@hology/core 0.0.234 → 0.0.236

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Files changed (152) hide show
  1. package/dist/csm.d.ts +2 -2
  2. package/dist/data/surface-definition.js +1 -1
  3. package/dist/effects/sequence/sequence-action.d.ts +4 -4
  4. package/dist/effects/sequence/sequence-animation-retiming.d.ts +1 -1
  5. package/dist/effects/sequence/sequence-data.d.ts +3 -2
  6. package/dist/effects/sequence/sequence-definitions.d.ts +2 -2
  7. package/dist/effects/sequence/sequence-event.d.ts +1 -1
  8. package/dist/effects/sequence/sequence-locator.d.ts +1 -1
  9. package/dist/effects/sequence/sequence-ops.d.ts +1 -1
  10. package/dist/effects/sequence/sequence-player.d.ts +8 -7
  11. package/dist/effects/sequence/sequence-transform.d.ts +1 -1
  12. package/dist/effects/sequence/sequence-value-lane.d.ts +2 -2
  13. package/dist/effects/vfx/behaviours.d.ts +2 -1
  14. package/dist/effects/vfx/initializsers.d.ts +2 -1
  15. package/dist/effects/vfx/rates.d.ts +1 -1
  16. package/dist/effects/vfx/trail-renderer.d.ts +1 -1
  17. package/dist/effects/vfx/vfx-asset.d.ts +4 -3
  18. package/dist/effects/vfx/vfx-binding-runtime.d.ts +2 -2
  19. package/dist/effects/vfx/vfx-collision-behaviour.d.ts +3 -2
  20. package/dist/effects/vfx/vfx-defs.d.ts +7 -3
  21. package/dist/effects/vfx/vfx-defs.js +1 -1
  22. package/dist/effects/vfx/vfx-input-runtime.d.ts +1 -1
  23. package/dist/effects/vfx/vfx-materializer.d.ts +7 -7
  24. package/dist/effects/vfx/vfx-param.d.ts +3 -3
  25. package/dist/effects/vfx/vfx-renderers.d.ts +4 -3
  26. package/dist/effects/vfx/vfx-renderers.js +1 -1
  27. package/dist/effects/vfx/vfx-service.d.ts +1 -1
  28. package/dist/effects/vfx/vfx-service.js +1 -1
  29. package/dist/game-component/game-component.d.ts +1 -1
  30. package/dist/gameplay/actors/builtin/components/character/character-movement-like.d.ts +2 -0
  31. package/dist/gameplay/actors/builtin/components/character/character-movement.d.ts +13 -0
  32. package/dist/gameplay/actors/builtin/components/character/character-movement.js +1 -1
  33. package/dist/gameplay/actors/builtin/components/character/root-motion-constraint.d.ts +7 -0
  34. package/dist/gameplay/actors/builtin/components/character/root-motion-constraint.js +4 -0
  35. package/dist/gameplay/actors/builtin/components/editor-sprite-component.d.ts +1 -1
  36. package/dist/gameplay/actors/builtin/components/editor-sprite-component.js +1 -1
  37. package/dist/gameplay/actors/builtin/components/volume-editor-component.d.ts +1 -1
  38. package/dist/gameplay/actors/builtin/components/volume-editor-component.js +1 -1
  39. package/dist/gameplay/actors/builtin/navmesh-actor.d.ts +1 -1
  40. package/dist/gameplay/actors/builtin/navmesh-actor.js +1 -1
  41. package/dist/gameplay/actors/builtin/post-process-volume-actor.d.ts +1 -1
  42. package/dist/gameplay/actors/builtin/post-process-volume-actor.js +1 -1
  43. package/dist/gameplay/actors/component.d.ts +2 -2
  44. package/dist/gameplay/actors/controller/actor-controller.d.ts +1 -1
  45. package/dist/gameplay/actors/controller/actor-controller.js +1 -1
  46. package/dist/gameplay/actors/index.d.ts +1 -0
  47. package/dist/gameplay/actors/index.js +1 -1
  48. package/dist/gameplay/actors/internal/component-init.d.ts +1 -1
  49. package/dist/gameplay/actors/internal/container-map.d.ts +2 -2
  50. package/dist/gameplay/ai/behavior-tree/move.d.ts +3 -3
  51. package/dist/gameplay/ai/behavior-tree/move.js +1 -1
  52. package/dist/gameplay/ai/build-tile.d.ts +2 -1
  53. package/dist/gameplay/ai/dynamic-tiled-navmesh.d.ts +4 -3
  54. package/dist/gameplay/ai/navigation.js +1 -1
  55. package/dist/gameplay/animation/anim-sm.d.ts +1 -1
  56. package/dist/gameplay/animation/retarget.d.ts +2 -1
  57. package/dist/gameplay/animation/root-motion.d.ts +2 -1
  58. package/dist/gameplay/event-graph/runtime-assets.d.ts +1 -1
  59. package/dist/gameplay/initiate.d.ts +5 -5
  60. package/dist/gameplay/inject.d.ts +1 -1
  61. package/dist/gameplay/net/browser/index.d.ts +3 -2
  62. package/dist/gameplay/net/browser/index.js +1 -1
  63. package/dist/gameplay/net/net-session.d.ts +2 -2
  64. package/dist/gameplay/services/asset-loader.js +1 -1
  65. package/dist/gameplay/services/game-time-scheduler.d.ts +1 -1
  66. package/dist/gameplay/services/physics/abstract-physics-system.d.ts +7 -7
  67. package/dist/gameplay/services/pointer-events.d.ts +2 -2
  68. package/dist/gameplay/services/pointer-events.js +1 -1
  69. package/dist/gameplay/services/world.d.ts +1 -1
  70. package/dist/gameplay/services/world.js +1 -1
  71. package/dist/index.d.ts +3 -3
  72. package/dist/index.js +1 -1
  73. package/dist/rendering/cluster-generator.d.ts +2 -1
  74. package/dist/rendering/fog/fog-volume-actor.d.ts +1 -1
  75. package/dist/rendering/fog/fog-volume-actor.js +1 -1
  76. package/dist/rendering/fog/fog-volume-object.d.ts +2 -1
  77. package/dist/rendering/fog/volumetric-fog-pass.d.ts +4 -2
  78. package/dist/rendering/fog/volumetric-fog-pass.js +1 -1
  79. package/dist/rendering/light-probes/light-volume-capture.d.ts +2 -1
  80. package/dist/rendering/motion-vector-node.d.ts +2 -1
  81. package/dist/rendering/node-material-webgpu-resolver.d.ts +2 -1
  82. package/dist/rendering/node-material-webgpu-resolver.js +1 -1
  83. package/dist/rendering/post-process-effect.d.ts +1 -1
  84. package/dist/rendering.js +1 -1
  85. package/dist/scene/asset-resource-loader.d.ts +5 -4
  86. package/dist/scene/assets-provider.d.ts +2 -2
  87. package/dist/scene/batched-mesh-2.d.ts +1 -1
  88. package/dist/scene/bootstrap.d.ts +8 -7
  89. package/dist/scene/collision/collision-shape-import.d.ts +3 -3
  90. package/dist/scene/collision/collision-shape.d.ts +2 -1
  91. package/dist/scene/custom-param-deserialize.d.ts +1 -1
  92. package/dist/scene/custom-param-runtime-types.d.ts +2 -1
  93. package/dist/scene/landscape/landscape-manager.d.ts +6 -6
  94. package/dist/scene/landscape/landscape-manager.js +1 -1
  95. package/dist/scene/landscape/utils.d.ts +2 -2
  96. package/dist/scene/materializer.js +1 -1
  97. package/dist/scene/materials/grass-foliage.d.ts +2 -2
  98. package/dist/scene/materials/grass.d.ts +1 -1
  99. package/dist/scene/materials/utils/material-painting.d.ts +2 -1
  100. package/dist/scene/materials/water.d.ts +1 -1
  101. package/dist/scene/model.d.ts +1 -1
  102. package/dist/scene/objects/prefab.d.ts +3 -3
  103. package/dist/scene/objects/shapes.d.ts +4 -2
  104. package/dist/scene/runtime-asset-service.d.ts +2 -2
  105. package/dist/scene/runtime-backend-service.d.ts +2 -2
  106. package/dist/scene/runtime-bundled-backend-service.d.ts +3 -3
  107. package/dist/scene/scatter/painted-scatter-manager.d.ts +1 -1
  108. package/dist/scene/scatter/surface-scatter-manager.d.ts +4 -4
  109. package/dist/scene/scene-data-service.d.ts +1 -1
  110. package/dist/scene/surface-query.d.ts +2 -2
  111. package/dist/scene/surface-query.js +1 -1
  112. package/dist/shader/builtin/decal-unlit-shader.js +1 -1
  113. package/dist/shader/builtin/index.d.ts +1 -1
  114. package/dist/shader/decal-shader.d.ts +3 -2
  115. package/dist/shader/graph/compiler.d.ts +1 -1
  116. package/dist/shader/parameter.d.ts +8 -8
  117. package/dist/shader/post-process-shader.d.ts +2 -1
  118. package/dist/shader/shader.d.ts +6 -5
  119. package/dist/shader/trail-shader.d.ts +3 -2
  120. package/dist/shader/trail-shader.js +1 -1
  121. package/dist/shader/uv-nodes.d.ts +2 -2
  122. package/dist/shader-nodes/bulge.d.ts +1 -1
  123. package/dist/shader-nodes/curve-sample.d.ts +2 -2
  124. package/dist/shader-nodes/depth.d.ts +3 -3
  125. package/dist/shader-nodes/dither.d.ts +1 -1
  126. package/dist/shader-nodes/effects.d.ts +1 -1
  127. package/dist/shader-nodes/glsl-node.d.ts +1 -1
  128. package/dist/shader-nodes/gradient-sample.d.ts +1 -1
  129. package/dist/shader-nodes/landscape.d.ts +1 -1
  130. package/dist/shader-nodes/layers.d.ts +1 -1
  131. package/dist/shader-nodes/material-flags.d.ts +1 -1
  132. package/dist/shader-nodes/particle.d.ts +1 -1
  133. package/dist/shader-nodes/pom.d.ts +2 -1
  134. package/dist/shader-nodes/pom.js +1 -1
  135. package/dist/shader-nodes/scene-sample.d.ts +2 -1
  136. package/dist/shader-nodes/shapes.d.ts +1 -1
  137. package/dist/shader-nodes/texture-sequence.d.ts +1 -1
  138. package/dist/shader-nodes/time.d.ts +1 -1
  139. package/dist/shader-nodes/voronoi.d.ts +1 -1
  140. package/dist/shader-nodes/wgsl-node.d.ts +1 -1
  141. package/dist/test/character-root-motion-constraint.test.d.ts +2 -0
  142. package/dist/test/character-root-motion-constraint.test.js +4 -0
  143. package/dist/test/node-material-webgpu-resolver.test.js +1 -1
  144. package/dist/utils/materials.d.ts +1 -1
  145. package/dist/utils/mesh.d.ts +1 -1
  146. package/dist/utils/obb-utils.d.ts +2 -1
  147. package/dist/utils/three/cleanup.d.ts +1 -1
  148. package/dist/utils/three/depth-pass.d.ts +1 -1
  149. package/dist/utils/three/traverse.d.ts +2 -1
  150. package/dist/worker/index.js +1 -1
  151. package/package.json +3 -2
  152. package/tsconfig.tsbuildinfo +1 -1
@@ -1,4 +1,4 @@
1
- import{__decorate as e,__metadata as t}from"tslib";import{AudioLoader as s,LoadingManager as a,TextureLoader as r}from"three";import{FBXLoader as i,GLTFLoader as n,MTLLoader as o,OBJLoader as h,TGALoader as d}from"three-stdlib";import{KTX2Loader as c}from"three/examples/jsm/Addons.js";import{Service as l}from"typedi";import{AssetResourceLoader as u}from"../../scene/asset-resource-loader.js";import{applyMaterial as g}from"../../scene/materializer";import{materialFromAsset as w,materializeDataAssetRef as f,prepareShaderGraphParameters as m}from"../../scene/materializer.js";import{Prefab as y}from"../../scene/objects/prefab.js";import{pathJoin as A}from"../../utils/files.js";import{Sequence as p}from"../../effects/sequence/sequence-data.js";import{resolveAnimationClipAssetForTarget as b}from"../animation/retarget.js";import{getDataAssetDefinitionId as v}from"@hology/core/shader/parameter";let L=class{constructor(e,t,l){this.assetResourceLoader=e,this.assetService=t,this.shaders=l,this.baseUrl="",this.urlSuffix="",this.loadingManager=new a,this.glbLoader=new n(this.loadingManager),this.fbxLoader=new i(this.loadingManager),this.objLoader=new h(this.loadingManager),this.mtlLoader=new o(this.loadingManager),this.tgaLoader=new d(this.loadingManager),this.ktx2Loader=new c(this.loadingManager),this.textureLoader=new r(this.loadingManager),this.audioLoader=new s(this.loadingManager),this.animationVariantIds=new Map,this.assetResourceLoader.materialProvider=e=>this.getMaterialByAssetId(e),this.assetResourceLoader.animationRigProvider=async e=>(await this.assetService.getAsset(e))?.animationRig}resolvePath(e){return A(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const t=this.resolvePath(e);return this.audioLoader.loadAsync(t)}async getAudioByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(t)}async getAudioByAssetName(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(t)}async getModelAtPath(e){const t=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(t)).scene;case"fbx":return this.fbxLoader.loadAsync(t);case"obj":return this.objLoader.loadAsync(t);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const t=this.resolvePath(e);return this.glbLoader.loadAsync(t)}async getModelByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getModelByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getAnimationClipByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No animation clip could be found with asset id ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async getAnimationClipForTargetByAssetId(e,t){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No animation clip could be found with asset id ${e}`);let a=s;if(null!=t&&s.anim?.rigId!==t){const r=`${e}|${t}`,i=this.animationVariantIds.get(r);null!=i?a=await this.assetService.getAsset(i):(a=b(s,await this.assetService.getAssets(),t),this.animationVariantIds.set(r,a.id))}return this.assetResourceLoader.getAnimationClip(a)}async getAnimationClipByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No animation clip could be found with asset name ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async applyMaterials(e,t){for(const s of e.materialAssignments??[])await g(t,s,async e=>this.getMaterialByAssetId(e))}async getTextureByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(t)}async getTextureByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(t)}async getSequenceById(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No sequence could be found with asset id ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getSequenceByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No sequence could be found with asset name ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getDataAssetById(e,t){const s=await f(e,this.assetService,this.assetResourceLoader,void 0,void 0,this.shaders);if(null!=t&&null!=s&&!(s.value instanceof t))throw new Error(`Invalid type. Expecting asset with id ${e} to be of type ${t.name} but got:`+s.value);return s}async getDataAssetByName(e,t){const s=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==s)throw new Error(`No data asset could be found with name ${e}`);return this.getDataAssetById(s.id,t)}async getDataAssetsByDefinition(e,t){const s=(await this.assetService.getAssets()).filter(t=>t.dataAsset?.definition===e);if(0===s.length)throw new Error(`No data assets could be found with definition ${e}`);return Promise.all(s.map(e=>this.getDataAssetById(e.id,t).then(e=>e?.value)))}async getDataAssetsByType(e){const t=v(e);return this.getDataAssetsByDefinition(t,e)}async getShaderGraphByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No shader graph could be found with asset id ${e}`);if("shaderGraph"!==t.type||null==t.shaderGraph)throw new Error(`Missing shader graph data in asset ${e}`);return t.shaderGraph}async prepareShaderGraphParameters(e,t={}){return m(t,e,this.assetService,this.assetResourceLoader,void 0,this.shaders)}async getMaterialByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No material could be found with asset id ${e}`);return w(t,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}async getPrefabByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if("prefab"!==t.type)throw`Asset with name ${e} is not a prefab`;return new y(t)}async getPrefabById(e){const t=await this.getAsset(e);if("prefab"!==t.type)throw`Asset with name ${name} is not a prefab`;return new y(t)}clearCache(e){this.animationVariantIds.clear(),this.assetResourceLoader.clearCache(e)}clearCacheById(e){this.animationVariantIds.clear(),this.assetResourceLoader.clearCacheById(e)}};L=e([l(),t("design:paramtypes",[u,Function,Array])],L);export{L as AssetLoader};/*
1
+ import{__decorate as e,__metadata as t}from"tslib";import{AudioLoader as s,LoadingManager as a,TextureLoader as r}from"three";import{FBXLoader as i,GLTFLoader as n,MTLLoader as o,OBJLoader as h,TGALoader as d}from"three-stdlib";import{KTX2Loader as c}from"three/examples/jsm/Addons.js";import{Service as l}from"typedi";import{AssetResourceLoader as u}from"../../scene/asset-resource-loader.js";import{applyMaterial as g}from"../../scene/materializer.js";import{materialFromAsset as w,materializeDataAssetRef as f,prepareShaderGraphParameters as m}from"../../scene/materializer.js";import{Prefab as y}from"../../scene/objects/prefab.js";import{pathJoin as A}from"../../utils/files.js";import{Sequence as p}from"../../effects/sequence/sequence-data.js";import{resolveAnimationClipAssetForTarget as b}from"../animation/retarget.js";import{getDataAssetDefinitionId as v}from"@hology/core/shader/parameter";let L=class{constructor(e,t,l){this.assetResourceLoader=e,this.assetService=t,this.shaders=l,this.baseUrl="",this.urlSuffix="",this.loadingManager=new a,this.glbLoader=new n(this.loadingManager),this.fbxLoader=new i(this.loadingManager),this.objLoader=new h(this.loadingManager),this.mtlLoader=new o(this.loadingManager),this.tgaLoader=new d(this.loadingManager),this.ktx2Loader=new c(this.loadingManager),this.textureLoader=new r(this.loadingManager),this.audioLoader=new s(this.loadingManager),this.animationVariantIds=new Map,this.assetResourceLoader.materialProvider=e=>this.getMaterialByAssetId(e),this.assetResourceLoader.animationRigProvider=async e=>(await this.assetService.getAsset(e))?.animationRig}resolvePath(e){return A(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const t=this.resolvePath(e);return this.audioLoader.loadAsync(t)}async getAudioByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(t)}async getAudioByAssetName(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(t)}async getModelAtPath(e){const t=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(t)).scene;case"fbx":return this.fbxLoader.loadAsync(t);case"obj":return this.objLoader.loadAsync(t);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const t=this.resolvePath(e);return this.glbLoader.loadAsync(t)}async getModelByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getModelByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getAnimationClipByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No animation clip could be found with asset id ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async getAnimationClipForTargetByAssetId(e,t){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No animation clip could be found with asset id ${e}`);let a=s;if(null!=t&&s.anim?.rigId!==t){const r=`${e}|${t}`,i=this.animationVariantIds.get(r);null!=i?a=await this.assetService.getAsset(i):(a=b(s,await this.assetService.getAssets(),t),this.animationVariantIds.set(r,a.id))}return this.assetResourceLoader.getAnimationClip(a)}async getAnimationClipByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No animation clip could be found with asset name ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async applyMaterials(e,t){for(const s of e.materialAssignments??[])await g(t,s,async e=>this.getMaterialByAssetId(e))}async getTextureByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(t)}async getTextureByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(t)}async getSequenceById(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No sequence could be found with asset id ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getSequenceByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No sequence could be found with asset name ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getDataAssetById(e,t){const s=await f(e,this.assetService,this.assetResourceLoader,void 0,void 0,this.shaders);if(null!=t&&null!=s&&!(s.value instanceof t))throw new Error(`Invalid type. Expecting asset with id ${e} to be of type ${t.name} but got:`+s.value);return s}async getDataAssetByName(e,t){const s=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==s)throw new Error(`No data asset could be found with name ${e}`);return this.getDataAssetById(s.id,t)}async getDataAssetsByDefinition(e,t){const s=(await this.assetService.getAssets()).filter(t=>t.dataAsset?.definition===e);if(0===s.length)throw new Error(`No data assets could be found with definition ${e}`);return Promise.all(s.map(e=>this.getDataAssetById(e.id,t).then(e=>e?.value)))}async getDataAssetsByType(e){const t=v(e);return this.getDataAssetsByDefinition(t,e)}async getShaderGraphByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No shader graph could be found with asset id ${e}`);if("shaderGraph"!==t.type||null==t.shaderGraph)throw new Error(`Missing shader graph data in asset ${e}`);return t.shaderGraph}async prepareShaderGraphParameters(e,t={}){return m(t,e,this.assetService,this.assetResourceLoader,void 0,this.shaders)}async getMaterialByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No material could be found with asset id ${e}`);return w(t,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}async getPrefabByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if("prefab"!==t.type)throw`Asset with name ${e} is not a prefab`;return new y(t)}async getPrefabById(e){const t=await this.getAsset(e);if("prefab"!==t.type)throw`Asset with name ${name} is not a prefab`;return new y(t)}clearCache(e){this.animationVariantIds.clear(),this.assetResourceLoader.clearCache(e)}clearCacheById(e){this.animationVariantIds.clear(),this.assetResourceLoader.clearCacheById(e)}};L=e([l(),t("design:paramtypes",[u,Function,Array])],L);export{L as AssetLoader};/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,5 +1,5 @@
1
1
  import { Observable } from "rxjs";
2
- import { BaseActor } from "../actors/actor.js";
2
+ import type { BaseActor } from "../actors/actor.js";
3
3
  /**
4
4
  * Handles gameplay timing primitives that need to cooperate with pause/resume
5
5
  * and game-time progression without adding per-frame allocations.
