@gnsx/three 0.185.7 → 0.185.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (332) hide show
  1. package/build/three.tsl.js +1 -1
  2. package/build/three.tsl.min.js +1 -1
  3. package/examples/jsm/animation/AnimationClipCreator.js +1 -1
  4. package/examples/jsm/animation/CCDIKSolver.js +1 -1
  5. package/examples/jsm/controls/ArcballControls.js +1 -1
  6. package/examples/jsm/controls/DragControls.js +1 -1
  7. package/examples/jsm/controls/FirstPersonControls.js +1 -1
  8. package/examples/jsm/controls/FlyControls.js +1 -1
  9. package/examples/jsm/controls/MapControls.js +1 -1
  10. package/examples/jsm/controls/OrbitControls.js +1 -1
  11. package/examples/jsm/controls/PointerLockControls.js +1 -1
  12. package/examples/jsm/controls/TrackballControls.js +1 -1
  13. package/examples/jsm/controls/TransformControls.js +1 -1
  14. package/examples/jsm/csm/CSM.js +1 -1
  15. package/examples/jsm/csm/CSMFrustum.js +1 -1
  16. package/examples/jsm/csm/CSMHelper.js +1 -1
  17. package/examples/jsm/csm/CSMShader.js +1 -1
  18. package/examples/jsm/csm/CSMShadowNode.js +2 -2
  19. package/examples/jsm/curves/CurveExtras.js +1 -1
  20. package/examples/jsm/curves/NURBSCurve.js +1 -1
  21. package/examples/jsm/curves/NURBSSurface.js +1 -1
  22. package/examples/jsm/curves/NURBSUtils.js +1 -1
  23. package/examples/jsm/curves/NURBSVolume.js +1 -1
  24. package/examples/jsm/effects/AnaglyphEffect.js +1 -1
  25. package/examples/jsm/effects/OutlineEffect.js +1 -1
  26. package/examples/jsm/effects/ParallaxBarrierEffect.js +1 -1
  27. package/examples/jsm/effects/StereoEffect.js +1 -1
  28. package/examples/jsm/environments/ColorEnvironment.js +1 -1
  29. package/examples/jsm/environments/DebugEnvironment.js +1 -1
  30. package/examples/jsm/environments/RoomEnvironment.js +1 -1
  31. package/examples/jsm/exporters/DRACOExporter.js +1 -1
  32. package/examples/jsm/exporters/EXRExporter.js +1 -1
  33. package/examples/jsm/exporters/GLTFExporter.js +1 -1
  34. package/examples/jsm/exporters/KTX2Exporter.js +1 -1
  35. package/examples/jsm/exporters/OBJExporter.js +1 -1
  36. package/examples/jsm/exporters/PLYExporter.js +1 -1
  37. package/examples/jsm/exporters/STLExporter.js +1 -1
  38. package/examples/jsm/exporters/USDZExporter.js +1 -1
  39. package/examples/jsm/generators/CityGenerator.js +3 -3
  40. package/examples/jsm/generators/ForestGenerator.js +3 -3
  41. package/examples/jsm/generators/TerrainGenerator.js +3 -3
  42. package/examples/jsm/generators/TreeGenerator.js +3 -3
  43. package/examples/jsm/generators/city/SidewalkGenerator.js +2 -2
  44. package/examples/jsm/generators/city/SkyscraperGenerator.js +3 -3
  45. package/examples/jsm/geometries/BoxLineGeometry.js +1 -1
  46. package/examples/jsm/geometries/ConvexGeometry.js +1 -1
  47. package/examples/jsm/geometries/DecalGeometry.js +1 -1
  48. package/examples/jsm/geometries/LoftGeometry.js +1 -1
  49. package/examples/jsm/geometries/ParametricGeometry.js +1 -1
  50. package/examples/jsm/geometries/RoundedBoxGeometry.js +1 -1
  51. package/examples/jsm/geometries/TeapotGeometry.js +1 -1
  52. package/examples/jsm/geometries/TextGeometry.js +1 -1
  53. package/examples/jsm/gpgpu/BitonicSort.js +1 -1
  54. package/examples/jsm/helpers/AnimationPathHelper.js +1 -1
  55. package/examples/jsm/helpers/LightProbeGridCubeMapHelper.js +3 -3
  56. package/examples/jsm/helpers/LightProbeGridHelper.js +3 -3
  57. package/examples/jsm/helpers/LightProbeHelper.js +1 -1
  58. package/examples/jsm/helpers/LightProbeHelperGPU.js +2 -2
  59. package/examples/jsm/helpers/OctreeHelper.js +1 -1
  60. package/examples/jsm/helpers/PositionalAudioHelper.js +1 -1
  61. package/examples/jsm/helpers/RapierHelper.js +1 -1
  62. package/examples/jsm/helpers/RectAreaLightHelper.js +1 -1
  63. package/examples/jsm/helpers/TextureHelper.js +1 -1
  64. package/examples/jsm/helpers/TextureHelperGPU.js +2 -2
  65. package/examples/jsm/helpers/VertexNormalsHelper.js +1 -1
  66. package/examples/jsm/helpers/VertexTangentsHelper.js +1 -1
  67. package/examples/jsm/helpers/ViewHelper.js +1 -1
  68. package/examples/jsm/inspector/Extension.js +1 -1
  69. package/examples/jsm/inspector/Inspector.js +1 -1
  70. package/examples/jsm/inspector/RendererInspector.js +2 -2
  71. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +2 -2
  72. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +3 -3
  73. package/examples/jsm/inspector/tabs/Settings.js +1 -1
  74. package/examples/jsm/inspector/tabs/Timeline.js +1 -1
  75. package/examples/jsm/inspector/tabs/Viewer.js +2 -2
  76. package/examples/jsm/inspector/ui/Profiler.js +1 -1
  77. package/examples/jsm/inspector/ui/Tab.js +1 -1
  78. package/examples/jsm/inspector/ui/Values.js +1 -1
  79. package/examples/jsm/interaction/InteractionManager.js +1 -1
  80. package/examples/jsm/interactive/HTMLMesh.js +1 -1
  81. package/examples/jsm/interactive/InteractiveGroup.js +1 -1
  82. package/examples/jsm/interactive/SelectionBox.js +1 -1
  83. package/examples/jsm/interactive/SelectionHelper.js +1 -1
  84. package/examples/jsm/lighting/ClusteredLighting.js +1 -1
  85. package/examples/jsm/lighting/DynamicLighting.js +1 -1
  86. package/examples/jsm/lighting/LightProbeGrid.js +3 -3
  87. package/examples/jsm/lights/LightProbeGenerator.js +1 -1
  88. package/examples/jsm/lights/RectAreaLightTexturesLib.js +1 -1
  89. package/examples/jsm/lights/RectAreaLightUniformsLib.js +1 -1
  90. package/examples/jsm/lines/LineMaterial.js +1 -1
  91. package/examples/jsm/lines/LineSegments2.js +1 -1
  92. package/examples/jsm/lines/LineSegmentsGeometry.js +1 -1
  93. package/examples/jsm/lines/Wireframe.js +1 -1
  94. package/examples/jsm/lines/WireframeGeometry2.js +1 -1
  95. package/examples/jsm/lines/webgpu/Line2.js +1 -1
  96. package/examples/jsm/lines/webgpu/LineSegments2.js +1 -1
  97. package/examples/jsm/lines/webgpu/Wireframe.js +1 -1
  98. package/examples/jsm/loaders/3DMLoader.js +1 -1
  99. package/examples/jsm/loaders/3MFLoader.js +1 -1
  100. package/examples/jsm/loaders/AMFLoader.js +1 -1
  101. package/examples/jsm/loaders/BVHLoader.js +1 -1
  102. package/examples/jsm/loaders/ColladaLoader.js +1 -1
  103. package/examples/jsm/loaders/DDSLoader.js +1 -1
  104. package/examples/jsm/loaders/DRACOLoader.js +1 -1
  105. package/examples/jsm/loaders/EXRLoader.js +1 -1
  106. package/examples/jsm/loaders/FBXLoader.js +1 -1
  107. package/examples/jsm/loaders/FontLoader.js +1 -1
  108. package/examples/jsm/loaders/GCodeLoader.js +1 -1
  109. package/examples/jsm/loaders/GLTFLoader.js +1 -1
  110. package/examples/jsm/loaders/HDRCubeTextureLoader.js +1 -1
  111. package/examples/jsm/loaders/HDRLoader.js +1 -1
