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lamina

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🍰 An extensable, layer based shader material for ThreeJS.

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import * as y from "three"; import { Vector3 as b, Vector2 as H, Vector4 as Y, Matrix3 as J, Matrix4 as Q, Color as V, Texture as X, MathUtils as Z } from "three"; import D from "glsl-tokenizer"; import T from "glsl-token-descope"; import K from "glsl-token-string"; import A from "glsl-token-functions"; import G from "three-custom-shader-material/vanilla"; const ee = { normal: "normal", add: "add", subtract: "subtract", multiply: "multiply", lighten: "lighten", darken: "darken", divide: "divide", overlay: "overlay", screen: "screen", softlight: "softlight", negation: "negation", reflect: "reflect" }, R = { perlin: "perlin", simplex: "simplex", cell: "cell", curl: "curl", white: "white" }, k = { local: "local", world: "world", uv: "uv" }, ae = { phong: y.MeshPhongMaterial, physical: y.MeshPhysicalMaterial, toon: y.MeshToonMaterial, basic: y.MeshBasicMaterial, lambert: y.MeshLambertMaterial, standard: y.MeshStandardMaterial }; function q(r) { return typeof r == "string" ? new V(r).convertLinearToSRGB() : r; } function te(r) { switch (r) { case "alpha": return { min: 0, max: 1 }; case "scale": return { min: 0 }; case "map": return { image: void 0 }; default: return {}; } } function ve({ color: r, alpha: a, lighting: e, name: t, ...n } = {}) { return [ { color: r, alpha: a, lighting: e, name: t }, n ]; } function E(r) { return r instanceof b || r instanceof H || r instanceof Y || r instanceof J || r instanceof Q; } function I(r) { return E(r) ? r.toArray() : r instanceof V ? "#" + r.clone().convertLinearToSRGB().getHexString() : r instanceof X ? r.image.src : r; } class x { constructor(a, e, t) { this.uuid = Z.generateUUID().replace(/-/g, "_"), this.name = "LayerMaterial", this.mode = "normal", this.visible = !0; const i = Object.getOwnPropertyNames(a).filter((c) => c.startsWith("u_")).reduce((c, l) => { var m; let f = (m = Object.getOwnPropertyDescriptor(a, l)) == null ? void 0 : m.value; return (E(f) || f instanceof V) && (f = f.clone()), { ...c, [l.slice(1)]: f }; }, {}); for (const c in i) { const l = c.split("_")[1]; (e == null ? void 0 : e[l]) !== void 0 && (i[c] = e[l]); } e && Object.keys(e).map((c) => { e[c] !== void 0 && (this[c] = e[c]); }), this.uniforms = {}, this.schema = []; const o = {}; Object.keys(i).map((c) => { const l = c.split("_")[1]; this.uniforms[`u_${this.uuid}_${l}`] = { value: q(i[c]) }, this.schema.push({ value: i[c], label: l }), o[l] = { set: (f) => { this.uniforms[`u_${this.uuid}_${l}`].value = q(f); }, get: () => this.uniforms[`u_${this.uuid}_${l}`].value }; }), e != null && e.name && (this.name = e.name), e != null && e.mode && (this.mode = e.mode), e != null && e.visible && (this.visible = e.visible), Object.defineProperties(this, o), this.vertexShader = "", this.fragmentShader = "", this.vertexVariables = "", this.fragmentVariables = "", this.onParse = t, this.buildShaders(a), this.schema.push({ value: this.mode, label: "mode", options: Object.values(ee) }), this.schema.push({ value: this.visible, label: "visible" }); } buildShaders(a) { var f; const e = Object.getOwnPropertyNames(a).filter((m) => m === "fragmentShader" || m === "vertexShader").reduce( (m, w) => { var P; return { ...m, [w]: (P = Object.getOwnPropertyDescriptor(a, w)) == null ? void 0 : P.value }; }, {} ), t = { vert: D(e.vertexShader || ""), frag: D(e.fragmentShader || "") }, n = { vert: T(t.vert, this.renameTokens.bind(this)), frag: T(t.frag, this.renameTokens.bind(this)) }, i = { vert: A(n.vert), frag: