@hology/core 0.0.124 → 0.0.125

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Files changed (49) hide show
  1. package/dist/effects/vfx/vfx-actor.d.ts.map +1 -1
  2. package/dist/effects/vfx/vfx-actor.js +1 -1
  3. package/dist/gameplay/actors/builtin/components/editor-sprite-component.d.ts +9 -0
  4. package/dist/gameplay/actors/builtin/components/editor-sprite-component.d.ts.map +1 -0
  5. package/dist/gameplay/actors/builtin/components/editor-sprite-component.js +4 -0
  6. package/dist/gameplay/actors/builtin/index.d.ts +2 -0
  7. package/dist/gameplay/actors/builtin/index.d.ts.map +1 -1
  8. package/dist/gameplay/actors/builtin/index.js +1 -1
  9. package/dist/gameplay/input/input-service.d.ts.map +1 -1
  10. package/dist/gameplay/input/input-service.js +1 -1
  11. package/dist/gameplay/services/physics/physics-system.js +1 -1
  12. package/dist/gameplay/services/render.d.ts +26 -1
  13. package/dist/gameplay/services/render.d.ts.map +1 -1
  14. package/dist/gameplay/services/render.js +1 -1
  15. package/dist/rendering/fog/fog-volume-actor.d.ts +12 -0
  16. package/dist/rendering/fog/fog-volume-actor.d.ts.map +1 -0
  17. package/dist/rendering/fog/fog-volume-actor.js +4 -0
  18. package/dist/rendering/fog/fog-volume-object.d.ts +10 -0
  19. package/dist/rendering/fog/fog-volume-object.d.ts.map +1 -0
  20. package/dist/rendering/fog/fog-volume-object.js +4 -0
  21. package/dist/rendering/fog/volumetric-fog-pass.d.ts +15 -0
  22. package/dist/rendering/fog/volumetric-fog-pass.d.ts.map +1 -0
  23. package/dist/rendering/fog/volumetric-fog-pass.js +4 -0
  24. package/dist/rendering/outline-effect.d.ts +78 -0
  25. package/dist/rendering/outline-effect.d.ts.map +1 -0
  26. package/dist/rendering/outline-effect.js +4 -0
  27. package/dist/rendering/ssr/SSRPass.d.ts.map +1 -1
  28. package/dist/rendering/ssr/SSRPass.js +1 -1
  29. package/dist/rendering.d.ts +8 -1
  30. package/dist/rendering.d.ts.map +1 -1
  31. package/dist/rendering.js +1 -1
  32. package/dist/scene/materializer.d.ts +1 -0
  33. package/dist/scene/materializer.d.ts.map +1 -1
  34. package/dist/scene/materializer.js +1 -1
  35. package/dist/scene/model.d.ts +7 -1
  36. package/dist/scene/model.d.ts.map +1 -1
  37. package/dist/scene/sky.d.ts.map +1 -1
  38. package/dist/scene/sky.js +1 -1
  39. package/dist/shader/builtin/toon-shader.d.ts +16 -0
  40. package/dist/shader/builtin/toon-shader.d.ts.map +1 -0
  41. package/dist/shader/builtin/toon-shader.js +4 -0
  42. package/dist/shader/parameter.d.ts +1 -0
  43. package/dist/shader/parameter.d.ts.map +1 -1
  44. package/dist/utils/three/outline-pass.js +1 -1
  45. package/dist/utils/three/unscaled-sprite.d.ts +6 -0
  46. package/dist/utils/three/unscaled-sprite.d.ts.map +1 -0
  47. package/dist/utils/three/unscaled-sprite.js +4 -0
  48. package/package.json +2 -2
  49. package/tsconfig.tsbuildinfo +1 -1
@@ -0,0 +1,16 @@
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+ import { Color, Material, Texture } from 'three';
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+ import { Shader } from '../shader.js';
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+ export declare class ToonShader extends Shader {
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+ color: Color;
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+ opacity: number;