  112. package/examples/jsm/loaders/IESLoader.js +1 -1
  113. package/examples/jsm/loaders/KMZLoader.js +1 -1
  114. package/examples/jsm/loaders/KTX2Loader.js +1 -1
  115. package/examples/jsm/loaders/KTXLoader.js +1 -1
  116. package/examples/jsm/loaders/LDrawLoader.js +1 -1
  117. package/examples/jsm/loaders/LUT3dlLoader.js +1 -1
  118. package/examples/jsm/loaders/LUTCubeLoader.js +1 -1
  119. package/examples/jsm/loaders/LUTImageLoader.js +1 -1
  120. package/examples/jsm/loaders/LWOLoader.js +1 -1
  121. package/examples/jsm/loaders/LottieLoader.js +1 -1
  122. package/examples/jsm/loaders/MD2Loader.js +1 -1
  123. package/examples/jsm/loaders/MDDLoader.js +1 -1
  124. package/examples/jsm/loaders/MTLLoader.js +1 -1
  125. package/examples/jsm/loaders/MaterialXLoader.js +2 -2
  126. package/examples/jsm/loaders/NRRDLoader.js +1 -1
  127. package/examples/jsm/loaders/OBJLoader.js +1 -1
  128. package/examples/jsm/loaders/PCDLoader.js +1 -1
  129. package/examples/jsm/loaders/PDBLoader.js +1 -1
  130. package/examples/jsm/loaders/PLYLoader.js +1 -1
  131. package/examples/jsm/loaders/PVRLoader.js +1 -1
  132. package/examples/jsm/loaders/STLLoader.js +1 -1
  133. package/examples/jsm/loaders/SVGLoader.js +1 -1
  134. package/examples/jsm/loaders/TDSLoader.js +1 -1
  135. package/examples/jsm/loaders/TGALoader.js +1 -1
  136. package/examples/jsm/loaders/TIFFLoader.js +1 -1
  137. package/examples/jsm/loaders/TTFLoader.js +1 -1
  138. package/examples/jsm/loaders/USDLoader.js +1 -1
  139. package/examples/jsm/loaders/UltraHDRLoader.js +1 -1
  140. package/examples/jsm/loaders/VOXLoader.js +1 -1
  141. package/examples/jsm/loaders/VRMLLoader.js +1 -1
  142. package/examples/jsm/loaders/VTKLoader.js +1 -1
  143. package/examples/jsm/loaders/XYZLoader.js +1 -1
  144. package/examples/jsm/loaders/collada/ColladaComposer.js +1 -1
  145. package/examples/jsm/loaders/collada/ColladaParser.js +1 -1
  146. package/examples/jsm/loaders/usd/USDComposer.js +1 -1
  147. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +1 -1
  148. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +2 -2
  149. package/examples/jsm/materials/WoodNodeMaterial.js +2 -2
  150. package/examples/jsm/math/Capsule.js +1 -1
  151. package/examples/jsm/math/ColorConverter.js +1 -1
  152. package/examples/jsm/math/ColorSpaces.js +1 -1
  153. package/examples/jsm/math/ConvexHull.js +1 -1
  154. package/examples/jsm/math/ImprovedNoise.js +1 -1
  155. package/examples/jsm/math/Lut.js +1 -1
  156. package/examples/jsm/math/MeshSurfaceSampler.js +1 -1
  157. package/examples/jsm/math/OBB.js +1 -1
  158. package/examples/jsm/math/Octree.js +1 -1
  159. package/examples/jsm/misc/ConvexObjectBreaker.js +1 -1
  160. package/examples/jsm/misc/GPUComputationRenderer.js +1 -1
  161. package/examples/jsm/misc/Gyroscope.js +1 -1
  162. package/examples/jsm/misc/MD2Character.js +1 -1
  163. package/examples/jsm/misc/MD2CharacterComplex.js +1 -1
  164. package/examples/jsm/misc/MorphAnimMesh.js +1 -1
  165. package/examples/jsm/misc/MorphBlendMesh.js +1 -1
  166. package/examples/jsm/misc/ProgressiveLightMap.js +1 -1
  167. package/examples/jsm/misc/ProgressiveLightMapGPU.js +2 -2
  168. package/examples/jsm/misc/RollerCoaster.js +1 -1
  169. package/examples/jsm/misc/TileCreasedNormalsPlugin.js +1 -1
  170. package/examples/jsm/misc/TubePainter.js +1 -1
  171. package/examples/jsm/misc/Volume.js +1 -1
  172. package/examples/jsm/misc/VolumeSlice.js +1 -1
  173. package/examples/jsm/modifiers/CurveModifier.js +1 -1
  174. package/examples/jsm/modifiers/CurveModifierGPU.js +2 -2
  175. package/examples/jsm/modifiers/EdgeSplitModifier.js +1 -1
  176. package/examples/jsm/modifiers/SimplifyModifier.js +1 -1
  177. package/examples/jsm/modifiers/TessellateModifier.js +1 -1
  178. package/examples/jsm/objects/GroundedSkybox.js +1 -1
  179. package/examples/jsm/objects/Lensflare.js +1 -1
  180. package/examples/jsm/objects/LensflareMesh.js +2 -2
  181. package/examples/jsm/objects/MarchingCubes.js +1 -1
  182. package/examples/jsm/objects/Reflector.js +1 -1
  183. package/examples/jsm/objects/ReflectorForSSRPass.js +1 -1
  184. package/examples/jsm/objects/Refractor.js +1 -1
  185. package/examples/jsm/objects/ShadowMesh.js +1 -1
  186. package/examples/jsm/objects/Sky.js +1 -1
  187. package/examples/jsm/objects/SkyMesh.js +2 -2
  188. package/examples/jsm/objects/Water.js +1 -1
  189. package/examples/jsm/objects/Water2.js +1 -1
  190. package/examples/jsm/objects/Water2Mesh.js +2 -2
  191. package/examples/jsm/objects/WaterMesh.js +2 -2
  192. package/examples/jsm/physics/JoltPhysics.js +1 -1
  193. package/examples/jsm/physics/RapierPhysics.js +1 -1
  194. package/examples/jsm/postprocessing/AfterimagePass.js +1 -1
  195. package/examples/jsm/postprocessing/BloomPass.js +1 -1
  196. package/examples/jsm/postprocessing/BokehPass.js +1 -1
  197. package/examples/jsm/postprocessing/ClearPass.js +1 -1
  198. package/examples/jsm/postprocessing/CubeTexturePass.js +1 -1
  199. package/examples/jsm/postprocessing/DotScreenPass.js +1 -1
  200. package/examples/jsm/postprocessing/EffectComposer.js +1 -1
  201. package/examples/jsm/postprocessing/FilmPass.js +1 -1
  202. package/examples/jsm/postprocessing/GTAOPass.js +1 -1
  203. package/examples/jsm/postprocessing/GlitchPass.js +1 -1
  204. package/examples/jsm/postprocessing/HalftonePass.js +1 -1
  205. package/examples/jsm/postprocessing/OutlinePass.js +1 -1
  206. package/examples/jsm/postprocessing/OutputPass.js +1 -1
  207. package/examples/jsm/postprocessing/Pass.js +1 -1
  208. package/examples/jsm/postprocessing/RenderPass.js +1 -1
  209. package/examples/jsm/postprocessing/RenderPixelatedPass.js +1 -1
  210. package/examples/jsm/postprocessing/RenderTransitionPass.js +1 -1
  211. package/examples/jsm/postprocessing/SAOPass.js +1 -1
  212. package/examples/jsm/postprocessing/SMAAPass.js +1 -1
  213. package/examples/jsm/postprocessing/SSAARenderPass.js +1 -1
  214. package/examples/jsm/postprocessing/SSAOPass.js +1 -1
  215. package/examples/jsm/postprocessing/SSRPass.js +1 -1
  216. package/examples/jsm/postprocessing/SavePass.js +1 -1
  217. package/examples/jsm/postprocessing/ShaderPass.js +1 -1
  218. package/examples/jsm/postprocessing/TAARenderPass.js +1 -1
  219. package/examples/jsm/postprocessing/TexturePass.js +1 -1
  220. package/examples/jsm/postprocessing/UnrealBloomPass.js +1 -1
  221. package/examples/jsm/renderers/CSS2DRenderer.js +1 -1
  222. package/examples/jsm/renderers/CSS3DRenderer.js +1 -1
  223. package/examples/jsm/renderers/Projector.js +1 -1
  224. package/examples/jsm/renderers/SVGRenderer.js +1 -1
  225. package/examples/jsm/shaders/BokehShader2.js +1 -1
