
lighting,
layers,
name,
...props
} = {}) {
super({
baseMaterial: ShadingTypes[lighting || 'basic'],
...props
});
this.name = 'LayerMaterial';
this.layers = [];
this.lighting = 'basic';
const _baseColor = color || 'white';
const _alpha = alpha != null ? alpha : 1;
this.uniforms = {
u_lamina_color: {
value: typeof _baseColor === 'string' ? new THREE.Color(_baseColor).convertSRGBToLinear() : _baseColor
},
u_lamina_alpha: {
value: _alpha
}
};
this.layers = layers || this.layers;
this.lighting = lighting || this.lighting;
this.name = name || this.name;
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);
${fragmentShader}
csm_DiffuseColor = lamina_finalColor;
}
`
};
}
refresh() {
const {
uniforms,
fragmentShader,
vertexShader
} = this.genShaders();
super.update({
fragmentShader,
vertexShader,
uniforms
});
}
serialize() {
return {
constructor: 'LayerMaterial',
properties: {
color: this.color,
alpha: this.alpha,
name: this.name,
lighting: this.lighting
}
};
}
set color(v) {
var _this$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.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;
}
}
var LAYERS = /*#__PURE__*/Object.freeze({
__proto__: null,
LayerMaterial: LayerMaterial$1,
Abstract: Abstract,
Depth: Depth$1,
Color: Color$1,
Noise: Noise$1,
Fresnel: Fresnel$1,
Gradient: Gradient$1,
Matcap: Matcap$1,
Texture: Texture$1,
Displace: Displace$1,
Normal: Normal$1
});
function getPropsFromLayer(layer) {
// @ts-ignore
const constructor = LAYERS[layer.constructor];
const instance = new constructor();
let props = '';
Object.entries(layer.properties).forEach(([key, val]) => {
var _constructor2;
const defaultVal = (_constructor2 = constructor['u_' + key]) != null ? _constructor2 : instance[key];
switch (key) {
case 'name':
if (val !== layer.constructor) props += ` ${key}={${JSON.stringify(val)}}`;
break;
case 'visible':
if (!val) props += ` ${key}={${JSON.stringify(val)}}`;
break;
default:
if (val !== defaultVal) props += ` ${key}={${JSON.stringify(val)}}`;
break;
}
});
return props;
}
function serializedLayersToJSX(layers, material) {
const materialProps = getPropsFromLayer(material);
const jsx = `
<LayerMaterial${materialProps}>
${layers.map(layer => {
const props = getPropsFromLayer(layer);
return `<${layer.constructor}${props} />`;
}).join('\n\t')}
</LayerMaterial>
`;
return jsx;
}
function getJSPropsFromLayer(layer) {
// @ts-ignore
const constructor = LAYERS[layer.constructor];
const instance = new constructor();
let props = '\t';
let entries = Object.entries(layer.properties);
entries.forEach(([key, val], idx) => {
var _constructor;
const eol = '\n\t\t';
if (key.includes('color')) {
const v = typeof val === "string" ? val : '#' + val.getHexString();
props += `${key}: ${JSON.stringify(v)},${eol}`;
} else {
const defaultVal = (_constructor = constructor['u_' + key]) != null ? _constructor : instance[key];
switch (key) {
case 'name':
if (val !== layer.constructor) props += `${key}: ${JSON.stringify(val)},${eol}`;
break;
case 'visible':
if (!val) props += `${key}:${JSON.stringify(val)},${eol}`;
break;
default:
if (val !== defaultVal) props += `${key}: ${JSON.stringify(val)},${eol}`;
break;
}
}
});
return props;
}
function serializedLayersToJS(layers, material) {
const materialProps = getJSPropsFromLayer(material);
const jsLayers = `${layers.map(l => {
return `new ${l.constructor}({
${getJSPropsFromLayer(l)}
})`;
}).join(',\n\t\t')}`;
const js = `
new LayerMaterial({
${materialProps}
layers: [
${jsLayers}
]
})`;
return js;
}
extend({
LayerMaterial: LayerMaterial$1
});