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+ intensity: number;
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+ map?: Texture;
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+ lightSteps: number[];
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+ lightMap?: Texture;
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+ lightMapIntensity?: number;
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+ aoMap?: Texture;
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+ aoMapIntensity?: number;
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+ alphaMap?: Texture;
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+ build(): Material;
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+ }
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+ //# sourceMappingURL=toon-shader.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"toon-shader.d.ts","sourceRoot":"","sources":["../../../src/shader/builtin/toon-shader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAe,QAAQ,EAA+B,OAAO,EAAE,MAAM,OAAO,CAAC;AAI3F,OAAO,EAAE,MAAM,EAAE,MAAM,cAAc,CAAC;AAEtC,qBAAa,UAAW,SAAQ,MAAM;IACvB,KAAK,EAAE,KAAK,CAAwB;IACtB,OAAO,EAAE,MAAM,CAAI;IAClB,SAAS,EAAE,MAAM,CAAI;IACpC,GAAG,CAAC,EAAE,OAAO,CAAC;IAC2B,UAAU,EAAE,MAAM,EAAE,CAAK;IAClE,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAC3B,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,EAAE,OAAO,CAAC;IAGhC,KAAK,IAAI,QAAQ;CA0BlB"}
@@ -0,0 +1,4 @@
1
+ import{__decorate as t,__metadata as e}from"tslib";import{Color as o,DataTexture as i,MeshToonMaterial as p,RedFormat as r,Texture as a}from"three";import{removeObjectUndefined as n}from"../../utils/collections.js";import{Parameter as s}from"../parameter.js";import{Shader as h}from"../shader.js";export class ToonShader extends h{constructor(){super(...arguments),this.color=new o("#FFFFFF"),this.opacity=1,this.intensity=1,this.lightSteps=[]}build(){let t;if(null!=this.lightSteps&&this.lightSteps.length>0){const e=new Uint8Array(this.lightSteps.length);for(let t=0;t<=e.length;t++)e[t]=255*this.lightSteps[t];t=new i(e,e.length,1,r),t.needsUpdate=!0}return new p(n({color:this.color.multiplyScalar(this.intensity),opacity:this.opacity,map:this.map,gradientMap:t,lightMap:this.lightMap,lightMapIntensity:this.lightMapIntensity,aoMap:this.aoMap,aoMapIntensity:this.aoMapIntensity,alphaMap:this.alphaMap}))}}t([s(),e("design:type",o)],ToonShader.prototype,"color",void 0),t([s({range:[0,1]}),e("design:type",Number)],ToonShader.prototype,"opacity",void 0),t([s({range:[0,10]}),e("design:type",Number)],ToonShader.prototype,"intensity",void 0),t([s(),e("design:type",a)],ToonShader.prototype,"map",void 0),t([s({type:Number,array:!0,range:[0,1]}),e("design:type",Array)],ToonShader.prototype,"lightSteps",void 0),t([s(),e("design:type",a)],ToonShader.prototype,"lightMap",void 0),t([s(),e("design:type",Number)],ToonShader.prototype,"lightMapIntensity",void 0),t([s(),e("design:type",a)],ToonShader.prototype,"aoMap",void 0),t([s(),e("design:type",Number)],ToonShader.prototype,"aoMapIntensity",void 0),t([s(),e("design:type",a)],ToonShader.prototype,"alphaMap",void 0);/*
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+ * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
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+ * See the LICENSE.md file for details.