  226. package/examples/jsm/shaders/ColorCorrectionShader.js +1 -1
  227. package/examples/jsm/shaders/ColorifyShader.js +1 -1
  228. package/examples/jsm/shaders/ConvolutionShader.js +1 -1
  229. package/examples/jsm/shaders/DepthLimitedBlurShader.js +1 -1
  230. package/examples/jsm/shaders/DotScreenShader.js +1 -1
  231. package/examples/jsm/shaders/FXAAShader.js +1 -1
  232. package/examples/jsm/shaders/FreiChenShader.js +1 -1
  233. package/examples/jsm/shaders/GTAOShader.js +1 -1
  234. package/examples/jsm/shaders/LuminosityHighPassShader.js +1 -1
  235. package/examples/jsm/shaders/NormalMapShader.js +1 -1
  236. package/examples/jsm/shaders/PoissonDenoiseShader.js +1 -1
  237. package/examples/jsm/shaders/SAOShader.js +1 -1
  238. package/examples/jsm/shaders/SMAAShader.js +1 -1
  239. package/examples/jsm/shaders/SSAOShader.js +1 -1
  240. package/examples/jsm/shaders/SSRShader.js +1 -1
  241. package/examples/jsm/shaders/SobelOperatorShader.js +1 -1
  242. package/examples/jsm/shaders/SubsurfaceScatteringShader.js +1 -1
  243. package/examples/jsm/shaders/ToonShader.js +1 -1
  244. package/examples/jsm/shaders/TriangleBlurShader.js +1 -1
  245. package/examples/jsm/shaders/VelocityShader.js +1 -1
  246. package/examples/jsm/shaders/VolumeShader.js +1 -1
  247. package/examples/jsm/transpiler/TSLEncoder.js +2 -2
  248. package/examples/jsm/transpiler/WGSLEncoder.js +1 -1
  249. package/examples/jsm/tsl/WebGLNodesHandler.js +3 -3
  250. package/examples/jsm/tsl/display/AfterImageNode.js +2 -2
  251. package/examples/jsm/tsl/display/AnaglyphPassNode.js +2 -2
  252. package/examples/jsm/tsl/display/BilateralBlurNode.js +2 -2
  253. package/examples/jsm/tsl/display/BleachBypass.js +1 -1
  254. package/examples/jsm/tsl/display/BloomNode.js +2 -2
  255. package/examples/jsm/tsl/display/CRT.js +1 -1
  256. package/examples/jsm/tsl/display/ChromaticAberrationNode.js +2 -2
  257. package/examples/jsm/tsl/display/DenoiseNode.js +2 -2
  258. package/examples/jsm/tsl/display/DepthOfFieldNode.js +2 -2
  259. package/examples/jsm/tsl/display/DotScreenNode.js +2 -2
  260. package/examples/jsm/tsl/display/FSR1Node.js +2 -2
  261. package/examples/jsm/tsl/display/FXAANode.js +2 -2
  262. package/examples/jsm/tsl/display/FilmNode.js +2 -2
  263. package/examples/jsm/tsl/display/GTAONode.js +2 -2
  264. package/examples/jsm/tsl/display/GaussianBlurNode.js +2 -2
  265. package/examples/jsm/tsl/display/GodraysNode.js +2 -2
  266. package/examples/jsm/tsl/display/ImportanceSampledEnvironment.js +2 -2
  267. package/examples/jsm/tsl/display/LensflareNode.js +2 -2
  268. package/examples/jsm/tsl/display/Lut3DNode.js +2 -2
  269. package/examples/jsm/tsl/display/MotionBlur.js +1 -1
  270. package/examples/jsm/tsl/display/OutlineNode.js +2 -2
  271. package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +2 -2
  272. package/examples/jsm/tsl/display/PixelationPassNode.js +2 -2
  273. package/examples/jsm/tsl/display/RGBShiftNode.js +2 -2
  274. package/examples/jsm/tsl/display/RecurrentDenoiseNode.js +2 -2
  275. package/examples/jsm/tsl/display/RetroPassNode.js +2 -2
  276. package/examples/jsm/tsl/display/SMAANode.js +2 -2
  277. package/examples/jsm/tsl/display/SSAAPassNode.js +2 -2
  278. package/examples/jsm/tsl/display/SSGINode.js +2 -2
  279. package/examples/jsm/tsl/display/SSRNode.js +2 -2
  280. package/examples/jsm/tsl/display/SSSNode.js +2 -2
  281. package/examples/jsm/tsl/display/Sepia.js +1 -1
  282. package/examples/jsm/tsl/display/Shape.js +1 -1
  283. package/examples/jsm/tsl/display/SharpenNode.js +2 -2
  284. package/examples/jsm/tsl/display/SobelOperatorNode.js +2 -2
  285. package/examples/jsm/tsl/display/StereoCompositePassNode.js +2 -2
  286. package/examples/jsm/tsl/display/StereoPassNode.js +1 -1
  287. package/examples/jsm/tsl/display/TAAUNode.js +2 -2
  288. package/examples/jsm/tsl/display/TRAANode.js +2 -2
  289. package/examples/jsm/tsl/display/TemporalReprojectNode.js +2 -2
  290. package/examples/jsm/tsl/display/TransitionNode.js +2 -2
  291. package/examples/jsm/tsl/display/boxBlur.js +1 -1
  292. package/examples/jsm/tsl/display/depthAwareBlend.js +1 -1
  293. package/examples/jsm/tsl/display/hashBlur.js +1 -1
  294. package/examples/jsm/tsl/display/radialBlur.js +1 -1
  295. package/examples/jsm/tsl/lighting/ClusteredLightsNode.js +2 -2
  296. package/examples/jsm/tsl/lighting/DynamicLightsNode.js +2 -2
  297. package/examples/jsm/tsl/lighting/data/AmbientLightDataNode.js +2 -2
  298. package/examples/jsm/tsl/lighting/data/DirectionalLightDataNode.js +2 -2
  299. package/examples/jsm/tsl/lighting/data/HemisphereLightDataNode.js +2 -2
  300. package/examples/jsm/tsl/lighting/data/PointLightDataNode.js +2 -2
  301. package/examples/jsm/tsl/lighting/data/SpotLightDataNode.js +2 -2
  302. package/examples/jsm/tsl/math/Bayer.js +2 -2
  303. package/examples/jsm/tsl/math/curlNoise.js +1 -1
  304. package/examples/jsm/tsl/shadows/TileShadowNode.js +2 -2
  305. package/examples/jsm/tsl/shadows/TileShadowNodeHelper.js +2 -2
  306. package/examples/jsm/tsl/utils/GroundedSkybox.js +1 -1
  307. package/examples/jsm/tsl/utils/RNoise.js +1 -1
  308. package/examples/jsm/tsl/utils/Raymarching.js +1 -1
  309. package/examples/jsm/tsl/utils/SpecularHelpers.js +1 -1
  310. package/examples/jsm/utils/BufferGeometryUtils.js +1 -1
  311. package/examples/jsm/utils/CameraUtils.js +1 -1
  312. package/examples/jsm/utils/ColorUtils.js +1 -1
  313. package/examples/jsm/utils/GeometryCompressionUtils.js +1 -1
  314. package/examples/jsm/utils/GeometryUtils.js +1 -1
  315. package/examples/jsm/utils/LDrawUtils.js +1 -1
  316. package/examples/jsm/utils/SceneOptimizer.js +1 -1
  317. package/examples/jsm/utils/SceneUtils.js +1 -1
  318. package/examples/jsm/utils/ShadowMapViewer.js +1 -1
  319. package/examples/jsm/utils/ShadowMapViewerGPU.js +2 -2
  320. package/examples/jsm/utils/SkeletonUtils.js +1 -1
  321. package/examples/jsm/utils/UVsDebug.js +1 -1
  322. package/examples/jsm/utils/WebGLTextureUtils.js +1 -1
  323. package/examples/jsm/utils/WebGPUTextureUtils.js +2 -2
  324. package/examples/jsm/webxr/OculusHandModel.js +1 -1
  325. package/examples/jsm/webxr/OculusHandPointerModel.js +1 -1
  326. package/examples/jsm/webxr/Text2D.js +1 -1
  327. package/examples/jsm/webxr/XRControllerModelFactory.js +1 -1
  328. package/examples/jsm/webxr/XREstimatedLight.js +1 -1
  329. package/examples/jsm/webxr/XRHandModelFactory.js +1 -1
  330. package/examples/jsm/webxr/XRHandPrimitiveModel.js +1 -1
  331. package/examples/jsm/webxr/XRPlanes.js +1 -1
  332. package/package.json +1 -1
@@ -1,6 +1,6 @@
1
1
  import {
2
2
  Vector2
3
- } from 'three';
3
+ } from '@gnsx/three';
4
4
 