A(n.frag) }, o = { vert: i.vert.map((m) => m.name).indexOf("main"), frag: i.frag.map((m) => m.name).indexOf("main") }, c = { vert: o.vert >= 0 ? K(n.vert.slice(0, i.vert[o.vert].outer[0])) : "", frag: o.frag >= 0 ? K(n.frag.slice(0, i.frag[o.frag].outer[0])) : "" }, l = { vert: o.vert >= 0 ? this.getShaderFromIndex(n.vert, i.vert[o.vert].body) : "", frag: o.frag >= 0 ? this.getShaderFromIndex(n.frag, i.frag[o.frag].body) : "" }; this.vertexShader = this.processFinal(l.vert, !0), this.fragmentShader = this.processFinal(l.frag), this.vertexVariables = c.vert, this.fragmentVariables = c.frag, (f = this.onParse) == null || f.call(this, this), this.schema = this.schema.filter((m, w) => { const P = m.label; return w === this.schema.findIndex((U) => U.label === P); }); } renameTokens(a) { if (a.startsWith("u_")) { const e = a.slice(2); return `u_${this.uuid}_${e}`; } else if (a.startsWith("v_")) { const e = a.slice(2); return `v_${this.uuid}_${e}`; } else if (a.startsWith("f_")) { const e = a.slice(2); return `f_${this.uuid}_${e}`; } else return a; } processFinal(a, e) { const t = a.replace(/\sf_/gm, ` f_${this.uuid}_`).replace(/\(f_/gm, `(f_${this.uuid}_`), n = t.match(/^.*return.*$/gm); let i = t.replace(/^.*return.*$/gm, ""); if (n != null && n[0]) { const o = n[0].replace("return", "").trim().replace(";", ""), c = this.getBlendMode(o, "lamina_finalColor"); i += e ? `lamina_finalPosition = ${o};` : `lamina_finalColor = ${c};`; } return i; } getShaderFromIndex(a, e) { return K(a.slice(e[0], e[1])); } getBlendMode(a, e) { switch (this.mode) { default: case "normal": return `lamina_blend_alpha(${e}, ${a}, ${a}.a)`; case "add": return `lamina_blend_add(${e}, ${a}, ${a}.a)`; case "subtract": return `lamina_blend_subtract(${e}, ${a}, ${a}.a)`; case "multiply": return `lamina_blend_multiply(${e}, ${a}, ${a}.a)`; case "lighten": return `lamina_blend_lighten(${e}, ${a}, ${a}.a)`; case "darken": return `lamina_blend_darken(${e}, ${a}, ${a}.a)`; case "divide": return `lamina_blend_divide(${e}, ${a}, ${a}.a)`; case "overlay": return `lamina_blend_overlay(${e}, ${a}, ${a}.a)`; case "screen": return `lamina_blend_screen(${e}, ${a}, ${a}.a)`; case "softlight": return `lamina_blend_softlight(${e}, ${a}, ${a}.a)`; case "reflect": return `lamina_blend_reflect(${e}, ${a}, ${a}.a)`; case "negation": return `lamina_blend_negation(${e}, ${a}, ${a}.a)`; } } getSchema() { return this.schema.map(({ label: e, options: t, ...n }) => ({ label: e, options: t, ...te(e), ...n, // @ts-ignore value: I(this[e]) })); } serialize() { const a = this.constructor.name.split("$")[0]; let e = Object.keys(this); e = e.filter( (i) => ![ "uuid", "uniforms", "schema", "fragmentShader", "vertexShader", "fragmentVariables", "vertexVariables", "attribs", "events", "__r3f", "onParse" ].includes(i) ); const t = {}; e.forEach((i) => { t[i] = this[i]; }); const n = {}; for (const i in this.uniforms) { const o = i.replace(`u_${this.uuid}_`, ""); n[o] = I(this.uniforms[i].value); } return { constructor: a, properties: { ...n, ...t } }; } } const z = class z extends x { constructor(a) { super(z, { name: "Color", ...a }); } }; z.u_color = "red", z.u_alpha = 1, z.fragmentShader = ` uniform vec3 u_color; uniform float u_alpha; void main() { return vec4(u_color, u_alpha); } `; let S = z; const v = class v extends x { constructor(a) { super( v, { name: "Depth", ...a }, (e) => { e.schema.push({ value: e.mapping, label: "mapping", options: ["vector", "world", "camera"] }); const t = v.getMapping(e.uuid, e.mapping); e.fragmentShader = e.fragmentShader.replace("lamina_mapping_template", t); } ), this.mapping = "vector"; } static getMapping(a, e) { switch (e) { default: case "vector": return `length(v_${a}_worldPosition - u_${a}_origin)`; case "world": return `length(v_${a}_position - vec3(0.))