添加关照、全局等高线、修改图层问题
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199
dist/electron/static/sdk/three/jsm/nodes/materialx/DISCLAIMER.md
vendored
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199
dist/electron/static/sdk/three/jsm/nodes/materialx/DISCLAIMER.md
vendored
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@ -0,0 +1,199 @@
|
||||
## MaterialX
|
||||
|
||||
MaterialX is a project of the
|
||||
[Academy Software Foundation](https://www.aswf.io/) and relies on the ASWF
|
||||
governance policies, supported by the Linux Foundation.
|
||||
<https://github.com/AcademySoftwareFoundation/MaterialX>
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
<http://www.apache.org/licenses/LICENSE-2.0>
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
```
|
||||
-------------------------------------------------------------------------
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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|
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1. Definitions.
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"License" shall mean the terms and conditions for use, reproduction,
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```
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68
dist/electron/static/sdk/three/jsm/nodes/materialx/MaterialXNodes.js
vendored
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68
dist/electron/static/sdk/three/jsm/nodes/materialx/MaterialXNodes.js
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@ -0,0 +1,68 @@
|
||||
import {
|
||||
mx_perlin_noise_float, mx_perlin_noise_vec3,
|
||||
mx_worley_noise_float as worley_noise_float, mx_worley_noise_vec2 as worley_noise_vec2, mx_worley_noise_vec3 as worley_noise_vec3,
|
||||
mx_cell_noise_float as cell_noise_float,
|
||||
mx_fractal_noise_float as fractal_noise_float, mx_fractal_noise_vec2 as fractal_noise_vec2, mx_fractal_noise_vec3 as fractal_noise_vec3, mx_fractal_noise_vec4 as fractal_noise_vec4
|
||||
} from './lib/mx_noise.js';
|
||||
import { mx_hsvtorgb, mx_rgbtohsv } from './lib/mx_hsv.js';
|
||||
import { mx_srgb_texture_to_lin_rec709 } from './lib/mx_transform_color.js';
|
||||
import { mix, smoothstep } from '../math/MathNode.js';
|
||||
import { uv } from '../accessors/UVNode.js';
|
||||
import { float, vec2, vec4, int } from '../shadernode/ShaderNode.js';
|
||||
|
||||
export const mx_aastep = ( threshold, value ) => {
|
||||
|
||||
threshold = float( threshold );
|
||||
value = float( value );
|
||||
|
||||
const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
|
||||
|
||||
return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
|
||||
|
||||
};
|
||||
|
||||
const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
|
||||
export const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
|
||||
export const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
|
||||
|
||||
const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
|
||||
export const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
|
||||
export const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
|
||||
|
||||
export const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
|
||||
|
||||
export const mx_safepower = ( in1, in2 = 1 ) => {
|
||||
|
||||
in1 = float( in1 );
|
||||
|
||||
return in1.abs().pow( in2 ).mul( in1.sign() );
|
||||
|
||||
};
|
||||
|
||||
export const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
|
||||
|
||||
export const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
//export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
export const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
export const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
|
||||
|
||||
texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
|
||||
|
||||
const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
|
||||
|
||||
return noise_vec4.mul( amplitude ).add( pivot );
|
||||
|
||||
};
|
||||
|
||||
export const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => worley_noise_float( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
|
||||
export const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => worley_noise_vec2( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
|
||||
export const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => worley_noise_vec3( texcoord.convert( 'vec2|vec3' ), jitter, int( 1 ) );
|
||||
|
||||
export const mx_cell_noise_float = ( texcoord = uv() ) => cell_noise_float( texcoord.convert( 'vec2|vec3' ) );
|
||||
|
||||
export const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_float( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec2( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec3( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec4( position, int( octaves ), lacunarity, diminish ).mul( amplitude );
|
||||
|
||||
export { mx_hsvtorgb, mx_rgbtohsv, mx_srgb_texture_to_lin_rec709 };
|
130
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_hsv.js
vendored
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130