5
5
  /**
6
6
  * @module SobelOperatorShader
@@ -3,7 +3,7 @@ import {
3
3
  ShaderChunk,
4
4
  ShaderLib,
5
5
  UniformsUtils
6
- } from 'three';
6
+ } from '@gnsx/three';
7
7
 
8
8
  function replaceAll( string, find, replace ) {
9
9
 
@@ -1,7 +1,7 @@
1
1
  import {
2
2
  Color,
3
3
  Vector3
4
- } from 'three';
4
+ } from '@gnsx/three';
5
5
 
6
6
  /**
7
7
  * Collection of toon shaders.
@@ -1,6 +1,6 @@
1
1
  import {
2
2
  Vector2
3
- } from 'three';
3
+ } from '@gnsx/three';
4
4
 
5
5
  /**
6
6
  * @module TriangleBlurShader
@@ -2,7 +2,7 @@ import {
2
2
  UniformsLib,
3
3
  UniformsUtils,
4
4
  Matrix4
5
- } from 'three';
5
+ } from '@gnsx/three';
6
6
 
7
7
  /**
8
8
  * @module VelocityShader
@@ -1,7 +1,7 @@
1
1
  import {
2
2
  Vector2,
3
3
  Vector3
4
- } from 'three';
4
+ } from '@gnsx/three';
5
5
 
6
6
  /**
7
7
  * @module VolumeShader
@@ -1,5 +1,5 @@
1
- import { REVISION } from 'three/webgpu';
2
- import * as TSL from 'three/tsl';
1
+ import { REVISION } from '@gnsx/three/webgpu';
2
+ import * as TSL from '@gnsx/three/tsl';
3
3
 
4
4
  import { VariableDeclaration, Accessor } from './AST.js';
5
5
  import { isExpression, isPrimitive } from './TranspilerUtils.js';
@@ -1,4 +1,4 @@
1
- import { REVISION } from 'three/webgpu';
1
+ import { REVISION } from '@gnsx/three/webgpu';
2
2
 
3
3
  import { VariableDeclaration, Accessor } from './AST.js';
4
4
  import { isExpression } from './TranspilerUtils.js';
@@ -5,7 +5,7 @@ import {
5
5
  Color,
6
6
  UniformsLib,
7
7
  UniformsUtils,
8
- } from 'three';
8
+ } from '@gnsx/three';
9
9
  import {
10
10
  context,
11
11
  cubeTexture,
@@ -15,7 +15,7 @@ import {
15
15
  rangeFogFactor,
16
16
  densityFogFactor,
17
17
  workingToColorSpace,
18
- } from 'three/tsl';
18
+ } from '@gnsx/three/tsl';
19
19
  import {
20
20
  NodeUtils,
21
21
  NodeFrame,
@@ -24,7 +24,7 @@ import {
24
24
  GLSLNodeBuilder,
25
25
  BasicNodeLibrary,
26
26
  WebGLCapabilities,
27
- } from 'three/webgpu';
27
+ } from '@gnsx/three/webgpu';
28
28
 
29
29
  // Limitations
30
30
  // - VSM shadows not supported
@@ -1,5 +1,5 @@
1
- import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { nodeObject, Fn, float, uv, texture, passTexture, sign, max, convertToTexture } from 'three/tsl';
1
+ import { RenderTarget, Vector2, QuadMesh, NodeMaterial, RendererUtils, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, float, uv, texture, passTexture, sign, max, convertToTexture } from '@gnsx/three/tsl';
3
3
 