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+ */
@@ -14,6 +14,7 @@ export type ParameterOption<T> = {
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  export interface ParameterOptions {
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  range?: [number, number];
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  precision?: number;
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+ stepSize?: number;
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  type?: ParameterType;
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  options?: ParameterOption<unknown>[];
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  array?: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"parameter.d.ts","sourceRoot":"","sources":["../../src/shader/parameter.ts"],"names":[],"mappings":"AAAA,OAAO,kBAAkB,CAAA;AAEzB,OAAO,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAA;AACvC,OAAO,EAAE,SAAS,EAAE,MAAM,6BAA6B,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAC7F,OAAO,EAAE,WAAW,EAAE,SAAS,EAAE,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,0BAA0B,CAAC;AAExH,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AAEzD,MAAM,MAAM,aAAa,GAAG,IAAI,CAC9B,SAAS,GACT,MAAM,GACN,OAAO,GACP,aAAa,GACb,OAAO,GACP,WAAW,GACX,OAAO,GACP,QAAQ,GACR,OAAO,GACP,QAAQ,GACR,OAAO,GACP,QAAQ,GACR,KAAK,GACL,OAAO,GACP,MAAM,GACN,SAAS,GACT,KAAK,GACL,QAAQ,GACR,QAAQ,GACR,YAAY,GACZ,MAAM,GACN,UAAU,GACV,SAAS,CAAC,CAAA;AAOZ,MAAM,MAAM,eAAe,CAAC,CAAC,IAAI;IAC/B,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,CAAC,CAAA;CACT,CAAA;AAED,MAAM,WAAW,gBAAgB;IAC/B,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACxB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,IAAI,CAAC,EAAE,aAAa,CAAA;IACpB,OAAO,CAAC,EAAE,eAAe,CAAC,OAAO,CAAC,EAAE,CAAA;IACpC,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,KAAK,CAAC,EAAE,MAAM,CAAA;CACf;AAKD,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,aAAa,CAAA;IACnB,OAAO,EAAE,gBAAgB,CAAA;CAC1B;AAsBD,wBAAgB,SAAS,CAAC,OAAO,CAAC,EAAE,gBAAgB,IACjC,QAAQ,MAAM,EAAE,cAAc,MAAM,GAAG,MAAM,EAAE,QAAQ,OAAO,KAAG,IAAI,CAevF;AA0CD,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,MAAM,QAK7C"}
1
+ {"version":3,"file":"parameter.d.ts","sourceRoot":"","sources":["../../src/shader/parameter.ts"],"names":[],"mappings":"AAAA,OAAO,kBAAkB,CAAA;AAEzB,OAAO,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAA;AACvC,OAAO,EAAE,SAAS,EAAE,MAAM,6BAA6B,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAC7F,OAAO,EAAE,WAAW,EAAE,SAAS,EAAE,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,0BAA0B,CAAC;AAExH,OAAO,EAAE,YAAY,EAAE,MAAM,6BAA6B,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,kBAAkB,CAAC;AAEzD,MAAM,MAAM,aAAa,GAAG,IAAI,CAC9B,SAAS,GACT,MAAM,GACN,OAAO,GACP,aAAa,GACb,OAAO,GACP,WAAW,GACX,OAAO,GACP,QAAQ,GACR,OAAO,GACP,QAAQ,GACR,OAAO,GACP,QAAQ,GACR,KAAK,GACL,OAAO,GACP,MAAM,GACN,SAAS,GACT,KAAK,GACL,QAAQ,GACR,QAAQ,GACR,YAAY,GACZ,MAAM,GACN,UAAU,GACV,SAAS,CAAC,CAAA;AAOZ,MAAM,MAAM,eAAe,CAAC,CAAC,IAAI;IAC/B,IAAI,EAAE,MAAM,CAAA;IACZ,KAAK,EAAE,CAAC,CAAA;CACT,CAAA;AAED,MAAM,WAAW,gBAAgB;IAC/B,KAAK,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACxB,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB,IAAI,CAAC,EAAE,aAAa,CAAA;IACpB,OAAO,CAAC,EAAE,eAAe,CAAC,OAAO,CAAC,EAAE,CAAA;IACpC,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,KAAK,CAAC,EAAE,MAAM,CAAA;CACf;AAKD,MAAM,WAAW,iBAAiB;IAChC,IAAI,EAAE,MAAM,CAAA;IACZ,IAAI,EAAE,aAAa,CAAA;IACnB,OAAO,EAAE,gBAAgB,CAAA;CAC1B;AAsBD,wBAAgB,SAAS,CAAC,OAAO,CAAC,EAAE,gBAAgB,IACjC,QAAQ,MAAM,EAAE,cAAc,MAAM,GAAG,MAAM,EAAE,QAAQ,OAAO,KAAG,IAAI,CAevF;AA0CD,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,MAAM,QAK7C"}
@@ -1,4 +1,4 @@
1