@@ -1,10 +1,10 @@
1
- import { Subject, Observable } from "rxjs";
2
- import { Vector3, Object3D } from "three";
3
- import { BaseActor } from "../../actors/actor";
4
- import { AbstractType } from "../../../utils/type";
5
- import { CollisionShape } from "../../../index.js";
6
- import { PhysicsBodyType } from "./physics-system";
7
- import * as RAPIER from "@dimforge/rapier3d-simd-compat";
1
+ import type { Subject, Observable } from "rxjs";
2
+ import type { Vector3, Object3D } from "three";
3
+ import type { BaseActor } from "../../actors/actor.js";
4
+ import type { AbstractType } from "../../../utils/type.js";
5
+ import type { CollisionShape } from "../../../index.js";
6
+ import type { PhysicsBodyType } from "./physics-system.js";
7
+ import type * as RAPIER from "@dimforge/rapier3d-simd-compat";
8
8
  export type ActorPhysicsOptions = {
9
9
  isTrigger: boolean;
10
10
  mass: number;
@@ -1,7 +1,7 @@
1
- import { BaseActor } from "../actors/actor";
1
+ import { BaseActor } from "../actors/actor.js";
2
2
  import { Intersection, Object3D } from "three";
3
3
  import { Observable } from 'rxjs';
4
- import { Type } from "../../utils/type";
4
+ import { Type } from "../../utils/type.js";
5
5
  type ObjectPointerEvent = {
6
6
  object: Object3D;
7
7
  intersection: Intersection;
@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import{Raycaster as i,Vector2 as o}from"three";import{Service as n}from"typedi";import{ViewController as s}from"./render";import{World as r}from"./world";import{inject as c}from"../inject.js";import{Subject as h,tap as p,map as a,filter as d,takeUntil as l,withLatestFrom as b,mergeMap as P,merge as u,from as j}from"rxjs";let w=class{constructor(){this.view=c(s),this.world=c(r),this.enabled=!1,this.stopped=new h,this.monitoredObjects=new Map,this.useCache=!1,this.cachePointerPosition=new o,this.pointerPosition=new o,this.adjustedPosition=new o,this.raycastIntersectionResult=[],this.raycaster=new i,this.onClick=new h,this.onDoubleClick=new h,this.onPointerMove=new h,this.onPointerDown=new h,this.onPointerUp=new h,this.onPointerEnterObject3D=t=>{let e=!1;return this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),p(t=>{null==t&&(e=!1)}),d(t=>null!=t&&!e),p(()=>{e=!0}),a(e=>({intersection:e,object:t})))},this.onPointerEnterActor=t=>this.onPointerEnterObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerEnterActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerEnterActor(t))),this.onPointerLeaveObject3D=t=>{let e=!1;return this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),p(t=>{null!=t&&(e=!1)}),d(t=>null==t&&!e),p(()=>{e=!0}),a(e=>({intersection:e,object:t})))},this.onPointerLeaveActor=t=>this.onPointerLeaveObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerLeaveActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerLeaveActor(t))),this.onClickObject3D=t=>{const e=this.onPointerDown.pipe(a(()=>this.findIntersection(t)));return this.onPointerUp.pipe(a(()=>this.findIntersection(t))).pipe(this.tapMonitorObject(t),b(e),d(([t,e])=>null!=t&&null!=e),a(([e])=>({intersection:e,object:t})))},this.onClickActor=t=>this.onClickObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onClickActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onClickActor(t))),this.onPointerDownActor=t=>this.onPointerDownObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerDownActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerDownActor(t))),this.onPointerDownObject3D=t=>this.onPointerDown.pipe(this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.onPointerUpActor=t=>this.onPointerUpObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerUpActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerUpActor(t))),this.onPointerUpObject3D=t=>this.onPointerUp.pipe(this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.onPointerMoveActor=t=>this.onPointerMoveObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerMoveActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerMoveActor(t))),this.onPointerMoveObject3D=t=>this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.usingPointerMoveEvents=!1,this.handlers={click:t=>{this.onClick.next(t)},dblclick:t=>{this.onDoubleClick.next(t)},pointermove:t=>{this.onPointerMove.next(t)},pointerup:t=>{this.onPointerUp.next(t)},pointerdown:t=>{this.onPointerDown.next(t)}},this.raycaster.firstHitOnly=!0}start(){this.enabled||(this.enabled=!0,Object.entries(this.handlers).forEach(([t,e])=>{this.view.htmlElement.addEventListener(t,i=>{("pointermove"!==t||this.usingPointerMoveEvents)&&(this.updateRaycast(i),e(i))})}),this.view.onLateUpdate().pipe(l(this.stopped)).subscribe(()=>this.useCache=!1))}stop(){this.enabled=!1,Object.entries(this.handlers).forEach(([t,e])=>{document.removeEventListener(t,e)}),this.stopped.next(!0),this.onClick.complete(),this.onDoubleClick.complete(),this.onPointerMove.complete(),this.onPointerDown.complete(),this.onPointerUp.complete()}addMonitoredObject(t){const e=this.monitoredObjects.get(t)??0;this.monitoredObjects.set(t,e+1)}removeMonitoriedObject(t){const e=this.monitoredObjects.get(t);null!=e&&(e>1?this.monitoredObjects.set(t,e-1):this.monitoredObjects.delete(t))}updateRaycast(t){this.pointerPosition.set(t.x,t.y),this.useCache&&this.cachePointerPosition.equals(this.pointerPosition)||(this.cachePointerPosition.copy(this.pointerPosition),this.useCache=!0,this.adjustedPosition.x=t.offsetX/this.view.htmlElement.offsetWidth*2-1,this.adjustedPosition.y=-t.offsetY/this.view.htmlElement.offsetHeight*2+1,this.raycaster.setFromCamera(this.adjustedPosition,this.view.getCamera()),this.raycastIntersectionResult.length=0,this.raycaster.intersectObject(this.world.scene,!0,this.raycastIntersectionResult))}tapUsingPointerMove(){return p({subscribe:()=>{this.usingPointerMoveEvents=!0},unsubscribe:()=>{}})}tapMonitorObject(t){return p({subscribe:()=>{this.addMonitoredObject(t)},unsubscribe:()=>{this.removeMonitoriedObject(t)}})}findIntersection(t){if(this.raycastIntersectionResult.length>0){let e=this.raycastIntersectionResult[0].object;for(;null!=e;){if(e.uuid===t.uuid)return this.raycastIntersectionResult[0];e=e.parent}}return null}};w=t([n(),e("design:paramtypes",[])],w);export{w as PointerEvents};/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import{Raycaster as i,Vector2 as o}from"three";import{Service as n}from"typedi";import{ViewController as s}from"./render.js";import{World as r}from"./world.js";import{inject as c}from"../inject.js";import{Subject as h,tap as p,map as a,filter as d,takeUntil as l,withLatestFrom as b,mergeMap as P,merge as u,from as j}from"rxjs";let w=class{constructor(){this.view=c(s),this.world=c(r),this.enabled=!1,this.stopped=new h,this.monitoredObjects=new Map,this.useCache=!1,this.cachePointerPosition=new o,this.pointerPosition=new o,this.adjustedPosition=new o,this.raycastIntersectionResult=[],this.raycaster=new i,this.onClick=new h,this.onDoubleClick=new h,this.onPointerMove=new h,this.onPointerDown=new h,this.onPointerUp=new h,this.onPointerEnterObject3D=t=>{let e=!1;return this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),p(t=>{null==t&&(e=!1)}),d(t=>null!=t&&!e),p(()=>{e=!0}),a(e=>({intersection:e,object:t})))},this.onPointerEnterActor=t=>this.onPointerEnterObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerEnterActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerEnterActor(t))),this.onPointerLeaveObject3D=t=>{let e=!1;return this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),p(t=>{null!=t&&(e=!1)}),d(t=>null==t&&!e),p(()=>{e=!0}),a(e=>({intersection:e,object:t})))},this.onPointerLeaveActor=t=>this.onPointerLeaveObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerLeaveActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerLeaveActor(t))),this.onClickObject3D=t=>{const e=this.onPointerDown.pipe(a(()=>this.findIntersection(t)));return this.onPointerUp.pipe(a(()=>this.findIntersection(t))).pipe(this.tapMonitorObject(t),b(e),d(([t,e])=>null!=t&&null!=e),a(([e])=>({intersection:e,object:t})))},this.onClickActor=t=>this.onClickObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onClickActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onClickActor(t))),this.onPointerDownActor=t=>this.onPointerDownObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerDownActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerDownActor(t))),this.onPointerDownObject3D=t=>this.onPointerDown.pipe(this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.onPointerUpActor=t=>this.onPointerUpObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerUpActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerUpActor(t))),this.onPointerUpObject3D=t=>this.onPointerUp.pipe(this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.onPointerMoveActor=t=>this.onPointerMoveObject3D(t.object).pipe(l(t.disposed),a(({intersection:e})=>({intersection:e,actor:t}))),this.onPointerMoveActorType=t=>u(j(this.world.actors),this.world.actorAdded).pipe(d(e=>e instanceof t),P(t=>this.onPointerMoveActor(t))),this.onPointerMoveObject3D=t=>this.onPointerMove.pipe(this.tapUsingPointerMove(),this.tapMonitorObject(t),a(()=>this.findIntersection(t)),d(t=>null!=t),a(e=>({intersection:e,object:t}))),this.usingPointerMoveEvents=!1,this.handlers={click:t=>{this.onClick.next(t)},dblclick:t=>{this.onDoubleClick.next(t)},pointermove:t=>{this.onPointerMove.next(t)},pointerup:t=>{this.onPointerUp.next(t)},pointerdown:t=>{this.onPointerDown.next(t)}},this.raycaster.firstHitOnly=!0}start(){this.enabled||(this.enabled=!0,Object.entries(this.handlers).forEach(([t,e])=>{this.view.htmlElement.addEventListener(t,i=>{("pointermove"!==t||this.usingPointerMoveEvents)&&(this.updateRaycast(i),e(i))})}),this.view.onLateUpdate().pipe(l(this.stopped)).subscribe(()=>this.useCache=!1))}stop(){this.enabled=!1,Object.entries(this.handlers).forEach(([t,e])=>{document.removeEventListener(t,e)}),this.stopped.next(!0),this.onClick.complete(),this.onDoubleClick.complete(),this.onPointerMove.complete(),this.onPointerDown.complete(),this.onPointerUp.complete()}addMonitoredObject(t){const e=this.monitoredObjects.get(t)??0;this.monitoredObjects.set(t,e+1)}removeMonitoriedObject(t){const e=this.monitoredObjects.get(t);null!=e&&(e>1?this.monitoredObjects.set(t,e-1):this.monitoredObjects.delete(t))}updateRaycast(t){this.pointerPosition.set(t.x,t.y),this.useCache&&this.cachePointerPosition.equals(this.pointerPosition)||(this.cachePointerPosition.copy(this.pointerPosition),this.useCache=!0,this.adjustedPosition.x=t.offsetX/this.view.htmlElement.offsetWidth*2-1,this.adjustedPosition.y=-t.offsetY/this.view.htmlElement.offsetHeight*2+1,this.raycaster.setFromCamera(this.adjustedPosition,this.view.getCamera()),this.raycastIntersectionResult.length=0,this.raycaster.intersectObject(this.world.scene,!0,this.raycastIntersectionResult))}tapUsingPointerMove(){return p({subscribe:()=>{this.usingPointerMoveEvents=!0},unsubscribe:()=>{}})}tapMonitorObject(t){return p({subscribe:()=>{this.addMonitoredObject(t)},unsubscribe:()=>{this.removeMonitoriedObject(t)}})}findIntersection(t){if(this.raycastIntersectionResult.length>0){let e=this.raycastIntersectionResult[0].object;for(;null!=e;){if(e.uuid===t.uuid)return this.raycastIntersectionResult[0];e=e.parent}}return null}};w=t([n(),e("design:paramtypes",[])],w);export{w as PointerEvents};/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -5,7 +5,7 @@ import { Observable } from 'rxjs';
5
5
  import { RenderingView } from "../../rendering.js";
6
6
  import { Prefab } from "../../scene/objects/prefab.js";
7
7
  import type { SceneMaterializer } from "../../scene/materializer.js";
8
- import { PrefabInstance } from '../../scene/objects/prefab';
8
+ import { PrefabInstance } from '../../scene/objects/prefab.js';
9
9
  import { BasePlayerController } from "../actors/controller/actor-controller.js";
10
10
  import type { VisualEffect } from '../../effects/vfx/vfx-param.js';
11
11
  declare class DirectionalLightController {
@@ -1,4 +1,4 @@
1
- import{__decorate as t}from"tslib";import{Service as e}from"typedi";import{BaseActor as r}from"../actors/actor.js";import{ActorFactory as s}from"../actors/factory.js";import{Group as i,Vector3 as n}from"three";import{ActorComponent as o}from"../../gameplay/actors/component.js";import{Subject as a}from"rxjs";import{RenderingView as c}from"../../rendering.js";import{randomUUID as h}from"../../utils/uuid";import{PrefabInstance as p}from"../../scene/objects/prefab";import{PhysicsSystem as l}from"./physics/physics-system.js";import{inject as d}from"../../gameplay/inject.js";import{isComponentEnabledInEnvironment as m}from"../actors/internal/component-init.js";import{NetRole as f}from"../net/service/net-actor-role.js";import{BasePlayerController as v}from"../actors/controller/actor-controller.js";import{EventGraphInstance as y}from"../event-graph/runtime.js";import{ViewController as w}from"./render.js";import{AssetsProvider as u}from"../../scene/assets-provider.js";import{WorldEventGraphAssetRuntime as b}from"../event-graph/runtime-assets.js";import{hasExecutableEventGraphDocument as E}from"../event-graph/model.js";const A=new n;class g{constructor(t){this.view=t}get direction(){return this.view.csm.lightDirection}set intensity(t){this.view.csm.lightIntensity=t,this.view.csm.lights.forEach(t=>t.intensity=this.view.csm.lightIntensity)}get intensity(){return this.view.csm.lightIntensity}get position(){return 0==this.view.csm.lights.length?A:this.view.csm.lights[0].position}}let G=class{constructor(){this.actorFactory=d(s),this.view=d(c),this.viewController=d(w),this.physics=d(l),this.assetsProvider=d(u),this.eventGraphAssets=new b(this,this.assetsProvider),this.actors=[],this.actorAdded=new a,this.actorRemoved=new a,this.directionalLight=new g(this.view),this.sceneEventGraphs=new Map,this.sceneEventGraphSubscriptions=[]}async spawnActor(t,e,r,s){if(null==t)throw new Error("Cannot spawn actor with null type");if("prefab"in t){const i=t.prefab,n=await this.spawnPrefab(i,e,r),o=n.mainActor;if(null==o)throw new Error(`Prefab has no main actor or there was an error when spwaning it. Prefab: ${JSON.stringify(i)}`);return o.disposed.subscribe(()=>{const t=n.actors.findIndex(t=>t===o);t>=0&&n.actors.splice(t,1),this.removePrefab(n)}),null!=s?.owner&&(o.owner=s.owner),o}const i=await this.actorFactory.create(t,e,r);return null!=s?.owner&&(i.owner=s.owner),this.addActor(i,e,r),i}async spawnActorWithNetInfo(t,e,r,s,i,n){const o=await this.actorFactory.create(t,i,n,!0),a=null!=s&&0!==s?this.actors.find(t=>t.