4
4
  const _size = /*@__PURE__*/ new Vector2();
5
5
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
@@ -1,5 +1,5 @@
1
- import { Matrix3, NodeMaterial, Vector3 } from 'three/webgpu';
2
- import { clamp, Fn, vec4, uv, uniform, max } from 'three/tsl';
1
+ import { Matrix3, NodeMaterial, Vector3 } from '@gnsx/three/webgpu';
2
+ import { clamp, Fn, vec4, uv, uniform, max } from '@gnsx/three/tsl';
3
3
  import StereoCompositePassNode from './StereoCompositePassNode.js';
4
4
  import { frameCorners } from '../../utils/CameraUtils.js';
5
5
 
@@ -1,5 +1,5 @@
1
- import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, luminance, abs, exp, max } from 'three/tsl';
1
+ import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, luminance, abs, exp, max } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
 
@@ -1,4 +1,4 @@
1
- import { float, Fn, vec3, vec4, min, max, mix, luminance } from 'three/tsl';
1
+ import { float, Fn, vec3, vec4, min, max, mix, luminance } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Applies a bleach bypass effect to the given color node.
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
- import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
1
+ import { HalfFloatType, RenderTarget, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, float, uv, passTexture, uniform, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,4 +1,4 @@
1
- import { Fn, float, vec2, vec3, sin, screenUV, mix, clamp, dot, convertToTexture, time, uv, select } from 'three/tsl';
1
+ import { Fn, float, vec2, vec3, sin, screenUV, mix, clamp, dot, convertToTexture, time, uv, select } from '@gnsx/three/tsl';
2
2
  import { circle } from './Shape.js';
3
3
 
4
4
  /**
@@ -1,4 +1,4 @@
1
- import { TempNode } from 'three/webgpu';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
2
  import {
3
3
  nodeObject,
4
4
  Fn,
@@ -6,7 +6,7 @@ import {
6
6
  float,
7
7
  vec4,
8
8
  uv,
9
- } from 'three/tsl';
9
+ } from '@gnsx/three/tsl';
10
10
 
11
11
  /**
12
12
  * Post processing node for applying chromatic aberration effect.
@@ -1,5 +1,5 @@
1
- import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from 'three/webgpu';
2
- import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI, property } from 'three/tsl';
1
+ import { DataTexture, RepeatWrapping, Vector2, Vector3, TempNode } from '@gnsx/three/webgpu';
2
+ import { texture, getNormalFromDepth, getViewPosition, convertToTexture, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, luminance, vec2, vec3, vec4, uniformArray, int, dot, max, pow, abs, If, textureSize, sin, cos, mat2, PI, property } from '@gnsx/three/tsl';
3
3
  import { SimplexNoise } from '../../math/SimplexNoise.js';
4
4
 
5
5
  /**
@@ -1,5 +1,5 @@
1
- import { TempNode, NodeMaterial, NodeUpdateType, RenderTarget, Vector2, HalfFloatType, RedFormat, QuadMesh, RendererUtils } from 'three/webgpu';
2
- import { convertToTexture, nodeObject, Fn, uniform, smoothstep, step, texture, max, uniformArray, outputStruct, property, vec4, vec3, uv, Loop, min, mix, float } from 'three/tsl';
1
+ import { TempNode, NodeMaterial, NodeUpdateType, RenderTarget, Vector2, HalfFloatType, RedFormat, QuadMesh, RendererUtils } from '@gnsx/three/webgpu';
2
+ import { convertToTexture, nodeObject, Fn, uniform, smoothstep, step, texture, max, uniformArray, outputStruct, property, vec4, vec3, uv, Loop, min, mix, float } from '@gnsx/three/tsl';
3
3
  import { gaussianBlur } from './GaussianBlurNode.js';
4
4
 
5
5
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
@@ -1,5 +1,5 @@
1
- import { TempNode } from 'three/webgpu';
2
- import { nodeObject, Fn, uv, uniform, vec2, vec3, sin, cos, add, vec4, screenSize } from 'three/tsl';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, uv, uniform, vec2, vec3, sin, cos, add, vec4, screenSize } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for creating dot-screen effect.
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { Fn, float, vec2, vec3, vec4, ivec2, int, uv, floor, fract, abs, max, min, clamp, saturate, sqrt, select, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl';
1
+ import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Fn, float, vec2, vec3, vec4, ivec2, int, uv, floor, fract, abs, max, min, clamp, saturate, sqrt, select, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { Vector2, TempNode } from 'three/webgpu';
2
- import { Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from 'three/tsl';
1
+ import { Vector2, TempNode } from '@gnsx/three/webgpu';
2
+ import { Fn, uniformArray, select, float, NodeUpdateType, uv, dot, clamp, uniform, convertToTexture, smoothstep, bool, vec2, vec3, If, Loop, max, min, Break, abs } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for applying FXAA. This node requires sRGB input
@@ -1,5 +1,5 @@
1
- import { TempNode } from 'three/webgpu';
2
- import { rand, Fn, fract, time, uv, clamp, mix, vec4, nodeProxy } from 'three/tsl';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
+ import { rand, Fn, fract, time, uv, clamp, mix, vec4, nodeProxy } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for creating a film grain effect.
@@ -1,5 +1,5 @@
1
- import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, RedFormat } from 'three/webgpu';
2
- import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, acos, clamp } from 'three/tsl';
1
+ import { DataTexture, RenderTarget, RepeatWrapping, Vector2, Vector3, TempNode, QuadMesh, NodeMaterial, RendererUtils, RedFormat } from '@gnsx/three/webgpu';
2
+ import { reference, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getNormalFromDepth, getScreenPosition, getViewPosition, nodeObject, Fn, float, NodeUpdateType, uv, uniform, Loop, vec2, vec3, vec4, int, dot, max, pow, abs, If, textureSize, sin, cos, PI, texture, passTexture, mat3, add, normalize, mul, cross, div, mix, acos, clamp } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, premultiplyAlpha, unpremultiplyAlpha } from 'three/tsl';
1
+ import { RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Fn, float, uv, uniform, convertToTexture, vec2, vec4, passTexture, premultiplyAlpha, unpremultiplyAlpha } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
 
@@ -1,5 +1,5 @@
1
- import { Frustum, Matrix4, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, Vector3, Plane } from 'three/webgpu';
2
- import { cubeTexture, clamp, viewZToPerspectiveDepth, logarithmicDepthToViewZ, float, Loop, max, Fn, passTexture, uv, dot, uniformArray, If, getViewPosition, uniform, vec4, add, interleavedGradientNoise, screenCoordinate, round, mul, uint, mix, exp, vec3, distance, pow, reference, lightPosition, vec2, bool, texture, perspectiveDepthToViewZ, lightShadowMatrix } from 'three/tsl';
1
+ import { Frustum, Matrix4, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, Vector3, Plane } from '@gnsx/three/webgpu';
2
+ import { cubeTexture, clamp, viewZToPerspectiveDepth, logarithmicDepthToViewZ, float, Loop, max, Fn, passTexture, uv, dot, uniformArray, If, getViewPosition, uniform, vec4, add, interleavedGradientNoise, screenCoordinate, round, mul, uint, mix, exp, vec3, distance, pow, reference, lightPosition, vec2, bool, texture, perspectiveDepthToViewZ, lightShadowMatrix } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -7,8 +7,8 @@
7
7
  * @see {@link https://github.com/gkjohnson/three-gpu-pathtracer}
8
8
  */
9
9
 