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_hsv.js
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@ -0,0 +1,130 @@
|
||||
// Three.js Transpiler
|
||||
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
|
||||
|
||||
import { int, float, vec3, If, tslFn } from '../../shadernode/ShaderNode.js';
|
||||
import { add, sub, mul } from '../../math/OperatorNode.js';
|
||||
import { floor, trunc, max, min } from '../../math/MathNode.js';
|
||||
|
||||
const mx_hsvtorgb = tslFn( ( [ hsv_immutable ] ) => {
|
||||
|
||||
const hsv = vec3( hsv_immutable ).toVar();
|
||||
const h = float( hsv.x ).toVar();
|
||||
const s = float( hsv.y ).toVar();
|
||||
const v = float( hsv.z ).toVar();
|
||||
|
||||
If( s.lessThan( 0.0001 ), () => {
|
||||
|
||||
return vec3( v, v, v );
|
||||
|
||||
} ).else( () => {
|
||||
|
||||
h.assign( mul( 6.0, h.sub( floor( h ) ) ) );
|
||||
const hi = int( trunc( h ) ).toVar();
|
||||
const f = float( h.sub( float( hi ) ) ).toVar();
|
||||
const p = float( v.mul( sub( 1.0, s ) ) ).toVar();
|
||||
const q = float( v.mul( sub( 1.0, s.mul( f ) ) ) ).toVar();
|
||||
const t = float( v.mul( sub( 1.0, s.mul( sub( 1.0, f ) ) ) ) ).toVar();
|
||||
|
||||
If( hi.equal( int( 0 ) ), () => {
|
||||
|
||||
return vec3( v, t, p );
|
||||
|
||||
} ).elseif( hi.equal( int( 1 ) ), () => {
|
||||
|
||||
return vec3( q, v, p );
|
||||
|
||||
} ).elseif( hi.equal( int( 2 ) ), () => {
|
||||
|
||||
return vec3( p, v, t );
|
||||
|
||||
} ).elseif( hi.equal( int( 3 ) ), () => {
|
||||
|
||||
return vec3( p, q, v );
|
||||
|
||||
} ).elseif( hi.equal( int( 4 ) ), () => {
|
||||
|
||||
return vec3( t, p, v );
|
||||
|
||||
} );
|
||||
|
||||
return vec3( v, p, q );
|
||||
|
||||
} );
|
||||
|
||||
} );
|
||||
|
||||
const mx_rgbtohsv = tslFn( ( [ c_immutable ] ) => {
|
||||
|
||||
const c = vec3( c_immutable ).toVar();
|
||||
const r = float( c.x ).toVar();
|
||||
const g = float( c.y ).toVar();
|
||||
const b = float( c.z ).toVar();
|
||||
const mincomp = float( min( r, min( g, b ) ) ).toVar();
|
||||
const maxcomp = float( max( r, max( g, b ) ) ).toVar();
|
||||
const delta = float( maxcomp.sub( mincomp ) ).toVar();
|
||||
const h = float().toVar(), s = float().toVar(), v = float().toVar();
|
||||
v.assign( maxcomp );
|
||||
|
||||
If( maxcomp.greaterThan( 0.0 ), () => {
|
||||
|
||||
s.assign( delta.div( maxcomp ) );
|
||||
|
||||
} ).else( () => {
|
||||
|
||||
s.assign( 0.0 );
|
||||
|
||||
} );
|
||||
|
||||
If( s.lessThanEqual( 0.0 ), () => {
|
||||
|
||||
h.assign( 0.0 );
|
||||
|
||||
} ).else( () => {
|
||||
|
||||
If( r.greaterThanEqual( maxcomp ), () => {
|
||||
|
||||
h.assign( g.sub( b ).div( delta ) );
|
||||
|
||||
} ).elseif( g.greaterThanEqual( maxcomp ), () => {
|
||||
|
||||
h.assign( add( 2.0, b.sub( r ).div( delta ) ) );
|
||||
|
||||
} ).else( () => {
|
||||
|
||||
h.assign( add( 4.0, r.sub( g ).div( delta ) ) );
|
||||
|
||||
} );
|
||||
|
||||
h.mulAssign( 1.0 / 6.0 );
|
||||
|
||||
If( h.lessThan( 0.0 ), () => {
|
||||
|
||||
h.addAssign( 1.0 );
|
||||
|
||||
} );
|
||||
|
||||
} );
|
||||
|
||||
return vec3( h, s, v );
|
||||
|
||||
} );
|
||||
|
||||
// layouts
|
||||
|
||||
mx_hsvtorgb.setLayout( {
|
||||
name: 'mx_hsvtorgb',
|
||||
type: 'vec3',
|
||||
inputs: [
|
||||
{ name: 'hsv', type: 'vec3' }
|
||||
]
|
||||
} );
|
||||
|
||||
mx_rgbtohsv.setLayout( {
|
||||
name: 'mx_rgbtohsv',
|
||||
type: 'vec3',
|
||||
inputs: [
|
||||
{ name: 'c', type: 'vec3' }
|
||||
]
|
||||
} );
|
||||
|
||||
export { mx_hsvtorgb, mx_rgbtohsv };
|
1430
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_noise.js
vendored
Normal file
1430
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_noise.js
vendored
Normal file
File diff suppressed because it is too large
Load Diff
29
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_transform_color.js
vendored
Normal file
29
dist/electron/static/sdk/three/jsm/nodes/materialx/lib/mx_transform_color.js
vendored
Normal file
@ -0,0 +1,29 @@
|
||||
// Three.js Transpiler
|
||||
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
|
||||
|
||||
import { bvec3, vec3, tslFn } from '../../shadernode/ShaderNode.js';
|
||||
import { greaterThan } from '../../math/OperatorNode.js';
|
||||
import { max, pow, mix } from '../../math/MathNode.js';
|
||||
|
||||
const mx_srgb_texture_to_lin_rec709 = tslFn( ( [ color_immutable ] ) => {
|
||||
|
||||
const color = vec3( color_immutable ).toVar();
|
||||
const isAbove = bvec3( greaterThan( color, vec3( 0.04045 ) ) ).toVar();
|
||||
const linSeg = vec3( color.div( 12.92 ) ).toVar();
|
||||
const powSeg = vec3( pow( max( color.add( vec3( 0.055 ) ), vec3( 0.0 ) ).div( 1.055 ), vec3( 2.4 ) ) ).toVar();
|
||||
|
||||
return mix( linSeg, powSeg, isAbove );
|
||||
|
||||
} );
|
||||
|
||||
// layouts
|
||||
|
||||
mx_srgb_texture_to_lin_rec709.setLayout( {
|
||||
name: 'mx_srgb_texture_to_lin_rec709',
|
||||
type: 'vec3',
|
||||
inputs: [
|
||||
{ name: 'color', type: 'vec3' }
|
||||
]
|
||||
} );
|
||||
|
||||
export { mx_srgb_texture_to_lin_rec709 };
|
Reference in New Issue
Block a user