__netid===s):null;return o.__netid=e,o.netRole=r,o.owner=a,o instanceof v&&(o.isLocallyControlled=r===f.autonomousProxy),this.actorFactory.initActor(o),this.addActor(o,i,n),o}async spawnLocalPlayerController(t,e,r){const s=await this.actorFactory.create(t,e,r,!0);return s.isLocallyControlled=!0,this.actorFactory.initActor(s),this.addActor(s,e,r),s}spawnActorSync(t,e,r){if(null==t)throw new Error("Cannot spawn actor with null type");const s=this.actorFactory.createSync(t,e,r);return this.addActor(s,e,r),s}addActor(t,e,r){e&&t.object.position.copy(e),r&&t.object.rotation.copy(r),null==t.object.parent&&this.scene.add(t.object),this.actors.push(t),j(t,t=>t.onBeginPlay(),this.actorFactory.inEditor),this.actorAdded.next(t)}async preloadVisualEffects(t){await(this.materializer?.preloadVisualEffects(t))}removeActor(t){for(const[e,r]of[...this.sceneEventGraphs])r.binding.mainActor===t&&this.deactivateSceneEventGraph(e);j(t,t=>t.onEndPlay(),this.actorFactory.inEditor);const e=this.actors.indexOf(t);e>=0&&this.actors.splice(e,1),t.object.removeFromParent(),t.disposed.next(!0),this.actorRemoved.next(t),this.physics.removeActor(t)}findActorByType(t,e){return this.actors.find(r=>r instanceof t&&(null==e||r.object.name==e))}findActorsByType(t,e){return this.actors.filter(r=>r instanceof t&&(null==e||r.object.name==e))}resolveSceneActor(t){return this.materializer?.resolveSceneActor(t)}async startSceneEventGraphs(t){this.stopSceneEventGraphs(),this.sceneEventGraphSubscriptions.push(t.prefabEventGraphAdded$.subscribe(t=>{this.activateSceneEventGraph(t).catch(e=>{console.error(`Failed to start scene prefab event graph ${JSON.stringify(t.id)}`,e)})}),t.prefabEventGraphRemoved$.subscribe(t=>{this.deactivateSceneEventGraph(t.id);for(const e of t.actors)this.actors.includes(e)&&this.removeActor(e)}));for(const e of t.prefabEventGraphInstances)await this.activateSceneEventGraph(e)}stopSceneEventGraphs(){for(const t of this.sceneEventGraphSubscriptions)t.unsubscribe();this.sceneEventGraphSubscriptions.length=0;for(const t of[...this.sceneEventGraphs.keys()])this.deactivateSceneEventGraph(t)}async activateSceneEventGraph(t){if(this.sceneEventGraphs.has(t.id))return;for(const e of t.actors)this.actors.includes(e)||this.addActor(e);const e=new y(t.graph,{world:this,actorsById:t.actorsById,mainActor:t.mainActor,updates:this.viewController.onUpdate(),timer:this.viewController,physics:this.physics,assets:this.eventGraphAssets});this.sceneEventGraphs.set(t.id,{binding:t,runtime:e});try{await e.beginPlay()}catch(r){throw this.sceneEventGraphs.delete(t.id),e.endPlay(),r}}deactivateSceneEventGraph(t){const e=this.sceneEventGraphs.get(t);null!=e&&(this.sceneEventGraphs.delete(t),e.runtime.endPlay())}async spawnPrefab(t,e,r){if(null==this.materializer)return console.error("Internal error: Materializer is missing on World"),null;const s=new p,n=new i;null!=e&&n.position.copy(e),null!=r&&n.rotation.copy(r),this.materializer.setScene(this.scene),this.materializer.inEditor=this.actorFactory.inEditor;const o=null!=t.asset.id?await(this.assetsProvider?.getAsset(t.asset.id))??t.asset:t.asset,{object:a,actors:c,actorsById:l,mainActor:d,instanceId:m}=await this.materializer.createFromPrefabAsset(o,{sceneObjectChain:["r-"+h()],runtimeSpawn:!0},n,void 0,!1);s.object=a,s.actors=c,s.mainActor=d,s.__materializerInstanceId=m,this.scene.attach(a),c.forEach(t=>{this.addActor(t)}),this.physics.addFromScene(a);const f=o.prefab?.eventGraph;if(!this.actorFactory.inEditor&&E(f)){s.eventGraph=new y(f,{world:this,actorsById:l,mainActor:d,updates:this.viewController.onUpdate(),timer:this.viewController,physics:this.physics,assets:this.eventGraphAssets});try{await s.eventGraph.beginPlay()}catch(t){throw this.removePrefab(s),t}}return s}removePrefab(t){if(t.destroyed)return;t.destroyed=!0,t.eventGraph?.endPlay(),t.eventGraph=void 0,null!=t.__materializerInstanceId&&(this.materializer.unregisterLivePrefabInstance?.(t.__materializerInstanceId),t.__materializerInstanceId=void 0);t.actors.splice(0).forEach(t=>this.removeActor(t)),t.object?.removeFromParent(),this.physics.removeRemoved(t.object)}};G=t([e()],G);export{G as World};function j(t,e,s=!1,i=new WeakSet){if(!i.has(t))return i.add(t),e(t),t instanceof r&&t.attachedComponents.forEach(t=>{m(t,s)&&j(t,e,s,i)}),Object.entries(t).filter(([t,e])=>e instanceof o&&m(e,s)).forEach(([t,r])=>{j(r,e,s,i)})}/*
1
+ import{__decorate as t}from"tslib";import{Service as e}from"typedi";import{BaseActor as r}from"../actors/actor.js";import{ActorFactory as s}from"../actors/factory.js";import{Group as i,Vector3 as n}from"three";import{ActorComponent as o}from"../../gameplay/actors/component.js";import{Subject as a}from"rxjs";import{RenderingView as c}from"../../rendering.js";import{randomUUID as h}from"../../utils/uuid.js";import{PrefabInstance as p}from"../../scene/objects/prefab.js";import{PhysicsSystem as l}from"./physics/physics-system.js";import{inject as d}from"../../gameplay/inject.js";import{isComponentEnabledInEnvironment as m}from"../actors/internal/component-init.js";import{NetRole as f}from"../net/service/net-actor-role.js";import{BasePlayerController as v}from"../actors/controller/actor-controller.js";import{EventGraphInstance as y}from"../event-graph/runtime.js";import{ViewController as w}from"./render.js";import{AssetsProvider as u}from"../../scene/assets-provider.js";import{WorldEventGraphAssetRuntime as b}from"../event-graph/runtime-assets.js";import{hasExecutableEventGraphDocument as E}from"../event-graph/model.js";const A=new n;class g{constructor(t){this.view=t}get direction(){return this.view.csm.lightDirection}set intensity(t){this.view.csm.lightIntensity=t,this.view.csm.lights.forEach(t=>t.intensity=this.view.csm.lightIntensity)}get intensity(){return this.view.csm.lightIntensity}get position(){return 0==this.view.csm.lights.length?A:this.view.csm.lights[0].position}}let G=class{constructor(){this.actorFactory=d(s),this.view=d(c),this.viewController=d(w),this.physics=d(l),this.assetsProvider=d(u),this.eventGraphAssets=new b(this,this.assetsProvider),this.actors=[],this.actorAdded=new a,this.actorRemoved=new a,this.directionalLight=new g(this.view),this.sceneEventGraphs=new Map,this.sceneEventGraphSubscriptions=[]}async spawnActor(t,e,r,s){if(null==t)throw new Error("Cannot spawn actor with null type");if("prefab"in t){const i=t.prefab,n=await this.spawnPrefab(i,e,r),o=n.mainActor;if(null==o)throw new Error(`Prefab has no main actor or there was an error when spwaning it. Prefab: ${JSON.stringify(i)}`);return o.disposed.subscribe(()=>{const t=n.actors.findIndex(t=>t===o);t>=0&&n.actors.splice(t,1),this.removePrefab(n)}),null!=s?.owner&&(o.owner=s.owner),o}const i=await this.actorFactory.create(t,e,r);return null!=s?.owner&&(i.owner=s.owner),this.addActor(i,e,r),i}async spawnActorWithNetInfo(t,e,r,s,i,n){const o=await this.actorFactory.create(t,i,n,!0),a=null!=s&&0!==s?this.actors.find(t=>t.__netid===s):null;return o.__netid=e,o.netRole=r,o.owner=a,o instanceof v&&(o.isLocallyControlled=r===f.autonomousProxy),this.actorFactory.initActor(o),this.addActor(o,i,n),o}async spawnLocalPlayerController(t,e,r){const s=await this.actorFactory.create(t,e,r,!0);return s.isLocallyControlled=!0,this.actorFactory.initActor(s),this.addActor(s,e,r),s}spawnActorSync(t,e,r){if(null==t)throw new Error("Cannot spawn actor with null type");const s=this.actorFactory.createSync(t,e,r);return this.addActor(s,e,r),s}addActor(t,e,r){e&&t.object.position.copy(e),r&&t.object.rotation.copy(r),null==t.object.parent&&this.scene.add(t.object),this.actors.push(t),j(t,t=>t.onBeginPlay(),this.actorFactory.inEditor),this.actorAdded.next(t)}async preloadVisualEffects(t){await(this.materializer?.preloadVisualEffects(t))}removeActor(t){for(const[e,r]of[...this.sceneEventGraphs])r.binding.mainActor===t&&this.deactivateSceneEventGraph(e);j(t,t=>t.onEndPlay(),this.actorFactory.inEditor);const e=this.actors.indexOf(t);e>=0&&this.actors.splice(e,1),t.object.removeFromParent(),t.disposed.next(!0),this.actorRemoved.next(t),this.physics.removeActor(t)}findActorByType(t,e){return this.actors.find(r=>r instanceof t&&(null==e||r.object.name==e))}findActorsByType(t,e){return this.actors.filter(r=>r instanceof t&&(null==e||r.object.name==e))}resolveSceneActor(t){return this.materializer?.resolveSceneActor(t)}async startSceneEventGraphs(t){this.stopSceneEventGraphs(),this.sceneEventGraphSubscriptions.push(t.prefabEventGraphAdded$.subscribe(t=>{this.activateSceneEventGraph(t).catch(e=>{console.error(`Failed to start scene prefab event graph ${JSON.stringify(t.id)}`,e)})}),t.prefabEventGraphRemoved$.subscribe(t=>{this.deactivateSceneEventGraph(t.id);for(const e of t.actors)this.actors.includes(e)&&this.removeActor(e)}));for(const e of t.prefabEventGraphInstances)await this.activateSceneEventGraph(e)}stopSceneEventGraphs(){for(const t of this.sceneEventGraphSubscriptions)t.unsubscribe();this.sceneEventGraphSubscriptions.length=0;for(const t of[...this.sceneEventGraphs.keys()])this.deactivateSceneEventGraph(t)}async activateSceneEventGraph(t){if(this.sceneEventGraphs.has(t.id))return;for(const e of t.actors)this.actors.includes(e)||this.addActor(e);const e=new y(t.graph,{world:this,actorsById:t.actorsById,mainActor:t.mainActor,updates:this.viewController.onUpdate(),timer:this.viewController,physics:this.physics,assets:this.eventGraphAssets});this.sceneEventGraphs.set(t.id,{binding:t,runtime:e});try{await e.beginPlay()}catch(r){throw this.sceneEventGraphs.delete(t.id),e.endPlay(),r}}deactivateSceneEventGraph(t){const e=this.sceneEventGraphs.get(t);null!=e&&(this.sceneEventGraphs.delete(t),e.runtime.endPlay())}async spawnPrefab(t,e,r){if(null==this.materializer)return console.error("Internal error: Materializer is missing on World"),null;const s=new p,n=new i;null!=e&&n.position.copy(e),null!=r&&n.rotation.copy(r),this.materializer.setScene(this.scene),this.materializer.inEditor=this.actorFactory.inEditor;const o=null!=t.asset.id?await(this.assetsProvider?.getAsset(t.asset.id))??t.asset:t.asset,{object:a,actors:c,actorsById:l,mainActor:d,instanceId:m}=await this.materializer.createFromPrefabAsset(o,{sceneObjectChain:["r-"+h()],runtimeSpawn:!0},n,void 0,!1);s.object=a,s.actors=c,s.mainActor=d,s.__materializerInstanceId=m,this.scene.attach(a),c.forEach(t=>{this.addActor(t)}),this.physics.addFromScene(a);const f=o.prefab?.eventGraph;if(!this.actorFactory.inEditor&&E(f)){s.eventGraph=new y(f,{world:this,actorsById:l,mainActor:d,updates:this.viewController.onUpdate(),timer:this.viewController,physics:this.physics,assets:this.eventGraphAssets});try{await s.eventGraph.beginPlay()}catch(t){throw this.removePrefab(s),t}}return s}removePrefab(t){if(t.destroyed)return;t.destroyed=!0,t.eventGraph?.endPlay(),t.eventGraph=void 0,null!=t.__materializerInstanceId&&(this.materializer.unregisterLivePrefabInstance?.(t.__materializerInstanceId),t.__materializerInstanceId=void 0);t.actors.splice(0).forEach(t=>this.removeActor(t)),t.object?.removeFromParent(),this.physics.removeRemoved(t.object)}};G=t([e()],G);export{G as World};function j(t,e,s=!1,i=new WeakSet){if(!i.has(t))return i.add(t),e(t),t instanceof r&&t.attachedComponents.forEach(t=>{m(t,s)&&j(t,e,s,i)}),Object.entries(t).filter(([t,e])=>e instanceof o&&m(e,s)).forEach(([t,r])=>{j(r,e,s,i)})}/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
package/dist/index.d.ts CHANGED
@@ -2,12 +2,12 @@ export { loadScene } from './scene/bootstrap.js';
2
2
  export { BaseGameController } from './controllers/base-game-controller.js';
3
3
  export * from './scene/collision/collision-shape.js';
4
4
  export { AssetMeshInstance } from './scene/asset-resource-loader.js';
5
- export { registerWorker, initWorker } from './worker';
6
- export * from './shader';
5
+ export { registerWorker, initWorker } from './worker/index.js';
6
+ export * from './shader/index.js';
7
7
  export * from './gameplay/actors/builtin/post-process-volume-actor.js';
8
8
  export * from './scene/objects/prefab.js';
9
9
  export * from './scene/objects/data-asset.js';
10
- export * from './effects/sequence';
10
+ export * from './effects/sequence/index.js';
11
11
  export * from './data/surface-definition.js';
12
12
  export * from './scene/surface-query.js';
13
13
  //# sourceMappingURL=index.d.ts.map
package/dist/index.js CHANGED
@@ -1,4 +1,4 @@
1
- export{loadScene}from"./scene/bootstrap.js";export{BaseGameController}from"./controllers/base-game-controller.js";export*from"./scene/collision/collision-shape.js";export{AssetMeshInstance}from"./scene/asset-resource-loader.js";export{registerWorker,initWorker}from"./worker";export*from"./shader";export*from"./gameplay/actors/builtin/post-process-volume-actor.js";export*from"./scene/objects/prefab.js";export*from"./scene/objects/data-asset.js";export*from"./effects/sequence";export*from"./data/surface-definition.js";export*from"./scene/surface-query.js";/*
1
+ export{loadScene}from"./scene/bootstrap.js";export{BaseGameController}from"./controllers/base-game-controller.js";export*from"./scene/collision/collision-shape.js";export{AssetMeshInstance}from"./scene/asset-resource-loader.js";export{registerWorker,initWorker}from"./worker/index.js";export*from"./shader/index.js";export*from"./gameplay/actors/builtin/post-process-volume-actor.js";export*from"./scene/objects/prefab.js";export*from"./scene/objects/data-asset.js";export*from"./effects/sequence/index.js";export*from"./data/surface-definition.js";export*from"./scene/surface-query.js";/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,5 @@
1
- import { BatchedMesh, Box3, Box3Helper, Mesh, Object3D } from "three";
1
+ import type { Object3D } from "three";
2
+ import { BatchedMesh, Box3, Box3Helper, Mesh } from "three";
2
3
  declare class BatchInstanceRef {
3
4
  readonly mesh: BatchedMesh;
4
5
  readonly instance: number;
@@ -1,6 +1,6 @@
1
1
  import { Color } from "three";
2
2
  import { BaseActor } from "../../gameplay/actors/actor.js";
3
- import { ScatteringMode } from "./fog-volume-object";
3
+ import { ScatteringMode } from "./fog-volume-object.js";
4
4
  export declare class FogVolume extends BaseActor {
5
5
  baseDensity: number;
6
6
  heightFalloff: number;