`; case "camera": return `length(v_${a}_worldPosition - cameraPosition)`; } } }; v.u_near = 2, v.u_far = 10, v.u_origin = new b(0, 0, 0), v.u_colorA = "white", v.u_colorB = "black", v.u_alpha = 1, v.vertexShader = ` varying vec3 v_worldPosition; varying vec3 v_position; void main() { v_worldPosition = (vec4(position, 1.0) * modelMatrix).xyz; v_position = position; } `, v.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); } `; let $ = v; const u = class u extends x { constructor(a) { super( u, { name: "Displace", ...a }, (e) => { e.schema.push({ value: e.type, label: "type", options: Object.values(R) }), e.schema.push({ value: e.mapping, label: "mapping", options: Object.values(k) }); const t = u.getNoiseFunction(e.type), n = u.getMapping(e.mapping); e.vertexVariables = e.vertexVariables.replace("lamina_mapping_template", n), e.vertexVariables = e.vertexVariables.replace("lamina_noise_template", t); } ), this.type = "perlin", this.mapping = "local"; } static getNoiseFunction(a) { switch (a) { 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(a) { switch (a) { default: case "local": return "p"; case "world": return "(modelMatrix * vec4(p,1.0)).xyz"; case "uv": return "vec3(uv, 0.)"; } } }; u.u_strength = 1, u.u_scale = 1, u.u_offset = new b(0, 0, 0), u.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; } `; let j = u; const _ = class _ extends x { constructor(a) { super(_, { name: "Fresnel", ...a }); } }; _.u_color = "white", _.u_alpha = 1, _.u_bias = 0, _.u_intensity = 1, _.u_power = 2, _.u_factor = 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 ); } `, _.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); } `; let M = _; const d = class d extends x { constructor(a) { super( d, { name: "Gradient", ...a }, (e) => { e.schema.push({ value: e.axes, label: "axes", options: ["x", "y", "z"] }), e.schema.push({ value: e.mapping, label: "mapping", options: Object.values(k) }); const t = d.getMapping(e.mapping); e.vertexShader = e.vertexShader.replace("lamina_mapping_template", t || "local"), e.fragmentShader = e.fragmentShader.replace("axes_template", e.axes || "x"); } ), this.axes = "x", this.mapping = "local"; } static getMapping(a) { switch (a) { default: case "local": return "position"; case "world": return "(modelMatrix * vec4(position,1.0)).xyz"; case "uv": return "vec3(uv, 0.)"; } } }; d.u_colorA = "white", d.u_colorB = "black", d.u_alpha = 1, d.u_start = 1, d.u_end = -1, d.u_contrast = 1, d.vertexShader = ` varying vec3 v_position; vod main() { v_position = lamina_mapping_template; } `, d.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); } `; let F = d; const p = class p extends x { constructor(a) { super(p, { name: "Matcap", ...a }); } }; p.u_alpha = 1, p.u_map = void 0, p.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 ); } `, p.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); } `; let C = p; const s = class s extends x { constructor(a) { super( s, { name: "noise", ...a }, (e) => { e.schema.push({ value: e.type, label: "type", options: Object.values(R) }), e.schema.push({ value: e.mapping, label: "mapping", options: Object.values(k) }); const t = s.getNoiseFunction(e.type), n = s.getMapping(e.mapping); e.vertexShader = e.vertexShader.replace("lamina_mapping_template", n), e.fragmentShader = e.fragmentShader.replace("lamina_noise_template", t); } ), this.type = "perlin", this.mapping = "local"; } static getNoiseFunction(a) { switch (a) { 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(a) { switch (a) { default: case "local": return "position"; case "world": return "(modelMatrix * vec4(position,1.0)).xyz"; case "uv": return "vec3(uv, 0.)"; } } }; s.u_colorA = "#666666", s.u_colorB = "#666666", s.u_colorC = "#FFFFFF", s.u_colorD = "#FFFFFF", s.u_alpha = 1, s.u_scale = 1, s.u_offset = new b(0, 0, 0), s.vertexShader = ` varying vec3 v_position; void main() { v_position = lamina_mapping_template; } `, s.