- import{AdditiveBlending as e,Color as r,DoubleSide as t,LinearFilter as i,Matrix4 as a,MeshBasicMaterial as s,MeshDepthMaterial as n,NoBlending as l,RGBADepthPacking as u,RGBAFormat as o,ShaderMaterial as d,UniformsUtils as h,Vector2 as f,Vector3 as v,WebGLRenderTarget as g}from"three";import{Pass as c,FullScreenQuad as m}from"three-stdlib";import{CopyShader as p}from"three-stdlib";class x extends c{constructor(e,v,c,x){super(),this.renderScene=v,this.renderCamera=c,this.selectedObjects=void 0!==x?x:[],this.visibleEdgeColor=new r(1,1,1),this.hiddenEdgeColor=new r(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this.resolution=void 0!==e?new f(e.x,e.y):new f(256,256);const M={minFilter:i,magFilter:i,format:o},T=Math.round(this.resolution.x/this.downSampleRatio),B=Math.round(this.resolution.y/this.downSampleRatio);this.maskBufferMaterial=new s({color:16777215}),this.maskBufferMaterial.side=t,this.renderTargetMaskBuffer=new g(this.resolution.x,this.resolution.y,M),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new n,this.depthMaterial.side=t,this.depthMaterial.depthPacking=u,this.depthMaterial.blending=l,this.prepareMaskMaterial=this.getPrepareMaskMaterial(),this.prepareMaskMaterial.side=t,this.prepareMaskMaterial.fragmentShader=function(e,r){var t=r.isPerspectiveCamera?"perspective":"orthographic";return e.replace(/DEPTH_TO_VIEW_Z/g,t+"DepthToViewZ")}(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new g(this.resolution.x,this.resolution.y,M),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new g(T,B,M),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new g(T,B,M),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new g(Math.round(T/2),Math.round(B/2),M),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this.getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new g(T,B,M),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new g(Math.round(T/2),Math.round(B/2),M),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;this.separableBlurMaterial1=this.getSeperableBlurMaterial(4),this.separableBlurMaterial1.uniforms.texSize.value.set(T,B),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this.getSeperableBlurMaterial(4),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(T/2),Math.round(B/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=4,this.overlayMaterial=this.getOverlayMaterial(),void 0===p&&console.error("THREE.OutlinePass relies on CopyShader");const S=p;this.copyUniforms=h.clone(S.uniforms),this.copyUniforms.opacity.value=1,this.materialCopy=new d({uniforms:this.copyUniforms,vertexShader:S.vertexShader,fragmentShader:S.fragmentShader,blending:l,depthTest:!1,depthWrite:!1,transparent:!0}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new r,this.oldClearAlpha=1,this.fsQuad=new m(null),this.tempPulseColor1=new r,this.tempPulseColor2=new r,this.textureMatrix=new a}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose()}setSize(e,r){this.renderTargetMaskBuffer.setSize(e,r),this.renderTargetDepthBuffer.setSize(e,r);let t=Math.round(e/this.downSampleRatio),i=Math.round(r/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(t,i),this.renderTargetBlurBuffer1.setSize(t,i),this.renderTargetEdgeBuffer1.setSize(t,i),this.separableBlurMaterial1.uniforms.texSize.value.set(t,i),t=Math.round(t/2),i=Math.round(i/2),this.renderTargetBlurBuffer2.setSize(t,i),this.renderTargetEdgeBuffer2.setSize(t,i),this.separableBlurMaterial2.uniforms.texSize.value.set(t,i)}changeVisibilityOfSelectedObjects(e){const r=this._visibilityCache;function t(t){t.isMesh&&(!0===e?t.visible=r.get(t):(r.set(t,t.visible),t.visible=e))}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(t)}}changeVisibilityOfNonSelectedObjects(e){const r=this._visibilityCache,t=[];function i(e){e.isMesh&&t.push(e)}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(i)}this.renderScene.traverse((function(i){if(i.isMesh||i.isSprite||i.isTransformControls){let a=!1;for(let e=0;e<t.length;e++){if(t[e].id===i.id){a=!0;break}}if(!1===a){const t=i.visible;!1!==e&&!0!==r.get(i)||(i.visible=e),r.set(i,t)}}else(i.isPoints||i.isLine)&&(!0===e?i.visible=r.get(i):(r.set(i,i.visible),i.visible=e))}))}updateTextureMatrix(){this.textureMatrix.