@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import{Color as i}from"three";import{Actor as o,BaseActor as s}from"../../gameplay/actors/actor.js";import{Parameter as r}from"../../shader/parameter.js";import{attach as n}from"../../gameplay/actors/component.js";import{FogVolumeObject as a}from"./fog-volume-object";import{EditorSpriteComponent as l}from"../../gameplay/actors/builtin/components/editor-sprite-component";let h=class extends s{constructor(){super(...arguments),this.baseDensity=.5,this.heightFalloff=1,this.heightOffset=0,this.startDistance=3,this.scatteringDistribution=0,this.albedo=new i(1,1,.6),this.emissive=new i(0,0,0),this.ambientIntensity=1,this.scatteringMode="volumetric",this.sprite=n(l,{file:"assets/cloud-icon.webp"})}onInit(){this.object.add(new a(this))}};t([r({range:[0,5],stepSize:.01,help:"The density (or thickness) of fog."}),e("design:type",Number)],h.prototype,"baseDensity",void 0),t([r(),e("design:type",Number)],h.prototype,"heightFalloff",void 0),t([r(),e("design:type",Number)],h.prototype,"heightOffset",void 0),t([r(),e("design:type",Number)],h.prototype,"startDistance",void 0),t([r({range:[-1,1],help:"\n Controls the direction in which light scatters inside the fog.\n\n - Positive values (> 0): More light is scattered forward, making beams and shafts more visible when looking toward the directional light source. (for dramatic god rays).\n - Zero: Even scattering in all directions—fog appears uniform.\n - Negative values (< 0): Fog is brighter when looking away from the directional light source.\n "}),e("design:type",Number)],h.prototype,"scatteringDistribution",void 0),t([r(),e("design:type",i)],h.prototype,"albedo",void 0),t([r({help:"Self-illumination color - makes fog visible even without light sources. Useful for stylized fog that should always be visible."}),e("design:type",i)],h.prototype,"emissive",void 0),t([r({range:[0,2],stepSize:.1,help:"Multiplier for ambient light contribution. Higher values make fog more visible in shadows. Set to 0 for god rays that only appear in direct light."}),e("design:type",Number)],h.prototype,"ambientIntensity",void 0),t([r({options:[{name:"Volumetric",value:"volumetric"},{name:"Light shaft",value:"lightShaft"}],help:"\n Controls how fog interacts with lighting:\n \n - volumetric: Standard fog. Occludes background, can appear dark in shadows. Good for realistic fog.\n - lightShaft: God rays/light scattering. Only visible where light hits (shadow map). Good for dramatic light shafts.\n "}),e("design:type",String)],h.prototype,"scatteringMode",void 0),h=t([o()],h);export{h as FogVolume};/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import{Color as i}from"three";import{Actor as o,BaseActor as s}from"../../gameplay/actors/actor.js";import{Parameter as r}from"../../shader/parameter.js";import{attach as n}from"../../gameplay/actors/component.js";import{FogVolumeObject as a}from"./fog-volume-object.js";import{EditorSpriteComponent as l}from"../../gameplay/actors/builtin/components/editor-sprite-component.js";let h=class extends s{constructor(){super(...arguments),this.baseDensity=.5,this.heightFalloff=1,this.heightOffset=0,this.startDistance=3,this.scatteringDistribution=0,this.albedo=new i(1,1,.6),this.emissive=new i(0,0,0),this.ambientIntensity=1,this.scatteringMode="volumetric",this.sprite=n(l,{file:"assets/cloud-icon.webp"})}onInit(){this.object.add(new a(this))}};t([r({range:[0,5],stepSize:.01,help:"The density (or thickness) of fog."}),e("design:type",Number)],h.prototype,"baseDensity",void 0),t([r(),e("design:type",Number)],h.prototype,"heightFalloff",void 0),t([r(),e("design:type",Number)],h.prototype,"heightOffset",void 0),t([r(),e("design:type",Number)],h.prototype,"startDistance",void 0),t([r({range:[-1,1],help:"\n Controls the direction in which light scatters inside the fog.\n\n - Positive values (> 0): More light is scattered forward, making beams and shafts more visible when looking toward the directional light source. (for dramatic god rays).\n - Zero: Even scattering in all directions—fog appears uniform.\n - Negative values (< 0): Fog is brighter when looking away from the directional light source.\n "}),e("design:type",Number)],h.prototype,"scatteringDistribution",void 0),t([r(),e("design:type",i)],h.prototype,"albedo",void 0),t([r({help:"Self-illumination color - makes fog visible even without light sources. Useful for stylized fog that should always be visible."}),e("design:type",i)],h.prototype,"emissive",void 0),t([r({range:[0,2],stepSize:.1,help:"Multiplier for ambient light contribution. Higher values make fog more visible in shadows. Set to 0 for god rays that only appear in direct light."}),e("design:type",Number)],h.prototype,"ambientIntensity",void 0),t([r({options:[{name:"Volumetric",value:"volumetric"},{name:"Light shaft",value:"lightShaft"}],help:"\n Controls how fog interacts with lighting:\n \n - volumetric: Standard fog. Occludes background, can appear dark in shadows. Good for realistic fog.\n - lightShaft: God rays/light scattering. Only visible where light hits (shadow map). Good for dramatic light shafts.\n "}),e("design:type",String)],h.prototype,"scatteringMode",void 0),h=t([o()],h);export{h as FogVolume};/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,5 @@
1
- import { Color, Object3D } from 'three';
1
+ import type { Color } from 'three';
2
+ import { Object3D } from 'three';
2
3
  /**
3
4
  * Controls how fog affects the scene:
4
5
  * - "volumetric": Standard fog. Fog always has opacity based on density, can appear dark in shadows.
@@ -1,6 +1,8 @@
1
1
  import * as THREE from 'three';
2
- import { Camera, RenderTarget, Scene, WebGLRenderer, WebGLRenderTarget } from "three";
3
- import { CSM, Pass } from "three/examples/jsm/Addons.js";
2
+ import type { Camera, RenderTarget, Scene, WebGLRenderer } from "three";
3
+ import { WebGLRenderTarget } from "three";
4
+ import type { CSM } from "three/examples/jsm/Addons.js";
5
+ import { Pass } from "three/examples/jsm/Addons.js";
4
6
  export declare class VolumetricFogPass extends Pass {
5
7
  private resolution;
6
8
  private material;
@@ -1,4 +1,4 @@
1
- import*as e from"three";import{Matrix4 as t,PerspectiveCamera as n,PointLight as i,Vector3 as o,WebGLRenderTarget as a}from"three";import{FullScreenQuad as r,Pass as s}from"three/examples/jsm/Addons.js";import{ambientLightName as l}from"../../scene/sky.js";import{FogVolumeObject as c}from"./fog-volume-object";const f=new o;export class VolumetricFogPass extends s{constructor(n){super(),this.resolution=n,this.fsQuad=new r(null),this.downSampleRatio=4,this._oldClearColor=new e.Color,this.oldClearAlpha=1,this.volumesCache=new WeakMap,this._viewProjection=new t,this._invViewProjection=new t;const i={minFilter:e.LinearFilter,magFilter:e.LinearFilter,format:e.RGBAFormat,depthBuffer:!1,stencilBuffer:!1,type:e.HalfFloatType},s=Math.round(this.resolution.x/this.downSampleRatio),l=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetFog=new a(s,l,i),this.renderTargetFog.texture.generateMipmaps=!1,this.renderTargetBlur=new a(s,l,i),this.renderTargetBlur.texture.generateMipmaps=!1,this.material=new e.ShaderMaterial({defines:{PERSPECTIVE_CAMERA:1,NUM_FOG_VOLUMES:0,MAX_POINT_LIGHTS:8,MAX_SPOT_LIGHTS:2,VOLUMETRIC:1,SHADOW_FAR:100},uniforms:{tDepth:{value:null},tDiffuse:{value:null},cameraPos:{value:new o},cameraMatrix:{value:new t},invProjection:{value:new t},fogVolumes:{value:[]},stepCount:{value:30},cameraNear:{value:null},cameraFar:{value:null},pointLights:{value:new Array(8).fill(null).map(()=>({color:new o(0,0,0),distance:0,position:new o}))},activePointLightCount:{value:0},spotLights:{value:new Array(2).fill(null).map(()=>({position:new o,direction:new o,color:new o,distance:0,decay:0,coneCos:0,penumbraCos:0}))},activeSpotLightCount:{value:0},directionalLight:{value:{direction:new o(0,-1,1).normalize(),color:new o(1,1,1)}},ambientLight:{value:new o(1,1,1).multiplyScalar(1.35)},directionalShadowMatrix:{value:new t},directionalShadowMap:{value:null},depthMappingParams:{value:new o}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n }\n ",fragmentShader:"\n #define MAX_STEP_COUNT 64\n\n struct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n };\n\n #if MAX_POINT_LIGHTS > 0\n struct PointLight {\n\t\t\tvec3 position;\n vec3 color;\n float distance;\n\t\t};\n #endif\n\n #if MAX_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n };\n uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n uniform int activeSpotLightCount;\n float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n return smoothstep( coneCosine, penumbraCosine, angleCosine );\n }\n #ifndef saturate\n #define saturate( a ) clamp( a, 0.0, 1.0 )\n #endif\n float pow2( const in float x ) { return x*x; }\n vec3 pow2( const in vec3 x ) { return x*x; }\n float pow4( const in float x ) { float x2 = x*x; return x2*x2; }\n float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n // based upon Frostbite 3 Moving to Physically-based Rendering\n // page 32, equation 26: E[window1]\n // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n if ( cutoffDistance > 0.0 ) {\n distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n }\n return distanceFalloff;\n }\n void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = spotLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float angleCos = dot( light.direction, spotLight.direction );\n float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n if ( spotAttenuation > 0.0 ) {\n float lightDistance = length( lVector );\n light.color = spotLight.color * spotAttenuation;\n light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n } else {\n light.color = vec3( 0.0 );\n light.visible = false;\n }\n }\n vec3 calcSpotLight(vec3 p, vec3 rayDir, float g, SpotLight spotLight) {\n IncidentLight directLight;\n getSpotLightInfo(spotLight, p, directLight);\n return directLight.color * 3.14;\n }\n #endif\n\n struct DirectionalLight {\n vec3 color; // pre multiplied with intensity\n vec3 direction; // should point *from the light*, normalized\n };\n\n struct FogVolume {\n vec3 sphereCenter;\n float sphereRadius;\n float baseDensity;\n float heightFalloff;\n float heightOffset;\n float scatteringDistribution;\n float startDistance;\n vec3 albedo;\n vec3 emissive; // Self-illumination color\n float ambientIntensity; // Multiplier for ambient light contribution\n float scatteringMode; // 0 = volumetric (occludes), 1 = lightShaft (god rays)\n };\n\n varying vec2 vUv;\n uniform sampler2D tDiffuse;\n uniform vec3 cameraPos;\n\n uniform float stepCount;\n uniform float nearMinDistance;\n\n uniform mat4 cameraMatrix;\n uniform mat4 invProjection;\n uniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n \n uniform DirectionalLight directionalLight;\n\n uniform mat4 directionalShadowMatrix;\n uniform sampler2D directionalShadowMap;\n\n uniform vec3 ambientLight;\n uniform vec3 depthMappingParams;\n\n #if NUM_FOG_VOLUMES > 0\n uniform FogVolume fogVolumes[ NUM_FOG_VOLUMES ];\n #endif\n #if MAX_POINT_LIGHTS > 0\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n uniform int activePointLightCount;\n #endif\n\n #include <packing>\n\n // Ray-sphere intersection\n bool intersectSphere(vec3 rayOrigin, vec3 rayDir, vec3 sphereCenter, float sphereRadius, out float t0, out float t1) {\n // Vector from ray origin to sphere center\n vec3 L = rayOrigin - sphereCenter;\n float a = dot(rayDir, rayDir); // should be 1 if rayDir is normalized\n float b = 2.0 * dot(rayDir, L);\n float c = dot(L, L) - sphereRadius * sphereRadius;\n \n float discriminant = b * b - 4.0 * a * c;\n if (discriminant < 0.0) {\n return false; // no intersection\n }\n \n float sqrtD = sqrt(discriminant);\n t0 = (-b - sqrtD) / (2.0 * a);\n t1 = (-b + sqrtD) / (2.0 * a);\n \n // Make sure t0 <= t1\n if (t0 > t1) {\n float tmp = t0;\n t0 = t1;\n t1 = tmp;\n }\n return true;\n }\n\n float getLinearDepth( const in vec2 uv ) {\n\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\n\t\t}\n\n float linearizeDepth(float depth) {\n float z = depth * 2.0 - 1.0; // back to NDC (-1..1)\n return (2.0 * cameraNear * cameraFar) / (cameraFar + cameraNear - z * (cameraFar - cameraNear));\n }\n\n float getSliceAtDepth(float depth) {\n return log2(max(1.0, depth * depthMappingParams.x + depthMappingParams.y)) * depthMappingParams.z;\n }\n\n float getDepthAtSlice(float slice) {\n return (exp2(slice / depthMappingParams.z) - depthMappingParams.y) / depthMappingParams.x;\n }\n\n\n\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n\n vec3 calcDirectionalLight(vec3 p, vec3 rayDir, float g, DirectionalLight dirLight, out float outInShadow) {\n vec3 toLight = dirLight.direction; // direction from sample point to light\n float cosTheta = dot(toLight, -rayDir); // angle between view ray and light\n cosTheta = clamp(cosTheta, -1.0, 1.0); // keep it safe\n\n // phase function (Henyey-Greenstein or isotropic)\n float denom = 1.0 + g*g - 2.0*g*cosTheta;\n float phase = (1.0 - g*g) / (4.0 * 3.14159265 * pow(denom, 1.5));\n phase *= 3.0 * 3.14159265; // scale to total energy\n\n vec4 shadowCoord = directionalShadowMatrix * vec4(p, 1.0);\n shadowCoord.xyz /= shadowCoord.w; // perspective divide\n\n float bias = 0.0; \n outInShadow = texture2DCompare(directionalShadowMap, shadowCoord.xy, shadowCoord.z - bias);\n\n return dirLight.color * phase * outInShadow;\n }\n\n vec3 calcPointLight(vec3 p, vec3 rayDir, float g, PointLight pointLight) {\n vec3 lightPos = pointLight.position;\n vec3 lightColor = pointLight.color;\n float lightRadius = pointLight.distance;\n\n vec3 L = normalize(lightPos - p);\n float lightDist = length(lightPos - p);\n \n float attenuation = clamp(1.0 - lightDist / lightRadius, 0.0, 1.0);\n attenuation *= attenuation; // smoother falloff\n attenuation /= (1.0 + lightDist*lightDist); // inverse-square style\n\n attenuation *= 4.0 * 3.14159; // Manually scaled to match point light intensity\n // float attenuation = 1.0 / (4.0 * 3.14159 * lightDist * lightDist);\n\n\n float cosTheta = dot(L, -rayDir); // angle between light and view ray\n float phase = (1.0 - g*g) / pow(1.0 + g*g - 2.0*g*cosTheta, 1.5);\n phase *= 0.25 / 3.14159; // normalize\n\n // Intensity is part of color\n vec3 light = lightColor * attenuation * phase;\n return light;\n }\n\n float random01(vec2 p) {\n return fract(sin(dot(p, vec2(41.0, 289.0))) * 45758.5453);\n }\n\n float hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898,78.233,37.719))) * 43758.5453); }\n\n // Compute perceived brightness of a color (luminosity, Rec. 709)\n float luminosity(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n }\n \n void main() {\n // reconstruct ray in world space\n vec2 ndc = vUv * 2.0 - 1.0;\n vec4 nearPoint = invProjection * vec4(ndc, -1.0, 1.0);\n nearPoint /= nearPoint.w;\n vec4 farPoint = invProjection * vec4(ndc, 1.0, 