function DynamicLeva({
name,
layers,
store,
setUpdate
}) {
useControls(name, () => {
const o = {};
layers.forEach((layer, i) => {
const n = `${layer.label} ~${i}`;
o[n] = layer;
o[n].onChange = () => setUpdate([`${name}.${n}`, layer.label]);
});
return o;
}, {
store
}, [layers, name]);
return null;
}
const DebugLayerMaterial = /*#__PURE__*/React.forwardRef(({
children,
...props
}, forwardRef) => {
var _ref$current, _ref$current2, _ref$current3;
const ref = React.useRef(null);
useImperativeHandle(forwardRef, () => ref.current);
const store = useCreateStore();
const [layers, setLayers] = React.useState({});
const [path, setPath] = React.useState(['', '']);
const textureLoader = useMemo(() => new TextureLoader(), []);
useControls({
'Copy JSX': button(() => {
const serialized = ref.current.layers.map(l => l.serialize());
const jsx = serializedLayersToJSX(serialized, ref.current.serialize());
navigator.clipboard.writeText(jsx);
}),
'Copy JS': button(() => {
const serialized = ref.current.layers.map(l => l.serialize());
const js = serializedLayersToJS(serialized, ref.current.serialize());
navigator.clipboard.writeText(js);
})
}, {
store
});
const {
Lighting
} = useControls('Base', {
Color: {
value: '#' + new Color$2(((_ref$current = ref.current) == null ? void 0 : _ref$current.color) || (props == null ? void 0 : props.color) || 'white').convertLinearToSRGB().getHexString(),
onChange: v => {
ref.current.color = v;
}
},
Alpha: {
value: ((_ref$current2 = ref.current) == null ? void 0 : _ref$current2.alpha) || (props == null ? void 0 : props.alpha) || 1,
min: 0,
max: 1,
onChange: v => {
ref.current.alpha = v;
}
},
Lighting: {
value: ((_ref$current3 = ref.current) == null ? void 0 : _ref$current3.lighting) || (props == null ? void 0 : props.lighting) || 'basic',
options: Object.keys(ShadingTypes)
}
}, {
store
});
const [args, otherProps] = useMemo(() => getLayerMaterialArgs({ ...props,
lighting: Lighting
}), [props, Lighting]);
React.useEffect(() => {
const layers = ref.current.layers;
const schema = {};
layers.forEach((layer, i) => {
if (layer.getSchema) schema[`${layer.name} ~${i}`] = layer.getSchema();
});
setLayers(schema);
}, [children]);
React.useEffect(() => {
const data = store.getData();
const updatedData = data[path[0]];
if (updatedData) {
const split = path[0].split('.');
const index = parseInt(split[0].split(' ~')[1]);
const property = path[1];
const id = ref.current.layers[index].uuid;
const uniform = ref.current.uniforms[`u_${id}_${property}`];
const layer = ref.current.layers[index];
if (property !== 'map') {
layer[property] = updatedData.value;
if (uniform) {
uniform.value = getUniform(updatedData.value);
} else {
layer.buildShaders(layer.constructor);
ref.current.refresh();
}
} else {
(async () => {
try {
if (updatedData.value) {
const t = await textureLoader.loadAsync(updatedData.value);
layer[property] = t;
uniform.value = t;
} else {
layer[property] = undefined;
uniform.value = undefined;
}
} catch (error) {
console.error(error);
}
})();
}
}
}, [path]);
React.useLayoutEffect(() => {
ref.current.layers = ref.current.__r3f.objects;
ref.current.refresh();
}, [children, args]);
React.useLayoutEffect(() => {
const root = document.body.querySelector('#root');
const div = document.createElement('div');
if (root) {
root.appendChild(div);
const levaRoot = createRoot(div);
levaRoot.render( /*#__PURE__*/React.createElement(LevaPanel, {
titleBar: {
title: props.name || ref.current.name
},
store: store
}));
}
return () => {
div.remove();
};
}, [props.name]);
return /*#__PURE_