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),this.textureMatrix.multiply(this.renderCamera.projectionMatrix),this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse)}render(e,r,t,i,a){if(this.selectedObjects.length>0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const r=e.autoClear;e.autoClear=!1,a&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this.changeVisibilityOfSelectedObjects(!1);const i=this.renderScene.background;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this.updateTextureMatrix(),this.changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.renderScene.overrideMaterial=null,this.changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this.renderScene.background=i,this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this.fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const e=.625+.75*Math.cos(.01*performance.now()/this.pulsePeriod)/2;this.tempPulseColor1.multiplyScalar(e),this.tempPulseColor2.multiplyScalar(e)}this.fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=x.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=x.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=x.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=x.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,a&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(t),this.fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=r}this.renderToScreen&&(this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=t.texture,e.setRenderTarget(null),this.fsQuad.render(e))}getPrepareMaskMaterial(){return new d({uniforms:{depthTexture:{value:null},cameraNearFar:{value:new f(.5,.5)},textureMatrix:{value:null}},vertexShader:"#include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n varying vec4 projTexCoord;\n varying vec4 vPosition;\n uniform mat4 textureMatrix;\n void main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n vPosition = mvPosition;\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n projTexCoord = textureMatrix * worldPosition;\n }",fragmentShader:"#include <packing>\n varying vec4 vPosition;\n varying vec4 projTexCoord;\n uniform sampler2D depthTexture;\n uniform vec2 cameraNearFar;\n void main() {\n float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n }"})}getEdgeDetectionMaterial(){return new d({uniforms:{maskTexture:{value:null},texSize:{value:new f(.5,.5)},visibleEdgeColor:{value:new v(1,1,1)},hiddenEdgeColor:{value:new v(1,1,1)}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"varying vec2 vUv;\n uniform sampler2D maskTexture;\n uniform vec2 texSize;\n uniform vec3 visibleEdgeColor;\n uniform vec3 hiddenEdgeColor;\n void main() {\n vec2 invSize = 1.0 / texSize;\n vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n float diff1 = (c1.r - c2.r)*0.5;\n float diff2 = (c3.r - c4.r)*0.5;\n float d = length( vec2(diff1, diff2) );\n float a1 = min(c1.g, c2.g);\n float a2 = min(c3.g, c4.g);\n float visibilityFactor = min(a1, a2);\n vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n }"})}getSeperableBlurMaterial(e){return new d({defines:{MAX_RADIUS:e},uniforms:{colorTexture:{value:null},texSize:{value:new f(.5,.5)},direction:{value:new f(.5,.5)},kernelRadius:{value:1}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"#include <common>\n varying vec2 vUv;\n uniform sampler2D colorTexture;\n uniform vec2 texSize;\n uniform vec2 direction;\n uniform float kernelRadius;\n float gaussianPdf(in float x, in float sigma) {\n return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n }\n void main() {\n vec2 invSize = 1.0 / texSize;\n float weightSum = gaussianPdf(0.0, kernelRadius);\n vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n vec2 uvOffset = delta;\n for( int i = 1; i <= MAX_RADIUS; i ++ ) {\n float w = gaussianPdf(uvOffset.x, kernelRadius);\n vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n diffuseSum += ((sample1 + sample2) * w);\n weightSum += (2.0 * w);\n uvOffset += delta;\n }\n gl_FragColor = diffuseSum/weightSum;\n }"})}getOverlayMaterial(){return new d({uniforms:{maskTexture:{value:null},edgeTexture1:{value:null},edgeTexture2:{value:null},patternTexture:{value:null},edgeStrength:{value:1},edgeGlow:{value:1},usePatternTexture:{value:0}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"varying vec2 vUv;\n uniform sampler2D maskTexture;\n uniform sampler2D edgeTexture1;\n uniform sampler2D edgeTexture2;\n uniform sampler2D patternTexture;\n uniform float edgeStrength;\n uniform float edgeGlow;\n uniform bool usePatternTexture;\n void main() {\n vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n vec4 maskColor = texture2D(maskTexture, vUv);\n vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n if(usePatternTexture)\n finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n gl_FragColor = finalColor;\n }",blending:e,depthTest:!1,depthWrite:!1,transparent:!0})}}x.BlurDirectionX=new f(1,0),x.BlurDirectionY=new f(0,1);export{x as OutlinePass};/*