1.0);\n farPoint /= farPoint.w;\n\n vec3 rayOrigin = cameraPos;\n vec3 rayDir = normalize(farPoint.xyz - cameraPos);\n\n float sceneDepth = -getLinearDepth(vUv); // in view space\n\n // vec4 scenePosView = invProjection * vec4(ndc, sceneDepth * 2.0 - 1.0, 1.0);\n // scenePosView /= scenePosView.w;\n\n // distance from camera to surface\n // float sceneDist = length(scenePosView.xyz - cameraPosition);\n\n float transmittance = 1.0;\n vec3 inscatter = vec3(0.0);\n float random = random01(vUv);\n\n\n #if NUM_FOG_VOLUMES > 0\n for (int v = 0; v < NUM_FOG_VOLUMES; v++) {\n FogVolume volume = fogVolumes[v];\n vec3 sphereCenter = volume.sphereCenter;\n float sphereRadius = volume.sphereRadius;\n float heightFalloff = volume.heightFalloff;\n float heightOffset = volume.heightOffset;\n float baseDensity = volume.baseDensity;\n float startDistance = volume.startDistance;\n float g = volume.scatteringDistribution;\n bool isLightShaft = volume.scatteringMode > 0.5;\n\n float t0, t1;\n if (!intersectSphere(rayOrigin, rayDir, sphereCenter, sphereRadius, t0, t1) || t1 <= 0.0) {\n continue;\n }\n // if camera inside sphere\n t0 = max(t0, cameraNear);\n float t_end = min(t1, sceneDepth);\n if (t_end <= t0) continue;\n\n float sliceStart = getSliceAtDepth(t0);\n float sliceEnd = getSliceAtDepth(t_end);\n float sliceRange = sliceEnd - sliceStart;\n \n // Determine number of steps based on distance, but capped at MAX_STEP_COUNT\n float maxStepSize = 0.3;\n int desiredSteps = int(ceil((t_end - t0) / maxStepSize));\n int numSteps = clamp(desiredSteps, 1, MAX_STEP_COUNT);\n float sliceStep = sliceRange / float(numSteps);\n\n float jitter = random;\n\n for (int i = 0; i < MAX_STEP_COUNT; i++) {\n if (i >= numSteps) break;\n\n float s0 = sliceStart + float(i) * sliceStep;\n float s1 = sliceStart + float(i + 1) * sliceStep;\n \n float tSampleT0 = getDepthAtSlice(s0);\n float tSampleT1 = getDepthAtSlice(s1);\n float t = getDepthAtSlice(s0 + jitter * sliceStep);\n \n float stepSize = tSampleT1 - tSampleT0;\n \n if (t > sceneDepth) break;\n\n vec3 p = rayOrigin + rayDir * t;\n\n float geomDelta = sceneDepth - t; // how far fog sample is from hitting geometry\n float fade = clamp(geomDelta, 0.0, 1.0); \n // float fade = clamp((sceneDepth - t) / 0.1, 0.0, 1.0);\n\n float closeFade = smoothstep(0.0, 0.3, (t - startDistance) / t);\n float edgeFade = clamp(sphereRadius - length(p - sphereCenter), 0.0, 1.0);\n\n // density with exponential height falloff\n float h = p.y - (sphereCenter.y + heightOffset);\n float heightFactor = clamp(exp(-h * heightFalloff), 0.0, 1.0);\n float density = baseDensity * heightFactor * fade * closeFade * edgeFade;\n\n vec3 light = vec3(0.0);\n float inDirectLight = 1.0; // 1.0 = in light, 0.0 = in shadow\n \n #if VOLUMETRIC == 1\n // Skip if we're too far away for directional light shadows\n // Or the entire volume will show instead of just the shafts\n if (isLightShaft && t > float(SHADOW_FAR)) {\n continue;\n }\n // Get directional light first - this also gives us the shadow value for god rays\n light += calcDirectionalLight(p, rayDir, g, directionalLight, inDirectLight);\n \n // For god rays mode, skip everything else if we're in shadow\n // For atmospheric mode, always include all lights\n if (!isLightShaft || inDirectLight > 0.5) {\n #if MAX_POINT_LIGHTS > 0\n for (int pi = 0; pi < activePointLightCount; pi++) {\n light += calcPointLight(p, rayDir, g, pointLights[pi]);\n } \n #endif\n\n #if MAX_SPOT_LIGHTS > 0\n for (int pi = 0; pi < activeSpotLightCount; pi++) {\n light += calcSpotLight(p, rayDir, g, spotLights[pi]);\n } \n #endif\n\n // Ambient and emissive only for atmospheric mode, not god rays\n if (!isLightShaft) {\n light += ambientLight * volume.ambientIntensity;\n light += volume.emissive;\n }\n }\n\n #else\n light = vec3(1.0);\n #endif\n\n light *= volume.albedo;\n \n if (!isLightShaft || inDirectLight > 0.5) {\n float extinction = exp(-density * stepSize);\n inscatter += light * (1.0 - extinction) * transmittance;\n transmittance *= extinction;\n }\n }\n }\n #endif\n\n float alpha = 1.0 - transmittance;\n\n gl_FragColor = vec4(inscatter, alpha);\n }\n "}),this.material.onBeforeCompile=e=>{},this.materialBlur=new e.ShaderMaterial({uniforms:{tInput:{value:null},tDepth:{value:null},texelSize:{value:new e.Vector2(1,1).divideScalar(1e3)},direction:{value:new e.Vector2(1,0)},depthSigma:{value:2},blurSigma:{value:1},cameraNear:{value:.1},cameraFar:{value:1e3}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D tInput;\n uniform sampler2D tDepth;\n uniform vec2 texelSize;\n uniform vec2 direction;\n uniform float depthSigma;\n uniform float blurSigma;\n uniform float cameraNear;\n uniform float cameraFar;\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth( const in vec2 uv ) {\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n }\n\n void main() {\n float centerDepth = getLinearDepth(vUv);\n vec4 center = texture2D(tInput, vUv);\n vec4 centerColor = center;\n\n vec4 sum = vec4(0.0);\n float wsum = 0.0;\n\n for (int i = -5; i <= 5; i++) {\n vec2 offset = direction * float(i) * texelSize;\n vec2 uv = vUv + offset;\n\n vec4 sampleColor = texture2D(tInput, uv);\n float sampleDepth = getLinearDepth(uv);\n\n float spatialWeight = exp(-0.5 * (float(i) * float(i)) / (blurSigma * blurSigma));\n float depthDiff = abs(sampleDepth - centerDepth);\n float depthWeight = exp(-0.5 * (depthDiff * depthDiff) / (depthSigma * depthSigma));\n\n float w = spatialWeight * depthWeight;\n\n sum += sampleColor * w;\n wsum += w;\n }\n\n gl_FragColor = sum / (wsum + 0.0001);\n }\n ",transparent:!0}),this.materialComposite=new e.ShaderMaterial({uniforms:{tDiffuse:{value:null},tFog:{value:null},tDepth:{value:null},fogResolution:{value:new e.Vector2}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform sampler2D tFog;\n uniform sampler2D tDepth;\n uniform vec2 fogResolution;\n varying vec2 vUv;\n\n #include <packing>\n\n void main() {\n vec2 fogTexelSize = 1.0 / fogResolution;\n vec2 fogUv = vUv * fogResolution - vec2(0.5);\n vec2 uv00 = (floor(fogUv) + vec2(0.5)) * fogTexelSize;\n vec2 uv10 = uv00 + vec2(fogTexelSize.x, 0.0);\n vec2 uv01 = uv00 + vec2(0.0, fogTexelSize.y);\n vec2 uv11 = uv00 + vec2(fogTexelSize.x, fogTexelSize.y);\n\n float d00 = texture2D(tDepth, uv00).x;\n float d10 = texture2D(tDepth, uv10).x;\n float d01 = texture2D(tDepth, uv01).x;\n float d11 = texture2D(tDepth, uv11).x;\n\n float dCenter = texture2D(tDepth, vUv).x;\n\n float diff00 = abs(dCenter - d00);\n float diff10 = abs(dCenter - d10);\n float diff01 = abs(dCenter - d01);\n float diff11 = abs(dCenter - d11);\n\n float minDiff = min(min(diff00, diff10), min(diff01, diff11));\n\n vec2 closestUv = uv00;\n if (minDiff == diff10) closestUv = uv10;\n else if (minDiff == diff01) closestUv = uv01;\n else if (minDiff == diff11) closestUv = uv11;\n\n vec4 sceneColor = texture2D(tDiffuse, vUv);\n \n // Depth-aware upscaling:\n // By default use hardware bilinear, but near depth edges, snap to the closest depth texel.\n // This avoids leaking fog across sharp silhouettes while keeping smooth areas artifact-free.\n float maxDiff = max(max(diff00, diff10), max(diff01, diff11));\n vec2 sampleUv = vUv;\n if (maxDiff > 0.001) {\n sampleUv = closestUv;\n }\n\n vec4 fogColor = texture2D(tFog, sampleUv);\n\n // Composite: fogColor.a is the fog alpha, blend over scene\n // vec3 color = mix(sceneColor.rgb, fogColor.rgb, fogColor.a);\n // Multiplying with fogColor.a again helps to avoid dark borders around the fog\n gl_FragColor = vec4(fogColor.rgb + (1.0 - fogColor.a * fogColor.a) * sceneColor.rgb, 1.0);\n }\n ",transparent:!0}),this.materialComposite.uniforms.fogResolution.value.set(s,l)}render(e,t,n){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const i=e.autoClear;e.autoClear=!1,e.setClearColor(16777215,0),this.fsQuad.material=this.material,e.setRenderTarget(this.renderTargetFog),e.clear(),this.fsQuad.render(e),this.materialBlur.uniforms.tInput.value=this.renderTargetFog.texture,this.materialBlur.uniforms.direction.value=h,this.fsQuad.material=this.materialBlur,e.setRenderTarget(this.renderTargetBlur),e.clear(),this.fsQuad.render(e),this.materialBlur.uniforms.tInput.value=this.renderTargetBlur.texture,this.materialBlur.uniforms.direction.value=u,e.setRenderTarget(this.renderTargetFog),e.clear(),this.fsQuad.render(e),this.materialComposite.uniforms.tDiffuse.value=n.texture,this.materialComposite.uniforms.tFog.value=this.renderTargetFog.texture,this.fsQuad.material=this.materialComposite,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(),this.fsQuad.render(e)),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=i}setSize(e,t){let n=Math.round(e/this.downSampleRatio),i=Math.round(t/this.downSampleRatio);this.renderTargetFog.setSize(n,i),this.renderTargetBlur.setSize(n,i),this.materialBlur.uniforms.texelSize.value.set(1/n,1/i),this.materialComposite.uniforms.fogResolution.value.set(n,i)}set volumetric(e){this.material.defines.VOLUMETRIC=e?1:0}get volumetric(){return!!this.material.defines.VOLUMETRIC}getVolumeUniforms(e){let t=this.volumesCache.get(e);return null==t&&(t={albedo:new o,baseDensity:e.baseDensity,heightFalloff:e.heightFalloff,heightOffset:e.heightOffset,startDistance:e.startDistance??3,scatteringDistribution:e.scatteringDistribution,sphereRadius:1,sphereCenter:new o,emissive:new o,ambientIntensity:e.ambientIntensity??1,scatteringMode:"lightShaft"===e.scatteringMode?1:0},this.volumesCache.set(e,t)),e.object.getWorldPosition(t.sphereCenter),e.object.getWorldScale(f),t.sphereRadius=5*f.x,t.albedo.set(e.albedo.r,e.albedo.g,e.albedo.b),t.baseDensity=e.baseDensity,t.heightFalloff=e.heightFalloff,t.heightOffset=e.heightOffset,t.scatteringDistribution=e.scatteringDistribution,t.startDistance=e.startDistance,t.emissive.set(e.emissive.r,e.emissive.g,e.emissive.b),t.ambientIntensity=e.ambientIntensity??1,t.scatteringMode="lightShaft"===e.scatteringMode?1:0,t}getPointLightUniforms(e){const t={position:new o,color:new o,distance:0};return e.getWorldPosition(t.position),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity*(e.userData?.volumetricIntensity??1)),t.distance=void 0!==e.distance&&e.distance>0?e.distance:1,t}getSpotLightUniforms(e){const t={position:new o,direction:new o,color:new o,distance:0,coneCos:0,penumbraCos:0,decay:1};return e.getWorldPosition(t.position),t.direction.setFromMatrixPosition(e.matrixWorld),f.setFromMatrixPosition(e.target.matrixWorld),t.direction.sub(f),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity*(e.userData?.volumetricIntensity??1)),t.distance=void 0!==e.distance&&e.distance>0?e.distance:0,t.coneCos=Math.cos(e.angle),t.penumbraCos=Math.cos(e.angle*(1-e.penumbra)),t.decay=void 0!==e.decay?e.decay:1,t}updateArrayUniforms(t){const n=this.material.uniforms.fogVolumes.value;let o=0;const a=this.material.uniforms.pointLights.value;let r=0;const s=this.material.uniforms.spotLights.value;let l=0;t.traverseVisible(t=>{if(t instanceof c){const e=t.volume,i=this.getVolumeUniforms(e);n[o]=i,o++}else if(t instanceof i){if(r<a.length){if(0===t.userData.volumetricIntensity)return;const e=this.getPointLightUniforms(t);a[r].position.copy(e.position),a[r].color.copy(e.color),a[r].distance=e.distance,r++}}else if(t instanceof e.SpotLight&&l<s.length){if(0===t.userData.volumetricIntensity)return;const e=this.getSpotLightUniforms(t);s[l].position.copy(e.position),s[l].direction.copy(e.direction),s[l].color.copy(e.color),s[l].distance=e.distance,s[l].coneCos=e.coneCos,s[l].penumbraCos=e.penumbraCos,s[l].decay=e.decay,l++}}),this.material.uniforms.activePointLightCount.value=r,this.material.uniforms.activeSpotLightCount.value=l,this.material.defines.NUM_FOG_VOLUMES!==o&&(this.material.needsUpdate=!0,this.material.uniformsNeedUpdate=!0),this.material.defines.NUM_FOG_VOLUMES=o}get uniforms(){return this.material.uniforms}update(e,t,i,a){if(this.updateArrayUniforms(a),this.enabled=0!=this.material.defines.NUM_FOG_VOLUMES,!this.enabled)return;null==this.uniforms.cameraPosition&&(this.uniforms.cameraPos={value:new o}),this.uniforms.cameraPos.value.copy(e.position),this._viewProjection.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this.uniforms.invProjection.value.copy(this._invViewProjection.copy(this._viewProjection).invert()),this.uniforms.tDepth.value=t.depthTexture,this.materialBlur.uniforms.tDepth.value=t.depthTexture,this.materialComposite.uniforms.tDepth.value=t.depthTexture,e instanceof n&&(this.uniforms.cameraNear.value=e.near,this.uniforms.cameraFar.value=e.far,this.materialBlur.uniforms.cameraNear.value=e.near,this.materialBlur.uniforms.cameraFar.value=e.far),this.uniforms.directionalLight.value.direction=i.lightDirection,this.uniforms.directionalLight.value.color.set(1,1,1).multiplyScalar(i.lightIntensity);const r=i.lights[i.lights.length-1];r&&r.shadow&&r.castShadow&&r.visible&&(this.uniforms.directionalShadowMap.value=r.shadow.map?.texture,this.uniforms.directionalShadowMatrix.value=r.shadow.matrix),r&&!r.visible?this.uniforms.directionalLight.value.color.set(0,0,0):this.uniforms.directionalLight.value.color.set(r.color.r,r.color.g,r.color.b).multiplyScalar(r.intensity*(r.userData?.volumetricIntensity??1));const s=a.children.find(e=>e.name===l);if(null!=s&&s.visible?this.uniforms.ambientLight.value.set(s.color.r,s.color.g,s.color.b).multiplyScalar(s.intensity*(s.userData?.volumetricIntensity??1)):this.uniforms.ambientLight.value.set(0,0,0),e instanceof n){const t=4.05,n=this.material.uniforms.stepCount.value;this.calculateDepthMappingParams(e.near,e.far,t,n,this.uniforms.depthMappingParams.value)}}calculateDepthMappingParams(e,t,n,i,o){const a=Math.max(e,.01),r=t,s=n,l=(r-a*Math.pow(2,i/s))/(r-a),c=(1-l)/a;o.set(c,l,s)}}const h=new e.Vector2(1,0),u=new e.Vector2(0,1);/*
1