10
- import { If, dot, equirectUV, float, luminance, max, normalize, texture, uniform, vec2, vec4 } from 'three/tsl';
11
- import { ClampToEdgeWrapping, DataTexture, DataUtils, FloatType, HalfFloatType, LinearFilter, RedFormat, RepeatWrapping, Source, Vector2 } from 'three/webgpu';
10
+ import { If, dot, equirectUV, float, luminance, max, normalize, texture, uniform, vec2, vec4 } from '@gnsx/three/tsl';
11
+ import { ClampToEdgeWrapping, DataTexture, DataUtils, FloatType, HalfFloatType, LinearFilter, RedFormat, RepeatWrapping, Source, Vector2 } from '@gnsx/three/webgpu';
12
12
  import { D_GTR, F_Schlick, GeometryTerm, SmithG, equirectDirPdf, misPowerHeuristic } from '../utils/SpecularHelpers.js';
13
13
 
14
14
  function colorToLuminance( r, g, b ) {
@@ -1,5 +1,5 @@
1
- import { RenderTarget, Vector2, TempNode, NodeUpdateType, QuadMesh, RendererUtils, NodeMaterial } from 'three/webgpu';
2
- import { convertToTexture, nodeObject, Fn, passTexture, uv, vec2, vec3, vec4, max, float, sub, int, Loop, fract, pow, distance } from 'three/tsl';
1
+ import { RenderTarget, Vector2, TempNode, NodeUpdateType, QuadMesh, RendererUtils, NodeMaterial } from '@gnsx/three/webgpu';
2
+ import { convertToTexture, nodeObject, Fn, passTexture, uv, vec2, vec3, vec4, max, float, sub, int, Loop, fract, pow, distance } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { TempNode } from 'three/webgpu';
2
- import { nodeObject, Fn, float, uniform, vec3, vec4, mix } from 'three/tsl';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, float, uniform, vec3, vec4, mix } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * A post processing node for color grading via lookup tables.
@@ -1,4 +1,4 @@
1
- import { Fn, float, uv, Loop, int } from 'three/tsl';
1
+ import { Fn, float, uv, Loop, int } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Applies a motion blur effect to the given input node.
@@ -1,5 +1,5 @@
1
- import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, SpriteNodeMaterial, RendererUtils, NodeUpdateType } from 'three/webgpu';
2
- import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference, color } from 'three/tsl';
1
+ import { DepthTexture, FloatType, RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, SpriteNodeMaterial, RendererUtils, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Loop, int, exp, min, float, mul, uv, vec2, vec3, Fn, textureSize, orthographicDepthToViewZ, screenUV, nodeObject, uniform, vec4, passTexture, texture, perspectiveDepthToViewZ, positionView, reference, color } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { NodeMaterial } from 'three/webgpu';
2
- import { Fn, vec4, uv, If, mod, screenCoordinate } from 'three/tsl';
1
+ import { NodeMaterial } from '@gnsx/three/webgpu';
2
+ import { Fn, vec4, uv, If, mod, screenCoordinate } from '@gnsx/three/tsl';
3
3
  import StereoCompositePassNode from './StereoCompositePassNode.js';
4
4
 
5
5
  /**
@@ -1,5 +1,5 @@
1
- import { NearestFilter, Vector4, TempNode, NodeUpdateType, PassNode } from 'three/webgpu';
2
- import { nodeObject, Fn, float, uv, uniform, convertToTexture, vec2, vec3, clamp, floor, dot, smoothstep, If, sign, step, mrt, output, normalView, property, vec4 } from 'three/tsl';
1
+ import { NearestFilter, Vector4, TempNode, NodeUpdateType, PassNode } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, float, uv, uniform, convertToTexture, vec2, vec3, clamp, floor, dot, smoothstep, If, sign, step, mrt, output, normalView, property, vec4 } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * A inner node definition that implements the actual pixelation TSL code.
@@ -1,5 +1,5 @@
1
- import { TempNode } from 'three/webgpu';
2
- import { Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from 'three/tsl';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
+ import { Fn, uv, uniform, vec2, sin, cos, vec4, convertToTexture } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for shifting/splitting RGB color channels. The effect
@@ -1,5 +1,5 @@
1
- import { abs, atan, bool, convertToTexture, cos, cross, Discard, dot, EPSILON, exp, float, Fn, getScreenPosition, getViewPosition, If, int, log, Loop, luminance, mat2, max, mix, nodeObject, NodeUpdateType, normalize, passTexture, PI, property, reflect, sin, smoothstep, sqrt, tan, texture, uniform, unpackRGBToNormal, uv, vec2, vec3, vec4 } from 'three/tsl';
2
- import { HalfFloatType, MathUtils, Matrix4, NodeMaterial, QuadMesh, RendererUtils, RenderTarget, TempNode, Vector2 } from 'three/webgpu';
1
+ import { abs, atan, bool, convertToTexture, cos, cross, Discard, dot, EPSILON, exp, float, Fn, getScreenPosition, getViewPosition, If, int, log, Loop, luminance, mat2, max, mix, nodeObject, NodeUpdateType, normalize, passTexture, PI, property, reflect, sin, smoothstep, sqrt, tan, texture, uniform, unpackRGBToNormal, uv, vec2, vec3, vec4 } from '@gnsx/three/tsl';
2
+ import { HalfFloatType, MathUtils, Matrix4, NodeMaterial, QuadMesh, RendererUtils, RenderTarget, TempNode, Vector2 } from '@gnsx/three/webgpu';
3
3
  import { bindAnalyticNoise } from '../utils/RNoise.js';
4
4
  import { ENV_RAY_LENGTH_THRESHOLD } from '../utils/SpecularHelpers.js';
5
5
 
@@ -1,5 +1,5 @@
1
- import { MeshBasicNodeMaterial, PassNode, UnsignedByteType, NearestFilter, CubeMapNode, MeshPhongNodeMaterial } from 'three/webgpu';
2
- import { float, vec2, vec4, Fn, uv, varying, cameraProjectionMatrix, cameraViewMatrix, positionWorld, screenSize, materialColor, uint, texture, uniform, context, reflectVector } from 'three/tsl';
1
+ import { MeshBasicNodeMaterial, PassNode, UnsignedByteType, NearestFilter, CubeMapNode, MeshPhongNodeMaterial } from '@gnsx/three/webgpu';
2
+ import { float, vec2, vec4, Fn, uv, varying, cameraProjectionMatrix, cameraViewMatrix, positionWorld, screenSize, materialColor, uint, texture, uniform, context, reflectVector } from '@gnsx/three/tsl';
3
3
 
4
4
  const _affineUv = varying( vec2() );
5
5
  const _w = varying( float() );
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2, QuadMesh, NodeMaterial, TempNode, RendererUtils } from 'three/webgpu';
2
- import { abs, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix } from 'three/tsl';
1
+ import { HalfFloatType, LinearFilter, NearestFilter, RenderTarget, Texture, Vector2, QuadMesh, NodeMaterial, TempNode, RendererUtils } from '@gnsx/three/webgpu';
2
+ import { abs, Fn, NodeUpdateType, uv, uniform, convertToTexture, varyingProperty, vec2, vec4, modelViewProjection, passTexture, max, step, dot, float, texture, If, Loop, int, Break, sqrt, sign, mix } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { AdditiveBlending, Color, Vector2, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
2
- import { uniform, mrt, texture, getTextureIndex, unpremultiplyAlpha } from 'three/tsl';
1
+ import { AdditiveBlending, Color, Vector2, PassNode, QuadMesh, NodeMaterial } from '@gnsx/three/webgpu';
2
+ import { uniform, mrt, texture, getTextureIndex, unpremultiplyAlpha } from '@gnsx/three/tsl';
3
3
 