1
+ import{AdditiveBlending as e,Color as r,DoubleSide as t,LinearFilter as i,Matrix4 as a,MeshBasicMaterial as s,MeshDepthMaterial as n,NoBlending as l,RGBADepthPacking as u,RGBAFormat as o,ShaderMaterial as d,UniformsUtils as h,Vector2 as f,Vector3 as v,WebGLRenderTarget as g}from"three";import{Pass as c,FullScreenQuad as m}from"three-stdlib";import{CopyShader as p}from"three-stdlib";class x extends c{constructor(e,v,c,x){super(),this.renderScene=v,this.renderCamera=c,this.selectedObjects=void 0!==x?x:[],this.visibleEdgeColor=new r(1,1,1),this.hiddenEdgeColor=new r(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this.resolution=void 0!==e?new f(e.x,e.y):new f(256,256);const M={minFilter:i,magFilter:i,format:o},T=Math.round(this.resolution.x/this.downSampleRatio),B=Math.round(this.resolution.y/this.downSampleRatio);this.maskBufferMaterial=new s({color:16777215}),this.maskBufferMaterial.side=t,this.renderTargetMaskBuffer=new g(this.resolution.x,this.resolution.y,M),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new n,this.depthMaterial.side=t,this.depthMaterial.depthPacking=u,this.depthMaterial.blending=l,this.prepareMaskMaterial=this.getPrepareMaskMaterial(),this.prepareMaskMaterial.side=t,this.prepareMaskMaterial.fragmentShader=function(e,r){var t=r.isPerspectiveCamera?"perspective":"orthographic";return e.replace(/DEPTH_TO_VIEW_Z/g,t+"DepthToViewZ")}(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new g(this.resolution.x,this.resolution.y,M),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new g(T,B,M),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new g(T,B,M),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new g(Math.round(T/2),Math.round(B/2),M),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this.getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new g(T,B,M),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new g(Math.round(T/2),Math.round(B/2),M),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;this.separableBlurMaterial1=this.getSeperableBlurMaterial(4),this.separableBlurMaterial1.uniforms.texSize.value.set(T,B),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this.getSeperableBlurMaterial(4),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(T/2),Math.round(B/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=4,this.overlayMaterial=this.getOverlayMaterial(),void 0===p&&console.error("THREE.OutlinePass relies on CopyShader");const S=p;this.copyUniforms=h.clone(S.uniforms),this.copyUniforms.opacity.value=1,this.materialCopy=new d({uniforms:this.copyUniforms,vertexShader:S.vertexShader,fragmentShader:S.fragmentShader,blending:l,depthTest:!1,depthWrite:!1,transparent:!0}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new r,this.oldClearAlpha=1,this.fsQuad=new m(null),this.tempPulseColor1=new r,this.tempPulseColor2=new r,this.textureMatrix=new a}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose()}setSize(e,r){this.renderTargetMaskBuffer.setSize(e,r),this.renderTargetDepthBuffer.setSize(e,r);let t=Math.round(e/this.downSampleRatio),i=Math.round(r/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(t,i),this.renderTargetBlurBuffer1.setSize(t,i),this.renderTargetEdgeBuffer1.setSize(t,i),this.separableBlurMaterial1.uniforms.texSize.value.set(t,i),t=Math.round(t/2),i=Math.round(i/2),this.renderTargetBlurBuffer2.setSize(t,i),this.renderTargetEdgeBuffer2.setSize(t,i),this.separableBlurMaterial2.uniforms.texSize.value.set(t,i)}changeVisibilityOfSelectedObjects(e){const r=this._visibilityCache;function t(t){(t.isMesh||t.isSprite)&&(!0===e?t.visible=r.get(t):(r.set(t,t.visible),t.visible=e))}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(t)}}changeVisibilityOfNonSelectedObjects(e){const r=this._visibilityCache,t=[];function i(e){(e.isMesh||e.isSprite)&&t.push(e)}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(i)}this.renderScene.traverse((function(i){if(i.isMesh||i.isSprite||i.isTransformControls){let a=!1;for(let e=0;e<t.length;e++){if(t[e].id===i.id){a=!0;break}}if(!1===a){const t=i.visible;!1!