+ import*as e from"three";import{Matrix4 as t,PerspectiveCamera as n,PointLight as i,Vector3 as o,WebGLRenderTarget as a}from"three";import{FullScreenQuad as r,Pass as s}from"three/examples/jsm/Addons.js";import{ambientLightName as l}from"../../scene/sky.js";import{FogVolumeObject as c}from"./fog-volume-object.js";const f=new o;export class VolumetricFogPass extends s{constructor(n){super(),this.resolution=n,this.fsQuad=new r(null),this.downSampleRatio=4,this._oldClearColor=new e.Color,this.oldClearAlpha=1,this.volumesCache=new WeakMap,this._viewProjection=new t,this._invViewProjection=new t;const i={minFilter:e.LinearFilter,magFilter:e.LinearFilter,format:e.RGBAFormat,depthBuffer:!1,stencilBuffer:!1,type:e.HalfFloatType},s=Math.round(this.resolution.x/this.downSampleRatio),l=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetFog=new a(s,l,i),this.renderTargetFog.texture.generateMipmaps=!1,this.renderTargetBlur=new a(s,l,i),this.renderTargetBlur.texture.generateMipmaps=!1,this.material=new e.ShaderMaterial({defines:{PERSPECTIVE_CAMERA:1,NUM_FOG_VOLUMES:0,MAX_POINT_LIGHTS:8,MAX_SPOT_LIGHTS:2,VOLUMETRIC:1,SHADOW_FAR:100},uniforms:{tDepth:{value:null},tDiffuse:{value:null},cameraPos:{value:new o},cameraMatrix:{value:new t},invProjection:{value:new t},fogVolumes:{value:[]},stepCount:{value:30},cameraNear:{value:null},cameraFar:{value:null},pointLights:{value:new Array(8).fill(null).map(()=>({color:new o(0,0,0),distance:0,position:new o}))},activePointLightCount:{value:0},spotLights:{value:new Array(2).fill(null).map(()=>({position:new o,direction:new o,color:new o,distance:0,decay:0,coneCos:0,penumbraCos:0}))},activeSpotLightCount:{value:0},directionalLight:{value:{direction:new o(0,-1,1).normalize(),color:new o(1,1,1)}},ambientLight:{value:new o(1,1,1).multiplyScalar(1.35)},directionalShadowMatrix:{value:new t},directionalShadowMap:{value:null},depthMappingParams:{value:new o}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n }\n ",fragmentShader:"\n #define MAX_STEP_COUNT 64\n\n struct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n };\n\n #if MAX_POINT_LIGHTS > 0\n struct PointLight {\n\t\t\tvec3 position;\n vec3 color;\n float distance;\n\t\t};\n #endif\n\n #if MAX_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n };\n uniform SpotLight spotLights[ MAX_SPOT_LIGHTS ];\n uniform int activeSpotLightCount;\n float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n return smoothstep( coneCosine, penumbraCosine, angleCosine );\n }\n #ifndef saturate\n #define saturate( a ) clamp( a, 0.0, 1.0 )\n #endif\n float pow2( const in float x ) { return x*x; }\n vec3 pow2( const in vec3 x ) { return x*x; }\n float pow4( const in float x ) { float x2 = x*x; return x2*x2; }\n float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n // based upon Frostbite 3 Moving to Physically-based Rendering\n // page 32, equation 26: E[window1]\n // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n if ( cutoffDistance > 0.0 ) {\n distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n }\n return distanceFalloff;\n }\n void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n vec3 lVector = spotLight.position - geometryPosition;\n light.direction = normalize( lVector );\n float angleCos = dot( light.direction, spotLight.direction );\n float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n if ( spotAttenuation > 0.0 ) {\n float lightDistance = length( lVector );\n light.color = spotLight.color * spotAttenuation;\n light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n light.visible = ( light.color != vec3( 0.0 ) );\n } else {\n light.color = vec3( 0.0 );\n light.visible = false;\n }\n }\n vec3 calcSpotLight(vec3 p, vec3 rayDir, float g, SpotLight spotLight) {\n IncidentLight directLight;\n getSpotLightInfo(spotLight, p, directLight);\n return directLight.color * 3.14;\n }\n #endif\n\n struct DirectionalLight {\n vec3 color; // pre multiplied with intensity\n vec3 direction; // should point *from the light*, normalized\n };\n\n struct FogVolume {\n vec3 sphereCenter;\n float sphereRadius;\n float baseDensity;\n float heightFalloff;\n float heightOffset;\n float scatteringDistribution;\n float startDistance;\n vec3 albedo;\n vec3 emissive; // Self-illumination color\n float ambientIntensity; // Multiplier for ambient light contribution\n float scatteringMode; // 0 = volumetric (occludes), 1 = lightShaft (god rays)\n };\n\n varying vec2 vUv;\n uniform sampler2D tDiffuse;\n uniform vec3 cameraPos;\n\n uniform float stepCount;\n uniform float nearMinDistance;\n\n uniform mat4 cameraMatrix;\n uniform mat4 invProjection;\n uniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n \n uniform DirectionalLight directionalLight;\n\n uniform mat4 directionalShadowMatrix;\n uniform sampler2D directionalShadowMap;\n\n uniform vec3 ambientLight;\n uniform vec3 depthMappingParams;\n\n #if NUM_FOG_VOLUMES > 0\n uniform FogVolume fogVolumes[ NUM_FOG_VOLUMES ];\n #endif\n #if MAX_POINT_LIGHTS > 0\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n uniform int activePointLightCount;\n #endif\n\n #include <packing>\n\n // Ray-sphere intersection\n bool intersectSphere(vec3 rayOrigin, vec3 rayDir, vec3 sphereCenter, float sphereRadius, out float t0, out float t1) {\n // Vector from ray origin to sphere center\n vec3 L = rayOrigin - sphereCenter;\n float a = dot(rayDir, rayDir); // should be 1 if rayDir is normalized\n float b = 2.0 * dot(rayDir, L);\n float c = dot(L, L) - sphereRadius * sphereRadius;\n \n float discriminant = b * b - 4.0 * a * c;\n if (discriminant < 0.0) {\n return false; // no intersection\n }\n \n float sqrtD = sqrt(discriminant);\n t0 = (-b - sqrtD) / (2.0 * a);\n t1 = (-b + sqrtD) / (2.0 * a);\n \n // Make sure t0 <= t1\n if (t0 > t1) {\n float tmp = t0;\n t0 = t1;\n t1 = tmp;\n }\n return true;\n }\n\n float getLinearDepth( const in vec2 uv ) {\n\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\n\t\t}\n\n float linearizeDepth(float depth) {\n float z = depth * 2.0 - 1.0; // back to NDC (-1..1)\n return (2.0 * cameraNear * cameraFar) / (cameraFar + cameraNear - z * (cameraFar - cameraNear));\n }\n\n float getSliceAtDepth(float depth) {\n return log2(max(1.0, depth * depthMappingParams.x + depthMappingParams.y)) * depthMappingParams.z;\n }\n\n float getDepthAtSlice(float slice) {\n return (exp2(slice / depthMappingParams.z) - depthMappingParams.y) / depthMappingParams.x;\n }\n\n\n\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n\n vec3 calcDirectionalLight(vec3 p, vec3 rayDir, float g, DirectionalLight dirLight, out float outInShadow) {\n vec3 toLight = dirLight.direction; // direction from sample point to light\n float cosTheta = dot(toLight, -rayDir); // angle between view ray and light\n cosTheta = clamp(cosTheta, -1.0, 1.0); // keep it safe\n\n // phase function (Henyey-Greenstein or isotropic)\n float denom = 1.0 + g*g - 2.0*g*cosTheta;\n float phase = (1.0 - g*g) / (4.0 * 3.14159265 * pow(denom, 1.5));\n phase *= 3.0 * 3.14159265; // scale to total energy\n\n vec4 shadowCoord = directionalShadowMatrix * vec4(p, 1.0);\n shadowCoord.xyz /= shadowCoord.w; // perspective divide\n\n float bias = 0.0; \n outInShadow = texture2DCompare(directionalShadowMap, shadowCoord.xy, shadowCoord.z - bias);\n\n return dirLight.color * phase * outInShadow;\n }\n\n vec3 calcPointLight(vec3 p, vec3 rayDir, float g, PointLight pointLight) {\n vec3 lightPos = pointLight.position;\n vec3 lightColor = pointLight.color;\n float lightRadius = pointLight.distance;\n\n vec3 L = normalize(lightPos - p);\n float lightDist = length(lightPos - p);\n \n float attenuation = clamp(1.0 - lightDist / lightRadius, 0.0, 1.0);\n attenuation *= attenuation; // smoother falloff\n attenuation /= (1.0 + lightDist*lightDist); // inverse-square style\n\n attenuation *= 4.0 * 3.14159; // Manually scaled to match point light intensity\n // float attenuation = 1.0 / (4.0 * 3.14159 * lightDist * lightDist);\n\n\n float cosTheta = dot(L, -rayDir); // angle between light and view ray\n float phase = (1.0 - g*g) / pow(1.0 + g*g - 2.0*g*cosTheta, 1.5);\n phase *= 0.25 / 3.14159; // normalize\n\n // Intensity is part of color\n vec3 light = lightColor * attenuation * phase;\n return light;\n }\n\n float random01(vec2 p) {\n return fract(sin(dot(p, vec2(41.0, 289.0))) * 45758.5453);\n }\n\n float hash(vec3 p) { return fract(sin(dot(p, vec3(12.9898,78.233,37.719))) * 43758.5453); }\n\n // Compute perceived brightness of a color (luminosity, Rec. 709)\n float luminosity(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n }\n \n void main() {\n // reconstruct ray in world space\n vec2 ndc = vUv * 2.0 - 1.0;\n vec4 nearPoint = invProjection * vec4(ndc, -1.0, 1.0);\n nearPoint /= nearPoint.w;\n vec4 farPoint = invProjection * vec4(ndc, 1.0, 1.0);\n farPoint /= farPoint.w;\n\n vec3 rayOrigin = cameraPos;\n vec3 rayDir = normalize(farPoint.xyz - cameraPos);\n\n float sceneDepth = -getLinearDepth(vUv); // in view space\n\n // vec4 scenePosView = invProjection * vec4(ndc, sceneDepth * 2.0 - 1.0, 1.0);\n // scenePosView /= scenePosView.w;\n\n // distance from camera to surface\n // float sceneDist = length(scenePosView.xyz - cameraPosition);\n\n float transmittance = 1.0;\n vec3 inscatter = vec3(0.0);\n float random = random01(vUv);\n\n\n #if NUM_FOG_VOLUMES > 0\n for (int v = 0; v < NUM_FOG_VOLUMES; v++) {\n FogVolume volume = fogVolumes[v];\n vec3 sphereCenter = volume.sphereCenter;\n float sphereRadius = volume.sphereRadius;\n float heightFalloff = volume.heightFalloff;\n float heightOffset = volume.heightOffset;\n float baseDensity = volume.baseDensity;\n float startDistance = volume.startDistance;\n float g = volume.scatteringDistribution;\n bool isLightShaft = volume.scatteringMode > 0.5;\n\n float t0, t1;\n if (!intersectSphere(rayOrigin, rayDir, sphereCenter, sphereRadius, t0, t1) || t1 <= 0.0) {\n continue;\n }\n // if camera inside sphere\n t0 = max(t0, cameraNear);\n float t_end = min(t1, sceneDepth);\n if (t_end <= t0) continue;\n\n float sliceStart = getSliceAtDepth(t0);\n float sliceEnd = getSliceAtDepth(t_end);\n float sliceRange = sliceEnd - sliceStart;\n \n // Determine number of steps based on distance, but capped at MAX_STEP_COUNT\n float maxStepSize = 0.3;\n int desiredSteps = int(ceil((t_end - t0) / maxStepSize));\n int numSteps = clamp(desiredSteps, 1, MAX_STEP_COUNT);\n float sliceStep = sliceRange / float(numSteps);\n\n float jitter = random;\n\n for (int i = 0; i < MAX_STEP_COUNT; i++) {\n if (i >= numSteps) break;\n\n float s0 = sliceStart + float(i) * sliceStep;\n float s1 = sliceStart + float(i + 1) * sliceStep;\n \n float tSampleT0 = getDepthAtSlice(s0);\n float tSampleT1 = getDepthAtSlice(s1);\n float t = getDepthAtSlice(s0 + jitter * sliceStep);\n \n float stepSize = tSampleT1 - tSampleT0;\n \n if (t > sceneDepth) break;\n\n vec3 p = rayOrigin + rayDir * t;\n\n float geomDelta = sceneDepth - t; // how far fog sample is from hitting geometry\n float fade = clamp(geomDelta, 0.0, 1.0); \n // float fade = clamp((sceneDepth - t) / 0.1, 0.0, 1.0);\n\n float closeFade = smoothstep(0.0, 0.3, (t - startDistance) / t);\n float edgeFade = clamp(sphereRadius - length(p - sphereCenter), 0.0, 1.0);\n\n // density with exponential height falloff\n float h = p.y - (sphereCenter.y + heightOffset);\n float heightFactor = clamp(exp(-h * heightFalloff), 0.0, 1.0);\n float density = baseDensity * heightFactor * fade * closeFade * edgeFade;\n\n vec3 light = vec3(0.0);\n float inDirectLight = 1.0; // 1.0 = in light, 0.0 = in shadow\n \n #if VOLUMETRIC == 1\n // Skip if we're too far away for directional light shadows\n // Or the entire volume will show instead of just the shafts\n if (isLightShaft && t > float(SHADOW_FAR)) {\n continue;\n }\n // Get directional light first - this also gives us the shadow value for god rays\n light += calcDirectionalLight(p, rayDir, g, directionalLight, inDirectLight);\n \n // For god rays mode, skip everything else if we're in shadow\n // For atmospheric mode, always include all lights\n if (!isLightShaft || inDirectLight > 0.5) {\n #if MAX_POINT_LIGHTS > 0\n for (int pi = 0; pi < activePointLightCount; pi++) {\n light += calcPointLight(p, rayDir, g, pointLights[pi]);\n } \n #endif\n\n #if MAX_SPOT_LIGHTS > 0\n for (int pi = 0; pi < activeSpotLightCount; pi++) {\n light += calcSpotLight(p, rayDir, g, spotLights[pi]);\n } \n #endif\n\n // Ambient and emissive only for atmospheric mode, not god rays\n if (!isLightShaft) {\n light += ambientLight * volume.ambientIntensity;\n light += volume.emissive;\n }\n }\n\n #else\n light = vec3(1.0);\n #endif\n\n light *= volume.albedo;\n \n if (!isLightShaft || inDirectLight > 0.5) {\n float extinction = exp(-density * stepSize);\n inscatter += light * (1.0 - extinction) * transmittance;\n transmittance *= extinction;\n }\n }\n }\n #endif\n\n float alpha = 1.0 - transmittance;\n\n gl_FragColor = vec4(inscatter, alpha);\n }\n "}),this.material.onBeforeCompile=e=>{},this.materialBlur=new e.ShaderMaterial({uniforms:{tInput:{value:null},tDepth:{value:null},texelSize:{value:new e.Vector2(1,1).divideScalar(1e3)},direction:{value:new e.Vector2(1,0)},depthSigma:{value:2},blurSigma:{value:1},cameraNear:{value:.1},cameraFar:{value:1e3}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D tInput;\n uniform sampler2D tDepth;\n uniform vec2 texelSize;\n uniform vec2 direction;\n uniform float depthSigma;\n uniform float blurSigma;\n uniform float cameraNear;\n uniform float cameraFar;\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth( const in vec2 uv ) {\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n }\n\n void main() {\n float centerDepth = getLinearDepth(vUv);\n vec4 center = texture2D(tInput, vUv);\n vec4 centerColor = center;\n\n vec4 sum = vec4(0.0);\n float wsum = 0.0;\n\n for (int i = -5; i <= 5; i++) {\n vec2 offset = direction * float(i) * texelSize;\n vec2 uv = vUv + offset;\n\n vec4 sampleColor = texture2D(tInput, uv);\n float sampleDepth = getLinearDepth(uv);\n\n float spatialWeight = exp(-0.5 * (float(i) * float(i)) / (blurSigma * blurSigma));\n float depthDiff = abs(sampleDepth - centerDepth);\n float depthWeight = exp(-0.5 * (depthDiff * depthDiff) / (depthSigma * depthSigma));\n\n float w = spatialWeight * depthWeight;\n\n sum += sampleColor * w;\n wsum += w;\n }\n\n gl_FragColor = sum / (wsum + 0.0001);\n }\n ",transparent:!0}),this.materialComposite=new e.ShaderMaterial({uniforms:{tDiffuse:{value:null},tFog:{value:null},tDepth:{value:null},fogResolution:{value:new e.Vector2}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform sampler2D tDiffuse;\n uniform sampler2D tFog;\n uniform sampler2D tDepth;\n uniform vec2 fogResolution;\n varying vec2 vUv;\n\n #include <packing>\n\n void main() {\n vec2 fogTexelSize = 1.0 / fogResolution;\n vec2 fogUv = vUv * fogResolution - vec2(0.5);\n vec2 uv00 = (floor(fogUv) + vec2(0.5)) * fogTexelSize;\n vec2 uv10 = uv00 + vec2(fogTexelSize.x, 0.0);\n vec2 uv01 = uv00 + vec2(0.0, fogTexelSize.y);\n vec2 uv11 = uv00 + vec2(fogTexelSize.x, fogTexelSize.y);\n\n float d00 = texture2D(tDepth, uv00).x;\n float d10 = texture2D(tDepth, uv10).x;\n float d01 = texture2D(tDepth, uv01).x;\n float d11 = texture2D(tDepth, uv11).x;\n\n float dCenter = texture2D(tDepth, vUv).x;\n\n float diff00 = abs(dCenter - d00);\n float diff10 = abs(dCenter - d10);\n float diff01 = abs(dCenter - d01);\n float diff11 = abs(dCenter - d11);\n\n float minDiff = min(min(diff00, diff10), min(diff01, diff11));\n\n vec2 closestUv = uv00;\n if (minDiff == diff10) closestUv = uv10;\n else if (minDiff == diff01) closestUv = uv01;\n else if (minDiff == diff11) closestUv = uv11;\n\n vec4 sceneColor = texture2D(tDiffuse, vUv);\n \n // Depth-aware upscaling:\n // By default use hardware bilinear, but near depth edges, snap to the closest depth texel.