Buckets:
| ; | |
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const THREE = require("three"); | |
| const Reflector = require("./Reflector.cjs"); | |
| const Refractor = require("./Refractor.cjs"); | |
| const constants = require("../_polyfill/constants.cjs"); | |
| const Water2 = /* @__PURE__ */ (() => { | |
| const _Water2 = class extends THREE.Mesh { | |
| constructor(geometry, options = {}) { | |
| super(geometry); | |
| this.isWater = true; | |
| this.type = "Water"; | |
| const scope = this; | |
| const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(16777215); | |
| const textureWidth = options.textureWidth || 512; | |
| const textureHeight = options.textureHeight || 512; | |
| const clipBias = options.clipBias || 0; | |
| const flowDirection = options.flowDirection || new THREE.Vector2(1, 0); | |
| const flowSpeed = options.flowSpeed || 0.03; | |
| const reflectivity = options.reflectivity || 0.02; | |
| const scale = options.scale || 1; | |
| const shader = options.shader || _Water2.WaterShader; | |
| const encoding = options.encoding !== void 0 ? options.encoding : 3e3; | |
| const flowMap = options.flowMap || void 0; | |
| const normalMap0 = options.normalMap0; | |
| const normalMap1 = options.normalMap1; | |
| const cycle = 0.15; | |
| const halfCycle = cycle * 0.5; | |
| const textureMatrix = new THREE.Matrix4(); | |
| const clock = new THREE.Clock(); | |
| if (Reflector.Reflector === void 0) { | |
| console.error("THREE.Water: Required component Reflector not found."); | |
| return; | |
| } | |
| if (Refractor.Refractor === void 0) { | |
| console.error("THREE.Water: Required component Refractor not found."); | |
| return; | |
| } | |
| const reflector = new Reflector.Reflector(geometry, { | |
| textureWidth, | |
| textureHeight, | |
| clipBias, | |
| encoding | |
| }); | |
| const refractor = new Refractor.Refractor(geometry, { | |
| textureWidth, | |
| textureHeight, | |
| clipBias, | |
| encoding | |
| }); | |
| reflector.matrixAutoUpdate = false; | |
| refractor.matrixAutoUpdate = false; | |
| this.material = new THREE.ShaderMaterial({ | |
| uniforms: THREE.UniformsUtils.merge([THREE.UniformsLib["fog"], shader.uniforms]), | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader, | |
| transparent: true, | |
| fog: true | |
| }); | |
| if (flowMap !== void 0) { | |
| this.material.defines.USE_FLOWMAP = ""; | |
| this.material.uniforms["tFlowMap"] = { | |
| type: "t", | |
| value: flowMap | |
| }; | |
| } else { | |
| this.material.uniforms["flowDirection"] = { | |
| type: "v2", | |
| value: flowDirection | |
| }; | |
| } | |
| normalMap0.wrapS = normalMap0.wrapT = THREE.RepeatWrapping; | |
| normalMap1.wrapS = normalMap1.wrapT = THREE.RepeatWrapping; | |
| this.material.uniforms["tReflectionMap"].value = reflector.getRenderTarget().texture; | |
| this.material.uniforms["tRefractionMap"].value = refractor.getRenderTarget().texture; | |
| this.material.uniforms["tNormalMap0"].value = normalMap0; | |
| this.material.uniforms["tNormalMap1"].value = normalMap1; | |
| this.material.uniforms["color"].value = color; | |
| this.material.uniforms["reflectivity"].value = reflectivity; | |
| this.material.uniforms["textureMatrix"].value = textureMatrix; | |
| this.material.uniforms["config"].value.x = 0; | |
| this.material.uniforms["config"].value.y = halfCycle; | |
| this.material.uniforms["config"].value.z = halfCycle; | |
| this.material.uniforms["config"].value.w = scale; | |
| function updateTextureMatrix(camera) { | |
| textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); | |
| textureMatrix.multiply(camera.projectionMatrix); | |
| textureMatrix.multiply(camera.matrixWorldInverse); | |
| textureMatrix.multiply(scope.matrixWorld); | |
| } | |
| function updateFlow() { | |
| const delta = clock.getDelta(); | |
| const config = scope.material.uniforms["config"]; | |
| config.value.x += flowSpeed * delta; | |
| config.value.y = config.value.x + halfCycle; | |
| if (config.value.x >= cycle) { | |
| config.value.x = 0; | |
| config.value.y = halfCycle; | |
| } else if (config.value.y >= cycle) { | |