==e&&!0!==r.get(i)||(i.visible=e),r.set(i,t)}}else(i.isPoints||i.isLine)&&(!0===e?i.visible=r.get(i):(r.set(i,i.visible),i.visible=e))}))}updateTextureMatrix(){this.textureMatrix.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),this.textureMatrix.multiply(this.renderCamera.projectionMatrix),this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse)}render(e,r,t,i,a){if(this.selectedObjects.length>0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const r=e.autoClear;e.autoClear=!1,a&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this.changeVisibilityOfSelectedObjects(!1);const i=this.renderScene.background;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this.updateTextureMatrix(),this.changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.renderScene.overrideMaterial=null,this.changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this.renderScene.background=i,this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this.fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const e=.625+.75*Math.cos(.01*performance.now()/this.pulsePeriod)/2;this.tempPulseColor1.multiplyScalar(e),this.tempPulseColor2.multiplyScalar(e)}this.fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=x.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=x.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=x.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=x.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,a&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(t),this.fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=r}this.renderToScreen&&(this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=t.texture,e.setRenderTarget(null),this.fsQuad.render(e))}getPrepareMaskMaterial(){return new d({uniforms:{depthTexture:{value:null},cameraNearFar:{value:new f(.5,.5)},textureMatrix:{value:null}},vertexShader:"#include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n varying vec4 projTexCoord;\n varying vec4 vPosition;\n uniform mat4 textureMatrix;\n void main() {\n #include <skinbase_vertex>\n #include <begin_vertex>\n #include <morphtarget_vertex>\n #include <skinning_vertex>\n #include <project_vertex>\n vPosition = mvPosition;\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n projTexCoord = textureMatrix * worldPosition;\n }",fragmentShader:"#include <packing>\n varying vec4 vPosition;\n varying vec4 projTexCoord;\n uniform sampler2D depthTexture;\n uniform vec2 cameraNearFar;\n void main() {\n float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n }"})}getEdgeDetectionMaterial(){return new d({uniforms:{maskTexture:{value:null},texSize:{value:new f(.5,.5)},visibleEdgeColor:{value:new v(1,1,1)},hiddenEdgeColor:{value:new v(1,1,1)}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"varying vec2 vUv;\n uniform sampler2D maskTexture;\n uniform vec2 texSize;\n uniform vec3 visibleEdgeColor;\n uniform vec3 hiddenEdgeColor;\n void main() {\n vec2 invSize = 1.0 / texSize;\n vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n float diff1 = (c1.r - c2.r)*0.5;\n float diff2 = (c3.r - c4.r)*0.5;\n float d = length( vec2(diff1, diff2) );\n float a1 = min(c1.g, c2.g);\n float a2 = min(c3.g, c4.g);\n float visibilityFactor = min(a1, a2);\n vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n }"})}getSeperableBlurMaterial(e){return new d({defines:{MAX_RADIUS:e},uniforms:{colorTexture:{value:null},texSize:{value:new f(.5,.5)},direction:{value:new f(.5,.5)},kernelRadius:{value:1}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"#include <common>\n varying vec2 vUv;\n uniform sampler2D colorTexture;\n uniform vec2 texSize;\n uniform vec2 direction;\n uniform float kernelRadius;\n