4
4
  const _size = /*@__PURE__*/ new Vector2();
5
5
  const _clearColor = /*@__PURE__*/ new Color();
@@ -1,5 +1,5 @@
1
- import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, MathUtils, RGBFormat, RedFormat, UnsignedInt101111Type, UnsignedByteType } from 'three/webgpu';
2
- import { clamp, normalize, reference, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise, property, outputStruct } from 'three/tsl';
1
+ import { RenderTarget, Vector2, TempNode, QuadMesh, NodeMaterial, RendererUtils, MathUtils, RGBFormat, RedFormat, UnsignedInt101111Type, UnsignedByteType } from '@gnsx/three/webgpu';
2
+ import { clamp, normalize, reference, Fn, NodeUpdateType, uniform, vec4, passTexture, uv, logarithmicDepthToViewZ, viewZToPerspectiveDepth, getViewPosition, screenCoordinate, float, sub, fract, dot, vec2, rand, vec3, Loop, mul, PI, cos, sin, uint, cross, acos, sign, pow, luminance, If, max, abs, Break, sqrt, HALF_PI, div, ceil, shiftRight, convertToTexture, bool, getNormalFromDepth, countOneBits, interleavedGradientNoise, property, outputStruct } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { Break, Continue, Fn, If, Loop, abs, bool, cross, distance, div, dot, float, getScreenPosition, getViewPosition, int, logarithmicDepthToViewZ, luminance, max, min, mix, mul, nodeObject, normalize, orthographicDepthToViewZ, passTexture, perspectiveDepthToViewZ, reference, reflect, sub, texture, trunc, uniform, uv, vec2, vec3, vec4, viewZToPerspectiveDepth } from 'three/tsl';
2
- import { HalfFloatType, LinearFilter, LinearMipmapLinearFilter, Matrix4, NodeMaterial, NodeUpdateType, QuadMesh, RenderTarget, RendererUtils, TempNode, Vector2, Vector3 } from 'three/webgpu';
1
+ import { Break, Continue, Fn, If, Loop, abs, bool, cross, distance, div, dot, float, getScreenPosition, getViewPosition, int, logarithmicDepthToViewZ, luminance, max, min, mix, mul, nodeObject, normalize, orthographicDepthToViewZ, passTexture, perspectiveDepthToViewZ, reference, reflect, sub, texture, trunc, uniform, uv, vec2, vec3, vec4, viewZToPerspectiveDepth } from '@gnsx/three/tsl';
2
+ import { HalfFloatType, LinearFilter, LinearMipmapLinearFilter, Matrix4, NodeMaterial, NodeUpdateType, QuadMesh, RenderTarget, RendererUtils, TempNode, Vector2, Vector3 } from '@gnsx/three/webgpu';
3
3
  import { bindAnalyticNoise } from '../utils/RNoise.js';
4
4
  import { ENV_RAY_LENGTH, getSpecularDominantFactor, ggxReflectionSample } from '../utils/SpecularHelpers.js';
5
5
  import { boxBlur } from './boxBlur.js';
@@ -1,5 +1,5 @@
1
- import { RedFormat, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, UnsignedByteType } from 'three/webgpu';
2
- import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, float, Break, Loop, int, max, abs, If, interleavedGradientNoise, screenCoordinate, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, lightPosition, lightTargetPosition, fract, rand, mix } from 'three/tsl';
1
+ import { RedFormat, RenderTarget, Vector2, RendererUtils, QuadMesh, TempNode, NodeMaterial, NodeUpdateType, UnsignedByteType } from '@gnsx/three/webgpu';
2
+ import { reference, viewZToPerspectiveDepth, logarithmicDepthToViewZ, getScreenPosition, getViewPosition, float, Break, Loop, int, max, abs, If, interleavedGradientNoise, screenCoordinate, Fn, passTexture, uv, uniform, perspectiveDepthToViewZ, orthographicDepthToViewZ, vec2, lightPosition, lightTargetPosition, fract, rand, mix } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,4 +1,4 @@
1
- import { dot, Fn, vec3, vec4 } from 'three/tsl';
1
+ import { dot, Fn, vec3, vec4 } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Applies a sepia effect to the given color node.
@@ -1,4 +1,4 @@
1
- import { Fn, float, length, smoothstep, uv } from 'three/tsl';
1
+ import { Fn, float, length, smoothstep, uv } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Returns a radial gradient from center (white) to edges (black).
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { Fn, float, vec3, vec4, ivec2, int, uv, floor, abs, max, min, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl';
1
+ import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Fn, float, vec3, vec4, ivec2, int, uv, floor, abs, max, min, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { Vector2, TempNode, NodeUpdateType } from 'three/webgpu';
2
- import { Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from 'three/tsl';
1
+ import { Vector2, TempNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
+ import { Fn, uv, uniform, convertToTexture, vec2, vec3, vec4, mat3, luminance, add } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for detecting edges with a sobel filter.
@@ -1,5 +1,5 @@
1
- import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PassNode, QuadMesh, RendererUtils } from 'three/webgpu';
2
- import { texture } from 'three/tsl';
1
+ import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PassNode, QuadMesh, RendererUtils } from '@gnsx/three/webgpu';
2
+ import { texture } from '@gnsx/three/tsl';
3
3
 
4
4
  const _size = /*@__PURE__*/ new Vector2();
5
5
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
@@ -1,4 +1,4 @@
1
- import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
1
+ import { StereoCamera, Vector2, PassNode, RendererUtils } from '@gnsx/three/webgpu';
2
2
 
3
3
  const _size = /*@__PURE__*/ new Vector2();
4
4
 
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from 'three/webgpu';
2
- import { add, exp, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, property, outputStruct } from 'three/tsl';
1
+ import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from '@gnsx/three/webgpu';
2
+ import { add, exp, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, property, outputStruct } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture, FloatType } from 'three/webgpu';
2
- import { add, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, logarithmicDepthToViewZ, viewZToOrthographicDepth } from 'three/tsl';
1
+ import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture, FloatType } from '@gnsx/three/webgpu';
2
+ import { add, float, If, Fn, max, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix, logarithmicDepthToViewZ, viewZToOrthographicDepth } from '@gnsx/three/tsl';
3
3
 
4
4
  const _quadMesh = /*@__PURE__*/ new QuadMesh();
5
5
  const _size = /*@__PURE__*/ new Vector2();
@@ -1,5 +1,5 @@
1
- import { EPSILON, Fn, If, abs, convertToTexture, dFdx, dFdy, dot, exp, float, floor, fwidth, getViewPosition, ivec2, luminance, max, min, mix, nodeObject, normalize, passTexture, screenCoordinate, select, smoothstep, sqrt, struct, texture, textureLoad, uniform, unpackRGBToNormal, uv, vec2, vec3, vec4, velocity } from 'three/tsl';
2
- import { DepthTexture, HalfFloatType, Matrix4, NodeMaterial, NodeUpdateType, QuadMesh, RenderTarget, RendererUtils, TempNode, Vector2, Vector3 } from 'three/webgpu';
1
+ import { EPSILON, Fn, If, abs, convertToTexture, dFdx, dFdy, dot, exp, float, floor, fwidth, getViewPosition, ivec2, luminance, max, min, mix, nodeObject, normalize, passTexture, screenCoordinate, select, smoothstep, sqrt, struct, texture, textureLoad, uniform, unpackRGBToNormal, uv, vec2, vec3, vec4, velocity } from '@gnsx/three/tsl';
2
+ import { DepthTexture, HalfFloatType, Matrix4, NodeMaterial, NodeUpdateType, QuadMesh, RenderTarget, RendererUtils, TempNode, Vector2, Vector3 } from '@gnsx/three/webgpu';
3
3
  import { ENV_RAY_LENGTH, ENV_RAY_LENGTH_THRESHOLD } from '../utils/SpecularHelpers.js';
4
4
 