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); } `; let O = s; const h = class h extends x { constructor(a) { super(h, { name: "Normal", ...a }); } }; h.u_alpha = 1, h.u_direction = new b(1, 1, 1), h.vertexShader = ` varying vec3 v_normals; void main() { v_normals = normal; } `, h.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); } `; let B = h; const g = class g extends x { constructor(a) { super(g, { name: "Texture", ...a }); } }; g.u_alpha = 1, g.u_map = void 0, g.vertexShader = ` varying vec2 v_uv; void main() { v_uv = uv; } `, g.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); } `; let N = g; const ie = ( /* 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); } ` ), L = ( /* 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); } ` ), W = ( /* 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; } ` ); class ne extends G { constructor({ color: a, alpha: e, lighting: t, layers: n, name: i, ...o } = {}) { super({ baseMaterial: ae[t || "basic"], ...o }), this.name = "LayerMaterial", this.layers = [], this.lighting = "basic"; const c = a || "white", l = e ?? 1; this.uniforms = { u_lamina_color: { value: typeof c == "string" ? new y.Color(c).convertSRGBToLinear() : c }, u_lamina_alpha: { value: l } }, this.layers = n || this.layers, this.lighting = t || this.lighting, this.name = i || this.name, this.refresh(); } genShaders() { let a = "", e = "", t = "", n = "", i = {}; return this.layers.filter((o) => o.visible).forEach((o) => { a += o.vertexVariables + ` `, e += o.fragmentVariables + ` `, t += o.vertexShader + ` `, n += o.fragmentShader + ` `, i = { ...i, ...o.uniforms }; }), i = { ...i, ...this.uniforms }, { uniforms: i, vertexShader: ` ${L} ${W} ${a} void main() { vec3 lamina_finalPosition = position; vec3 lamina_finalNormal = normal; ${t} csm_Position = lamina_finalPosition; csm_Normal = lamina_finalNormal; } `, fragmentShader: ` ${L} ${W} ${ie} ${e} uniform vec3 u_lamina_color; uniform float u_lamina_alpha; void main() { vec4 lamina_finalColor = vec4(u_lamina_color, u_lamina_alpha); ${n} csm_DiffuseColor = lamina_finalColor; } ` }; } refresh() { const { uniforms: a, fragmentShader: e, vertexShader: t } = this.genShaders(); super.update({ fragmentShader: e, vertexShader: t, uniforms: a }); } serialize() { return { constructor: "LayerMaterial", properties: { color: this.color, alpha: this.alpha, name: this.name, lighting: this.lighting } }; } set color(a) { var e, t; (t = (e = this.uniforms) == null ? void 0 : e.u_lamina_color) != null && t.value && (this.uniforms.u_lamina_color.value = typeof a == "string" ? new y.Color(a).convertSRGBToLinear() : a); } get color() { var a, e; return (e = (a = this.uniforms) == null ? void 0 : a.u_lamina_color) == null ? void 0 : e.value; } set alpha(a) { this.uniforms.u_lamina_alpha.value = a; } get alpha() { return this.uniforms.u_lamina_alpha.value; } } const de = /* @__PURE__ */ Object.freeze(/* @__PURE__ */ Object.defineProperty({ __proto__: null, Abstract: x, Color: S, Depth: $, Displace: j, Fresnel: M, Gradient: F, LayerMaterial: ne, Matcap: C, Noise: O, Normal: B, Texture: N }, Symbol.toStringTag, { value: "Module" })); export { x as A, S as C, j as D, M as F, F as G, de as L, C as M, B as N, ae as S, N as T, ne as a, q as b, O as c, $ as d, ve as g }; //# sourceMappingURL=vanilla-BEVDQrzM.js.map