\n // This avoids leaking fog across sharp silhouettes while keeping smooth areas artifact-free.\n float maxDiff = max(max(diff00, diff10), max(diff01, diff11));\n vec2 sampleUv = vUv;\n if (maxDiff > 0.001) {\n sampleUv = closestUv;\n }\n\n vec4 fogColor = texture2D(tFog, sampleUv);\n\n // Composite: fogColor.a is the fog alpha, blend over scene\n // vec3 color = mix(sceneColor.rgb, fogColor.rgb, fogColor.a);\n // Multiplying with fogColor.a again helps to avoid dark borders around the fog\n gl_FragColor = vec4(fogColor.rgb + (1.0 - fogColor.a * fogColor.a) * sceneColor.rgb, 1.0);\n }\n ",transparent:!0}),this.materialComposite.uniforms.fogResolution.value.set(s,l)}render(e,t,n){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const i=e.autoClear;e.autoClear=!1,e.setClearColor(16777215,0),this.fsQuad.material=this.material,e.setRenderTarget(this.renderTargetFog),e.clear(),this.fsQuad.render(e),this.materialBlur.uniforms.tInput.value=this.renderTargetFog.texture,this.materialBlur.uniforms.direction.value=h,this.fsQuad.material=this.materialBlur,e.setRenderTarget(this.renderTargetBlur),e.clear(),this.fsQuad.render(e),this.materialBlur.uniforms.tInput.value=this.renderTargetBlur.texture,this.materialBlur.uniforms.direction.value=u,e.setRenderTarget(this.renderTargetFog),e.clear(),this.fsQuad.render(e),this.materialComposite.uniforms.tDiffuse.value=n.texture,this.materialComposite.uniforms.tFog.value=this.renderTargetFog.texture,this.fsQuad.material=this.materialComposite,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(),this.fsQuad.render(e)),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=i}setSize(e,t){let n=Math.round(e/this.downSampleRatio),i=Math.round(t/this.downSampleRatio);this.renderTargetFog.setSize(n,i),this.renderTargetBlur.setSize(n,i),this.materialBlur.uniforms.texelSize.value.set(1/n,1/i),this.materialComposite.uniforms.fogResolution.value.set(n,i)}set volumetric(e){this.material.defines.VOLUMETRIC=e?1:0}get volumetric(){return!!this.material.defines.VOLUMETRIC}getVolumeUniforms(e){let t=this.volumesCache.get(e);return null==t&&(t={albedo:new o,baseDensity:e.baseDensity,heightFalloff:e.heightFalloff,heightOffset:e.heightOffset,startDistance:e.startDistance??3,scatteringDistribution:e.scatteringDistribution,sphereRadius:1,sphereCenter:new o,emissive:new o,ambientIntensity:e.ambientIntensity??1,scatteringMode:"lightShaft"===e.scatteringMode?1:0},this.volumesCache.set(e,t)),e.object.getWorldPosition(t.sphereCenter),e.object.getWorldScale(f),t.sphereRadius=5*f.x,t.albedo.set(e.albedo.r,e.albedo.g,e.albedo.b),t.baseDensity=e.baseDensity,t.heightFalloff=e.heightFalloff,t.heightOffset=e.heightOffset,t.scatteringDistribution=e.scatteringDistribution,t.startDistance=e.startDistance,t.emissive.set(e.emissive.r,e.emissive.g,e.emissive.b),t.ambientIntensity=e.ambientIntensity??1,t.scatteringMode="lightShaft"===e.scatteringMode?1:0,t}getPointLightUniforms(e){const t={position:new o,color:new o,distance:0};return e.getWorldPosition(t.position),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity*(e.userData?.volumetricIntensity??1)),t.distance=void 0!==e.distance&&e.distance>0?e.distance:1,t}getSpotLightUniforms(e){const t={position:new o,direction:new o,color:new o,distance:0,coneCos:0,penumbraCos:0,decay:1};return e.getWorldPosition(t.position),t.direction.setFromMatrixPosition(e.matrixWorld),f.setFromMatrixPosition(e.target.matrixWorld),t.direction.sub(f),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity*(e.userData?.volumetricIntensity??1)),t.distance=void 0!==e.distance&&e.distance>0?e.distance:0,t.coneCos=Math.cos(e.angle),t.penumbraCos=Math.cos(e.angle*(1-e.penumbra)),t.decay=void 0!==e.decay?e.decay:1,t}updateArrayUniforms(t){const n=this.material.uniforms.fogVolumes.value;let o=0;const a=this.material.uniforms.pointLights.value;let r=0;const s=this.material.uniforms.spotLights.value;let l=0;t.traverseVisible(t=>{if(t instanceof c){const e=t.volume,i=this.getVolumeUniforms(e);n[o]=i,o++}else if(t instanceof i){if(r<a.length){if(0===t.userData.volumetricIntensity)return;const e=this.getPointLightUniforms(t);a[r].position.copy(e.position),a[r].color.copy(e.color),a[r].distance=e.distance,r++}}else if(t instanceof e.SpotLight&&l<s.length){if(0===t.userData.volumetricIntensity)return;const e=this.getSpotLightUniforms(t);s[l].position.copy(e.position),s[l].direction.copy(e.direction),s[l].color.copy(e.color),s[l].distance=e.distance,s[l].coneCos=e.coneCos,s[l].penumbraCos=e.penumbraCos,s[l].decay=e.decay,l++}}),this.material.uniforms.activePointLightCount.value=r,this.material.uniforms.activeSpotLightCount.value=l,this.material.defines.NUM_FOG_VOLUMES!==o&&(this.material.needsUpdate=!0,this.material.uniformsNeedUpdate=!0),this.material.defines.NUM_FOG_VOLUMES=o}get uniforms(){return this.material.uniforms}update(e,t,i,a){if(this.updateArrayUniforms(a),this.enabled=0!=this.material.defines.NUM_FOG_VOLUMES,!this.enabled)return;null==this.uniforms.cameraPosition&&(this.uniforms.cameraPos={value:new o}),this.uniforms.cameraPos.value.copy(e.position),this._viewProjection.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this.uniforms.invProjection.value.copy(this._invViewProjection.copy(this._viewProjection).invert()),this.uniforms.tDepth.value=t.depthTexture,this.materialBlur.uniforms.tDepth.value=t.depthTexture,this.materialComposite.uniforms.tDepth.value=t.depthTexture,e instanceof n&&(this.uniforms.cameraNear.value=e.near,this.uniforms.cameraFar.value=e.far,this.materialBlur.uniforms.cameraNear.value=e.near,this.materialBlur.uniforms.cameraFar.value=e.far),this.uniforms.directionalLight.value.direction=i.lightDirection,this.uniforms.directionalLight.value.color.set(1,1,1).multiplyScalar(i.lightIntensity);const r=i.lights[i.lights.length-1];r&&r.shadow&&r.castShadow&&r.visible&&(this.uniforms.directionalShadowMap.value=r.shadow.map?.texture,this.uniforms.directionalShadowMatrix.value=r.shadow.matrix),r&&!r.visible?this.uniforms.directionalLight.value.color.set(0,0,0):this.uniforms.directionalLight.value.color.set(r.color.r,r.color.g,r.color.b).multiplyScalar(r.intensity*(r.userData?.volumetricIntensity??1));const s=a.children.find(e=>e.name===l);if(null!=s&&s.visible?this.uniforms.ambientLight.value.set(s.color.r,s.color.g,s.color.b).multiplyScalar(s.intensity*(s.userData?.volumetricIntensity??1)):this.uniforms.ambientLight.value.set(0,0,0),e instanceof n){const t=4.05,n=this.material.uniforms.stepCount.value;this.calculateDepthMappingParams(e.near,e.far,t,n,this.uniforms.depthMappingParams.value)}}calculateDepthMappingParams(e,t,n,i,o){const a=Math.max(e,.01),r=t,s=n,l=(r-a*Math.pow(2,i/s))/(r-a),c=(1-l)/a;o.set(c,l,s)}}const h=new e.Vector2(1,0),u=new e.Vector2(0,1);/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,5 @@
1
- import { Data3DTexture, Object3D, Vector3, WebGLRenderer } from "three";
1
+ import type { Object3D, WebGLRenderer } from "three";
2
+ import { Data3DTexture, Vector3 } from "three";
2
3
  export declare class LightVolume {
3
4
  shTexture: Data3DTexture;
4
5
  gridResolution: Vector3;
@@ -1,4 +1,5 @@
1
- import { NodeShaderMaterial, Vec4Node } from 'three-shader-graph';
1
+ import type { NodeShaderMaterial } from 'three-shader-graph';
2
+ import { Vec4Node } from 'three-shader-graph';
2
3
  /**
3
4
  * Creates the renderer-owned third MRT output without coupling the generic
4
5
  * node-material compiler to Hology's G-buffer layout.
@@ -1,5 +1,6 @@
1
1
  import * as THREE from 'three';
2
- import { NodeShaderMaterial, type CompiledNodeWebGpuFullscreen, type WebGpuMaterialUniform, type WebGpuMaterialUniformValue, type WebGpuMaterialVertexAttribute, type WgslGraphTextureBinding, Vec4Node, Vec3Node } from 'three-shader-graph';
2
+ import type { Vec4Node, Vec3Node } from 'three-shader-graph';
3
+ import { NodeShaderMaterial, type CompiledNodeWebGpuFullscreen, type WebGpuMaterialUniform, type WebGpuMaterialUniformValue, type WebGpuMaterialVertexAttribute, type WgslGraphTextureBinding } from 'three-shader-graph';
3
4
  type ResolvedWebGpuMaterial = THREE.Material & {
4
5
  readonly vertexShader: string;
5
6
  readonly fragmentShader: string;
@@ -1,4 +1,4 @@
1
- import*as e from"three";import{compileNodeWebGpuFullscreen as a,compileNodeShaderMaterialForWebGpu as t,NodeShaderMaterial as n,webGpuRendererBindings as i,textureSampler2d as s}from"three-shader-graph";import{StandardShader as o}from"../shader/builtin/standard-shader.js";import{LambertShader as r}from"../shader/builtin/lambert-shader.js";import{ToonShader as l}from"../shader/builtin/toon-shader.js";import{UnlitShader as u}from"../shader/builtin/unlit-shader.js";import{SpriteShader as p}from"../shader/sprite-shader.js";import{elapsedTimeUniformName as m}from"../shader-nodes/time.js";import{depthUniformName as c,farUniformName as h,nearUniformName as d,resolutionUniformName as f,sceneNormalUniformName as M}from"../shader-nodes/depth.js";import{sceneMapUniformName as v}from"../shader-nodes/scene-sample.js";const y={...i,uniformExpressions:{...i.uniformExpressions,[m]:{type:"float",expression:"rendererElapsedTime()"},[d]:{type:"float",expression:"rendererCameraNear()"},[h]:{type:"float",expression:"rendererCameraFar()"},[f]:{type:"vec2",expression:"rendererCamera.viewportAndTime.xy"}},sceneTextures:{[v]:{semantic:"sceneColor",sampleType:"float"},[c]:{semantic:"sceneDepth",sampleType:"depth"}},attributes:{material:{shaderLocation:6,format:"float32x4",defaultValue:[0,0,0,0]},material2:{shaderLocation:7,format:"float32x4",defaultValue:[0,0,0,0]},hole:{shaderLocation:8,format:"float32",defaultValue:[0]},offset:{shaderLocation:9,format:"float32x3",stepMode:"instance",defaultValue:[0,0,0]},velocity:{shaderLocation:10,format:"float32x4",stepMode:"instance",defaultValue:[0,0,0,0]},size:{shaderLocation:11,format:"float32x3",stepMode:"instance",defaultValue:[0,0,0]},rotation:{shaderLocation:12,format:"float32",stepMode:"instance",defaultValue:[0]},particleData:{shaderLocation:13,format:"float32x3",stepMode:"instance",defaultValue:[1,1,0]},particleColor:{shaderLocation:14,format:"float32x4",stepMode:"instance",defaultValue:[1,1,1,1]}}};export function setMaterialUniformValuesAutoUpdate(e,a){e.uniformValuesAutoUpdate=a}export function markMaterialUniformValuesNeedUpdate(e){const a=e;"uniformValuesNeedsUpdate"in a?a.uniformValuesNeedsUpdate=!0:a.uniformValuesAutoVersion=(a.uniformValuesAutoVersion??0)+1}function g(e){return!1!==e.uniformValuesAutoUpdate}function V(e){return e.uniformValuesAutoVersion??0}export function withThreeDefaultVertexAttributeValues(e){return e.map(e=>"uv1"===e.name&&null==e.defaultValue?{...e,defaultValue:[0,0]}:e)}const w=new WeakMap,I=new WeakMap;export function createNodeMaterialSignature(e){const a=I.get(e);if(null!=a)return a;const t=JSON.stringify({version:e.version,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader,alphaTest:e.alphaTest,alphaToCoverage:e.alphaToCoverage,blending:e.blending,colorWrite:e.colorWrite,depthFunc:e.depthFunc,depthTest:e.depthTest,depthWrite:e.depthWrite,polygonOffset:e.polygonOffset,polygonOffsetFactor:e.polygonOffsetFactor,polygonOffsetUnits:e.polygonOffsetUnits,premultipliedAlpha:e.premultipliedAlpha,side:e.side,stencilWrite:e.stencilWrite,transparent:e.transparent,wireframe:e.wireframe});return I.set(e,t),t}export class NodeMaterialWebGpuResolver{constructor(e,a){this.webGpu=e,this.mrtResolver=a,this.cache=new WeakMap,this.failedSignatures=new WeakMap,this.mappedMaterialsCache=new WeakMap,this.mappedMaterialsSignatures=new WeakMap,this.observedNodeMaterials=new Map,this.worldEnvironmentMaterials=new WeakSet,this.worldEnvironment=null,this.worldEnvironmentTexture=null,this.worldEnvironmentIntensity=0,this.worldEnvironmentRevision=0,this.cacheValues=new Set}setWorldEnvironment(e){const a=e?.texture??null,t=e?.intensity??0;if(this.worldEnvironmentTexture!==a||this.worldEnvironmentIntensity!==t){if(this.worldEnvironmentTexture!==a)this.worldEnvironmentRevision++;else if(null!=e)for(const e of this.cacheValues)e.inheritsWorldEnvironment&&null!=e.material.uniforms.envMapIntensity&&(e.material.uniforms.envMapIntensity.value=t,e.material.uniformValuesNeedsUpdate=!0);this.worldEnvironment=e,this.worldEnvironmentTexture=a,this.worldEnvironmentIntensity=t}}resolve(e,a=void 0){let i,s=!1;if(e instanceof n)i=e,this.observeNodeMaterial(i);else{const a=this.getOrCreateMappedNodeMaterial(e);if(null==a)return;i=a,s=!0}i.visible=e.visible,s&&(i.userData.receiveDecals=e.userData.receiveDecals);const o=a??"default",r=this.cache.get(i),l=r?.get(o);if(s&&null!=l&&l.sourceVersion===e.version&&l.worldEnvironmentRevision===this.worldEnvironmentRevision){const a=g(e),t=V(e);return l.material.uniformValuesAutoUpdate=a,this.syncInheritedWorldEnvironmentSource(i,l),a||l.sourceUniformValuesAutoVersion!==t?(W(e,i),l.compiled.syncLiveUniforms(l.material.uniforms),x(i,l.material.uniforms),T(i,l.material),l.sourceUniformValuesAutoVersion=t,a||(l.material.uniformValuesNeedsUpdate=!0),l.material):l.material}if(!s&&null!=l&&l.sourceVersion===e.version&&l.worldEnvironmentRevision===this.worldEnvironmentRevision&&E(i,l.compiled))return this.syncInheritedWorldEnvironmentSource(i,l),S(i,l),l.material;s&&W(e,i);const u=this.prepareWorldEnvironment(i),p=this.getNodeMaterialSignature(i,u);if(l?.signature===p&&E(i,l.compiled))return s?(l.material.uniformValuesAutoUpdate=g(e),l.compiled.syncLiveUniforms(l.material.uniforms),x(i,l.material.uniforms),T(i,l.material),l.sourceUniformValuesAutoVersion=V(e),l.material.uniformValuesAutoUpdate||(l.material.uniformValuesNeedsUpdate=!0)):S(i,l,!0),l.sourceVersion=e.version,l.worldEnvironmentRevision=this.worldEnvironmentRevision,l.material;try{const n=this.mrtResolver?.