5
5
  // Reprojection helpers
@@ -1,5 +1,5 @@
1
- import { TempNode } from 'three/webgpu';
2
- import { nodeObject, Fn, float, uv, convertToTexture, vec4, If, int, clamp, sub, mix } from 'three/tsl';
1
+ import { TempNode } from '@gnsx/three/webgpu';
2
+ import { nodeObject, Fn, float, uv, convertToTexture, vec4, If, int, clamp, sub, mix } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Post processing node for creating a transition effect between scenes.
@@ -1,4 +1,4 @@
1
- import { Fn, vec2, uv, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, max, int, textureSize, nodeObject, convertToTexture } from 'three/tsl';
1
+ import { Fn, vec2, uv, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, max, int, textureSize, nodeObject, convertToTexture } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Applies a box blur effect to the given texture node.
@@ -1,4 +1,4 @@
1
- import { abs, color, float, Fn, Loop, mix, nodeObject, perspectiveDepthToViewZ, reference, textureSize, uv, vec2, vec4, viewZToOrthographicDepth, int, If, array, ivec2 } from 'three/tsl';
1
+ import { abs, color, float, Fn, Loop, mix, nodeObject, perspectiveDepthToViewZ, reference, textureSize, uv, vec2, vec4, viewZToOrthographicDepth, int, If, array, ivec2 } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Performs a depth-aware blend between a base scene and a secondary effect (like godrays).
@@ -1,4 +1,4 @@
1
- import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, convertToTexture, nodeObject } from 'three/tsl';
1
+ import { float, Fn, vec2, uv, sin, rand, degrees, cos, Loop, vec4, premultiplyAlpha, unpremultiplyAlpha, convertToTexture, nodeObject } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * Applies a hash blur effect to the given texture node.
@@ -1,4 +1,4 @@
1
- import { interleavedGradientNoise, Fn, vec2, vec4, mix, uv, Loop, premultiplyAlpha, unpremultiplyAlpha, int, float, nodeObject, convertToTexture, screenCoordinate } from 'three/tsl';
1
+ import { interleavedGradientNoise, Fn, vec2, vec4, mix, uv, Loop, premultiplyAlpha, unpremultiplyAlpha, int, float, nodeObject, convertToTexture, screenCoordinate } from '@gnsx/three/tsl';
2
2
 
3
3
  /**
4
4
  * This TSL function blurs an image in a circular pattern, radiating from a configurable center point in screen space.
@@ -1,11 +1,11 @@
1
- import { DataTexture, FloatType, RGBAFormat, Vector2, Vector3, LightsNode, NodeUpdateType } from 'three/webgpu';
1
+ import { DataTexture, FloatType, RGBAFormat, Vector2, Vector3, LightsNode, NodeUpdateType } from '@gnsx/three/webgpu';
2
2
 
3
3
  import {
4
4
  attributeArray, nodeProxy, int, float, vec3, vec4, ivec2, ivec4, uniform, Break, Loop, positionView,
5
5
  Fn, If, Return, textureLoad, instanceIndex, screenCoordinate, directPointLight,
6
6
  renderGroup,
7
7
  min, max, pow, log, clamp, dot
8
- } from 'three/tsl';
8
+ } from '@gnsx/three/tsl';
9
9
 
10
10
  const _vector3 = /*@__PURE__*/ new Vector3();
11
11
  const _size = /*@__PURE__*/ new Vector2();
@@ -2,8 +2,8 @@ import {
2
2
  LightsNode,
3
3
  NodeUtils,
4
4
  warn
5
- } from 'three/webgpu';
6
- import { nodeObject } from 'three/tsl';
5
+ } from '@gnsx/three/webgpu';
6
+ import { nodeObject } from '@gnsx/three/tsl';
7
7
 
8
8
  import AmbientLightDataNode from './data/AmbientLightDataNode.js';
9
9
  import DirectionalLightDataNode from './data/DirectionalLightDataNode.js';
@@ -1,5 +1,5 @@
1
- import { Color, Node } from 'three/webgpu';
2
- import { NodeUpdateType, renderGroup, uniform } from 'three/tsl';
1
+ import { Color, Node } from '@gnsx/three/webgpu';
2
+ import { NodeUpdateType, renderGroup, uniform } from '@gnsx/three/tsl';
3
3
 
4
4
  /**
5
5
  * Batched data node for ambient lights in dynamic lighting mode.
@@ -1,5 +1,5 @@
1
- import { Color, Node, Vector3 } from 'three/webgpu';
2
- import { Loop, NodeUpdateType, renderGroup, uniform, uniformArray, vec3 } from 'three/tsl';
1
+ import { Color, Node, Vector3 } from '@gnsx/three/webgpu';
2
+ import { Loop, NodeUpdateType, renderGroup, uniform, uniformArray, vec3 } from '@gnsx/three/tsl';
3
3
 
4
4
  const _lightPosition = /*@__PURE__*/ new Vector3();
5
5
  const _targetPosition = /*@__PURE__*/ new Vector3();
@@ -1,5 +1,5 @@
1
- import { Color, Node, Vector3 } from 'three/webgpu';
2
- import { Loop, NodeUpdateType, mix, normalWorld, renderGroup, uniform, uniformArray } from 'three/tsl';
1
+ import { Color, Node, Vector3 } from '@gnsx/three/webgpu';
2
+ import { Loop, NodeUpdateType, mix, normalWorld, renderGroup, uniform, uniformArray } from '@gnsx/three/tsl';
3
3
 
4
4
  const warn = ( message ) => {
5
5
 
@@ -1,5 +1,5 @@
1
- import { Color, Node, Vector3, Vector4 } from 'three/webgpu';
2
- import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, uniform, uniformArray, vec3 } from 'three/tsl';
1
+ import { Color, Node, Vector3, Vector4 } from '@gnsx/three/webgpu';
2
+ import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, uniform, uniformArray, vec3 } from '@gnsx/three/tsl';
3
3
 
4
4
  const _position = /*@__PURE__*/ new Vector3();
5
5
 
@@ -1,5 +1,5 @@
1
- import { Color, Node, Vector3, Vector4 } from 'three/webgpu';
2
- import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, smoothstep, uniform, uniformArray, vec3 } from 'three/tsl';
1
+ import { Color, Node, Vector3, Vector4 } from '@gnsx/three/webgpu';
2
+ import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, smoothstep, uniform, uniformArray, vec3 } from '@gnsx/three/tsl';
3
3
 
4
4
  const _lightPosition = /*@__PURE__*/ new Vector3();
5
5
  const _targetPosition = /*@__PURE__*/ new Vector3();