float gaussianPdf(in float x, in float sigma) {\n return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n }\n void main() {\n vec2 invSize = 1.0 / texSize;\n float weightSum = gaussianPdf(0.0, kernelRadius);\n vec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n vec2 uvOffset = delta;\n for( int i = 1; i <= MAX_RADIUS; i ++ ) {\n float w = gaussianPdf(uvOffset.x, kernelRadius);\n vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n diffuseSum += ((sample1 + sample2) * w);\n weightSum += (2.0 * w);\n uvOffset += delta;\n }\n gl_FragColor = diffuseSum/weightSum;\n }"})}getOverlayMaterial(){return new d({uniforms:{maskTexture:{value:null},edgeTexture1:{value:null},edgeTexture2:{value:null},patternTexture:{value:null},edgeStrength:{value:1},edgeGlow:{value:1},usePatternTexture:{value:0}},vertexShader:"varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"varying vec2 vUv;\n uniform sampler2D maskTexture;\n uniform sampler2D edgeTexture1;\n uniform sampler2D edgeTexture2;\n uniform sampler2D patternTexture;\n uniform float edgeStrength;\n uniform float edgeGlow;\n uniform bool usePatternTexture;\n void main() {\n vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n vec4 maskColor = texture2D(maskTexture, vUv);\n vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n if(usePatternTexture)\n finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n gl_FragColor = finalColor;\n }",blending:e,depthTest:!1,depthWrite:!1,transparent:!0})}}x.BlurDirectionX=new f(1,0),x.BlurDirectionY=new f(0,1);export{x as OutlinePass};/*
2
2
  * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -0,0 +1,6 @@
1
+ import * as THREE from 'three';
2
+ export declare class UnscaledSprite extends THREE.Sprite {
3
+ constructor(material: THREE.SpriteMaterial);
4
+ updateMatrixWorld(force: boolean): void;
5
+ }
6
+ //# sourceMappingURL=unscaled-sprite.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"unscaled-sprite.d.ts","sourceRoot":"","sources":["../../../src/utils/three/unscaled-sprite.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAG/B,qBAAa,cAAe,SAAQ,KAAK,CAAC,MAAM;gBAClC,QAAQ,EAAE,KAAK,CAAC,cAAc;IAI1C,iBAAiB,CAAC,KAAK,EAAE,OAAO;CAoBjC"}
@@ -0,0 +1,4 @@
1
+ import*as t from"three";export class UnscaledSprite extends t.Sprite{constructor(t){super(t)}updateMatrixWorld(s){super.updateMatrixWorld(s),this.parent?(r.copy(this.parent.matrixWorld),r.decompose(e,o,i),r.compose(e,o,new t.Vector3(1,1,1)),this.matrixWorld.multiplyMatrices(r,this.matrix)):this.matrixWorld.copy(this.matrix)}}const r=new t.Matrix4,e=new t.Vector3,o=new t.Quaternion,i=new t.Vector3;/*
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+ * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
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+ * See the LICENSE.md file for details.
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+ */
package/package.json CHANGED
@@ -1,6 +1,6 @@
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1
  {
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2
  "name": "@hology/core",
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- "version": "0.0.124",
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+ "version": "0.0.125",
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  "description": "",
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  "main": "dist/index.js",
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  "type": "module",
@@ -168,7 +168,7 @@
168
168
  "dependencies": {
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  "@babel/runtime": "^7.24.8",
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170
  "@dimforge/rapier3d-compat": "^0.14.0",
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- "@hology/nebula": "^0.0.124",
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+ "@hology/nebula": "^0.0.125",
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  "@plumier/reflect": "^1.1.0",
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  "@recast-navigation/three": "^0.35.2",
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  "recast-navigation": "^0.35.2",