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lamina

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🍰 An extensable, layer based shader material for ThreeJS.

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