| config.value.y = config.value.y - cycle; | |
| } | |
| } | |
| this.onBeforeRender = function(renderer, scene, camera) { | |
| updateTextureMatrix(camera); | |
| updateFlow(); | |
| scope.visible = false; | |
| reflector.matrixWorld.copy(scope.matrixWorld); | |
| refractor.matrixWorld.copy(scope.matrixWorld); | |
| reflector.onBeforeRender(renderer, scene, camera); | |
| refractor.onBeforeRender(renderer, scene, camera); | |
| scope.visible = true; | |
| }; | |
| } | |
| }; | |
| let Water22 = _Water2; | |
| __publicField(Water22, "WaterShader", { | |
| uniforms: { | |
| color: { | |
| value: null | |
| }, | |
| reflectivity: { | |
| value: 0 | |
| }, | |
| tReflectionMap: { | |
| value: null | |
| }, | |
| tRefractionMap: { | |
| value: null | |
| }, | |
| tNormalMap0: { | |
| value: null | |
| }, | |
| tNormalMap1: { | |
| value: null | |
| }, | |
| textureMatrix: { | |
| value: null | |
| }, | |
| config: { | |
| value: /* @__PURE__ */ new THREE.Vector4() | |
| } | |
| }, | |
| vertexShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| #include <fog_pars_vertex> | |
| #include <logdepthbuf_pars_vertex> | |
| uniform mat4 textureMatrix; | |
| varying vec4 vCoord; | |
| varying vec2 vUv; | |
| varying vec3 vToEye; | |
| void main() { | |
| vUv = uv; | |
| vCoord = textureMatrix * vec4( position, 1.0 ); | |
| vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); | |
| vToEye = cameraPosition - worldPosition.xyz; | |
| vec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex | |
| gl_Position = projectionMatrix * mvPosition; | |
| #include <logdepthbuf_vertex> | |
| #include <fog_vertex> | |
| }` | |
| ), | |
| fragmentShader: ( | |
| /* glsl */ | |
| ` | |
| #include <common> | |
| #include <fog_pars_fragment> | |
| #include <logdepthbuf_pars_fragment> | |
| uniform sampler2D tReflectionMap; | |
| uniform sampler2D tRefractionMap; | |
| uniform sampler2D tNormalMap0; | |
| uniform sampler2D tNormalMap1; | |
| #ifdef USE_FLOWMAP | |
| uniform sampler2D tFlowMap; | |
| #else | |
| uniform vec2 flowDirection; | |
| #endif | |
| uniform vec3 color; | |
| uniform float reflectivity; | |
| uniform vec4 config; | |
| varying vec4 vCoord; | |
| varying vec2 vUv; | |
| varying vec3 vToEye; | |
| void main() { | |
| #include <logdepthbuf_fragment> | |
| float flowMapOffset0 = config.x; | |
| float flowMapOffset1 = config.y; | |
| float halfCycle = config.z; | |
| float scale = config.w; | |
| vec3 toEye = normalize( vToEye ); | |
| // determine flow direction | |
| vec2 flow; | |
| #ifdef USE_FLOWMAP | |
| flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0; | |
| #else | |
| flow = flowDirection; | |
| #endif | |
| flow.x *= - 1.0; | |
| // sample normal maps (distort uvs with flowdata) | |
| vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 ); | |
| vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 ); | |
| // linear interpolate to get the final normal color | |
| float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle; | |
| vec4 normalColor = mix( normalColor0, normalColor1, flowLerp ); | |
| // calculate normal vector | |
| vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) ); | |
| // calculate the fresnel term to blend reflection and refraction maps | |
| float theta = max( dot( toEye, normal ), 0.0 ); | |
| float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 ); | |
| // calculate final uv coords | |
| vec3 coord = vCoord.xyz / vCoord.w; | |
| vec2 uv = coord.xy + coord.z * normal.xz * 0.05; | |
| vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) ); | |
| vec4 refractColor = texture2D( tRefractionMap, uv ); | |
| // multiply water color with the mix of both textures | |
| gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance ); | |
| #include <tonemapping_fragment> | |
| #include <${constants.version >= 154 ? "colorspace_fragment" : "encodings_fragment"}> | |
| #include <fog_fragment> | |
| }` | |
| ) | |
| }); | |
| return Water22; | |
| })(); | |
| exports.Water2 = Water2; | |
| //# sourceMappingURL=Water2.cjs.map | |
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