(i,a),m=t(i,y,n),c=new this.webGpu.WGSLShaderMaterial({vertexShader:m.vertexShader,fragmentShader:m.fragmentShader,depthVertexShader:m.depthVertexShader,depthFragmentShader:m.depthFragmentShader,pointShadowVertexShader:m.pointShadowVertexShader,pointShadowFragmentShader:m.pointShadowFragmentShader,uniforms:m.uniforms,textures:m.textures,sceneTextures:m.sceneTextures,graphTextures:m.graphTextures,vertexAttributes:withThreeDefaultVertexAttributeValues(m.vertexAttributes),uniformValuesAutoUpdate:s?g(e):i.uniformValuesAutoUpdate,transparent:m.renderState?.transparent,alphaTest:m.renderState?.alphaTest,depthTest:m.renderState?.depthTest,depthWrite:m.renderState?.depthWrite,side:m.renderState?.side,wireframe:i.wireframe});c.uniformValuesAutoUpdate=s?g(e):i.uniformValuesAutoUpdate,function(e,a){if(null==e)return;Object.assign(a,e)}(m.renderState,c),null!=l&&(l.material.dispose(),this.cacheValues.delete(l));const h={signature:p,compiled:m,material:c,inheritsWorldEnvironment:u,sourceVersion:e.version,sourceUniformValuesAutoVersion:s?V(e):i.uniformValuesAutoVersion,worldEnvironmentRevision:this.worldEnvironmentRevision},d=r??new Map;return d.set(o,h),this.cache.set(i,d),this.cacheValues.add(h),x(i,c.uniforms),T(i,c),c}catch(e){let a=this.failedSignatures.get(i);if(null==a&&(a=new Map,this.failedSignatures.set(i,a)),a.get(o)!==p){a.set(o,p);const t=e instanceof Error?e.message:String(e),n=i.name||i.uuid;console.warn(`[Hology WebGPU experiment] Falling back for NodeShaderMaterial "${n}": ${t}`,{material:i,error:e})}return}}compileFullscreen(e){const t=a({color:e.outputColor,wgslBindings:{...y,uniformExpressions:{},graphTextures:{...y.graphTextures,[M]:{resource:"hologyNormalRoughness",dimension:"2d",sampleType:"float",sampler:"filtering"}}}}),n=t.syncLiveUniforms;return{...t,syncLiveUniforms(a){n(a),x(e,a)}}}getOrCreateMappedNodeMaterial(a){const t=function(a){const t=[a.vertexColors,a.transparent,a.alphaTest,a.side,a.depthTest,a.depthWrite,a.wireframe??!1];a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.roughnessMap?a.roughnessMap.uuid:null,a.metalnessMap?a.metalnessMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshLambertMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshToonMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.gradientMap?a.gradientMap.uuid:null):a instanceof e.MeshBasicMaterial?t.push(a.map?a.map.uuid:null,a.aoMap?a.aoMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshPhongMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.SpriteMaterial&&t.push(a.map?a.map.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.sizeAttenuation);return t.join(",")}(a),n=this.mappedMaterialsCache.get(a),i=this.mappedMaterialsSignatures.get(a);if(null!=n&&i===t)return n;if(null!=n){n.dispose();const e=this.cache.get(n);if(null!=e){for(const a of e.values())a.material.dispose(),this.cacheValues.delete(a);this.cache.delete(n)}}const m=function(a){if(a instanceof e.SpriteMaterial){const e=new p;e.color=a.color,e.opacity=a.opacity,e.rotation=a.rotation,e.screenSpaceSize=a.sizeAttenuation?0:1,e.alphaTest=a.alphaTest,a.map&&(e.map=a.map),a.alphaMap&&(e.alphaMap=a.alphaMap);const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t}if(a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial){const e=new o;e.color=a.color,e.opacity=a.opacity,e.roughness=a.roughness,e.metalness=a.metalness,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.roughnessMap&&(e.roughnessMap=s(a.roughnessMap)),a.metalnessMap&&(e.metalnessMap=s(a.metalnessMap)),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.envMapIntensity=a.envMapIntensity,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshLambertMaterial){const e=new r;e.color=a.color,e.opacity=a.opacity,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshToonMaterial){const e=new l;e.color=a.color,e.opacity=a.opacity,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshBasicMaterial||a instanceof e.LineBasicMaterial){const t=new u;t.color=a.color,t.opacity=a.opacity,t.vertexColor=a.vertexColors,a instanceof e.MeshBasicMaterial&&(a.map&&(t.map=s(a.map)),a.aoMap&&(t.aoMap=s(a.aoMap),t.aoMapIntensity=a.aoMapIntensity),a.lightMap&&(t.lightMap=s(a.lightMap),t.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(t.alphaMap=s(a.alphaMap)),t.envMap=a.envMap),t.alphaTest=a.alphaTest;const n=t.build();return n.transparent=a.transparent,n.side=a.side,n.depthTest=a.depthTest,n.depthWrite=a.depthWrite,n.wireframe=a instanceof e.MeshBasicMaterial&&a.wireframe,n}if(a instanceof e.MeshPhongMaterial){const e=new o;e.color=a.color,e.opacity=a.opacity,e.roughness=Math.max(0,1-a.shininess/100),e.metalness=0,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}return null}(a);return null==m?null:(m.wireframe=a.wireframe??!1,this.mappedMaterialsCache.set(a,m),this.mappedMaterialsSignatures.set(a,t),a.addEventListener("dispose",()=>{const e=this.mappedMaterialsCache.get(a);if(null!=e){e.dispose(),this.mappedMaterialsCache.delete(a),this.mappedMaterialsSignatures.delete(a);const t=this.cache.get(e);if(null!=t){for(const e of t.values())e.material.dispose(),this.cacheValues.delete(e);this.cache.delete(e)}}}),m)}canResolve(e){return null!=this.resolve(e)}dispose(){for(const[e,a]of this.observedNodeMaterials)e.removeEventListener("dispose",a);this.observedNodeMaterials.clear();for(const e of this.cacheValues)e.material.dispose();this.cacheValues.clear()}syncInheritedWorldEnvironmentSource(e,a){a.inheritsWorldEnvironment&&null!=this.worldEnvironment&&(e.uniforms.envMap.value=this.worldEnvironment.texture,e.uniforms.envMapIntensity.value=this.worldEnvironment.intensity)}getNodeMaterialSignature(e,a){const t=`${createNodeMaterialSignature(e)}|receiveDecals:${!1!==e.userData.receiveDecals}`;return a?`${t}|worldEnvironment:${this.worldEnvironmentRevision}`:t}prepareWorldEnvironment(a){var t,n,i;return null!=a.envMap?(this.worldEnvironmentMaterials.has(a)&&(a.uniforms.envMap={value:a.envMap},a.uniforms.envMapIntensity={value:1},a.uniforms.envMapRotation={value:new e.Matrix3},this.worldEnvironmentMaterials.delete(a)),!1):null==this.worldEnvironment?(this.worldEnvironmentMaterials.has(a)&&(delete a.uniforms.envMap,delete a.uniforms.envMapIntensity,delete a.uniforms.envMapRotation,this.worldEnvironmentMaterials.delete(a)),!1):((t=a.uniforms).envMap??(t.envMap={value:this.worldEnvironment.texture}),a.uniforms.envMap.value=this.worldEnvironment.texture,(n=a.uniforms).envMapIntensity??(n.envMapIntensity={value:this.worldEnvironment.intensity}),a.uniforms.envMapIntensity.value=this.worldEnvironment.intensity,(i=a.uniforms).envMapRotation??(i.envMapRotation={value:new e.Matrix3}),this.worldEnvironmentMaterials.add(a),!0)}observeNodeMaterial(e){if(this.observedNodeMaterials.has(e))return;const a=()=>{e.removeEventListener("dispose",a),this.observedNodeMaterials.delete(e);const t=this.cache.get(e);if(null!=t){for(const e of t.values())e.material.dispose(),this.cacheValues.delete(e);this.cache.delete(e)}this.failedSignatures.delete(e),I.delete(e)};this.observedNodeMaterials.set(e,a),e.addEventListener("dispose",a)}}function S(e,a,t=!1){const n=a.material;n.uniformValuesAutoUpdate=e.uniformValuesAutoUpdate,(t||e.uniformValuesAutoUpdate||a.sourceUniformValuesAutoVersion!==e.uniformValuesAutoVersion)&&(a.compiled.syncLiveUniforms(n.uniforms),x(e,n.uniforms),T(e,n),a.sourceUniformValuesAutoVersion=e.uniformValuesAutoVersion,n.uniformValuesAutoUpdate||(n.uniformValuesNeedsUpdate=!0))}function x(e,a){let t=w.get(a);if(null==t){t=[];for(const e in a){const n=a[e],i=n.value,s=!0===i?.isVector2?2:!0===i?.isVector3?3:!0===i?.isVector4?4:!0===i?.isColor?5:0;t.push({name:e,target:n,copyKind:s})}w.set(a,t)}const n=e.uniforms;for(let e=0;e<t.length;e++){const a=t[e],i=n[a.name];if(null==i)continue;const s=i.value,o=a.target.value;if(s!==o){if(0!==a.copyKind){const e=s,t=o;if((2===a.copyKind?!0===e?.isVector2:3===a.copyKind?!0===e?.isVector3:4===a.copyKind?!0===e?.isVector4:!0===e?.isColor)&&"function"==typeof t?.copy){t.copy(s);continue}}a.target.value=s}}}function T(a,t){const n=a.uniforms.envMapIntensity,i=t.uniforms.envMapIntensity;null!=n&&null!=i&&(i.value=n.value);const s=a.uniforms.envMapRotation?.value,o=t.uniforms.envMapRotation?.value;s instanceof e.Matrix3&&o instanceof e.Matrix3&&o.copy(s)}function E(e,a){for(const t in a.textures){const n=a.textures[t],i=e.uniforms[t]?.value;if(C(i)&&i!==n)return!1}return!0}function C(e){return!0===e?.isTexture}function W(a,t){if(a instanceof e.SpriteMaterial){const n=t;t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),n.rotation=a.rotation,n.screenSpaceSize=a.sizeAttenuation?0:1}else a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.roughness&&(t.uniforms.roughness.value=a.roughness),t.uniforms.metalness&&(t.uniforms.metalness.value=a.metalness),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity),t.uniforms.envMapIntensity&&(t.uniforms.envMapIntensity.value=a.envMapIntensity)):a instanceof e.MeshLambertMaterial||a instanceof e.MeshToonMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity)):a instanceof e.MeshBasicMaterial||a instanceof e.LineBasicMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),a instanceof e.MeshBasicMaterial&&(t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity))):a instanceof e.MeshPhongMaterial&&(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.roughness&&(t.uniforms.roughness.value=Math.max(0,1-a.shininess/100)),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity))}/*
1
+ import*as e from"three";import{compileNodeWebGpuFullscreen as a,compileNodeShaderMaterialForWebGpu as t,NodeShaderMaterial as n,webGpuRendererBindings as i,textureSampler2d as s}from"three-shader-graph";import{StandardShader as o}from"../shader/builtin/standard-shader.js";import{LambertShader as r}from"../shader/builtin/lambert-shader.js";import{ToonShader as l}from"../shader/builtin/toon-shader.js";import{UnlitShader as u}from"../shader/builtin/unlit-shader.js";import{SpriteShader as p}from"../shader/sprite-shader.js";import{elapsedTimeUniformName as m}from"../shader-nodes/time.js";import{depthUniformName as c,farUniformName as h,nearUniformName as d,resolutionUniformName as f,sceneNormalUniformName as M}from"../shader-nodes/depth.js";import{sceneMapUniformName as v}from"../shader-nodes/scene-sample.js";const y={...i,uniformExpressions:{...i.uniformExpressions,[m]:{type:"float",expression:"rendererElapsedTime()"},[d]:{type:"float",expression:"rendererCameraNear()"},[h]:{type:"float",expression:"rendererCameraFar()"},[f]:{type:"vec2",expression:"rendererViewportSize()"}},sceneTextures:{[v]:{semantic:"sceneColor",sampleType:"float"},[c]:{semantic:"sceneDepth",sampleType:"depth"}},attributes:{material:{shaderLocation:6,format:"float32x4",defaultValue:[0,0,0,0]},material2:{shaderLocation:7,format:"float32x4",defaultValue:[0,0,0,0]},hole:{shaderLocation:8,format:"float32",defaultValue:[0]},offset:{shaderLocation:9,format:"float32x3",stepMode:"instance",defaultValue:[0,0,0]},velocity:{shaderLocation:10,format:"float32x4",stepMode:"instance",defaultValue:[0,0,0,0]},size:{shaderLocation:11,format:"float32x3",stepMode:"instance",defaultValue:[0,0,0]},rotation:{shaderLocation:12,format:"float32",stepMode:"instance",defaultValue:[0]},particleData:{shaderLocation:13,format:"float32x3",stepMode:"instance",defaultValue:[1,1,0]},particleColor:{shaderLocation:14,format:"float32x4",stepMode:"instance",defaultValue:[1,1,1,1]}}};export function setMaterialUniformValuesAutoUpdate(e,a){e.uniformValuesAutoUpdate=a}export function markMaterialUniformValuesNeedUpdate(e){const a=e;"uniformValuesNeedsUpdate"in a?a.uniformValuesNeedsUpdate=!0:a.uniformValuesAutoVersion=(a.uniformValuesAutoVersion??0)+1}function g(e){return!1!==e.uniformValuesAutoUpdate}function V(e){return e.uniformValuesAutoVersion??0}export function withThreeDefaultVertexAttributeValues(e){return e.map(e=>"uv1"===e.name&&null==e.defaultValue?{...e,defaultValue:[0,0]}:e)}const w=new WeakMap,I=new WeakMap;export function createNodeMaterialSignature(e){const a=I.get(e);if(null!=a)return a;const t=JSON.stringify({version:e.version,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader,alphaTest:e.alphaTest,alphaToCoverage:e.alphaToCoverage,blending:e.blending,colorWrite:e.colorWrite,depthFunc:e.depthFunc,depthTest:e.depthTest,depthWrite:e.depthWrite,polygonOffset:e.polygonOffset,polygonOffsetFactor:e.polygonOffsetFactor,polygonOffsetUnits:e.polygonOffsetUnits,premultipliedAlpha:e.premultipliedAlpha,side:e.side,stencilWrite:e.stencilWrite,transparent:e.transparent,wireframe:e.wireframe});return I.set(e,t),t}export class NodeMaterialWebGpuResolver{constructor(e,a){this.webGpu=e,this.mrtResolver=a,this.cache=new WeakMap,this.failedSignatures=new WeakMap,this.mappedMaterialsCache=new WeakMap,this.mappedMaterialsSignatures=new WeakMap,this.observedNodeMaterials=new Map,this.worldEnvironmentMaterials=new WeakSet,this.worldEnvironment=null,this.worldEnvironmentTexture=null,this.worldEnvironmentIntensity=0,this.worldEnvironmentRevision=0,this.cacheValues=new Set}setWorldEnvironment(e){const a=e?.texture??null,t=e?.intensity??0;if(this.worldEnvironmentTexture!==a||this.worldEnvironmentIntensity!==t){if(this.worldEnvironmentTexture!==a)this.worldEnvironmentRevision++;else if(null!=e)for(const e of this.cacheValues)e.inheritsWorldEnvironment&&null!=e.material.uniforms.envMapIntensity&&(e.material.uniforms.envMapIntensity.value=t,e.material.uniformValuesNeedsUpdate=!0);this.worldEnvironment=e,this.worldEnvironmentTexture=a,this.worldEnvironmentIntensity=t}}resolve(e,a=void 0){let i,s=!1;if(e instanceof n)i=e,this.observeNodeMaterial(i);else{const a=this.getOrCreateMappedNodeMaterial(e);if(null==a)return;i=a,s=!0}i.visible=e.visible,s&&(i.userData.receiveDecals=e.userData.receiveDecals);const o=a??"default",r=this.cache.get(i),l=r?.get(o);if(s&&null!=l&&l.sourceVersion===e.version&&l.worldEnvironmentRevision===this.worldEnvironmentRevision){const a=g(e),t=V(e);return l.material.uniformValuesAutoUpdate=a,this.syncInheritedWorldEnvironmentSource(i,l),a||l.sourceUniformValuesAutoVersion!==t?(W(e,i),l.compiled.syncLiveUniforms(l.material.uniforms),x(i,l.material.uniforms),T(i,l.material),l.sourceUniformValuesAutoVersion=t,a||(l.material.uniformValuesNeedsUpdate=!0),l.material):l.material}if(!s&&null!=l&&l.sourceVersion===e.version&&l.worldEnvironmentRevision===this.worldEnvironmentRevision&&E(i,l.compiled))return this.syncInheritedWorldEnvironmentSource(i,l),S(i,l),l.material;s&&W(e,i);const u=this.prepareWorldEnvironment(i),p=this.getNodeMaterialSignature(i,u);if(l?.signature===p&&E(i,l.compiled))return s?(l.material.uniformValuesAutoUpdate=g(e),l.compiled.syncLiveUniforms(l.material.uniforms),x(i,l.material.uniforms),T(i,l.material),l.sourceUniformValuesAutoVersion=V(e),l.material.uniformValuesAutoUpdate||(l.material.uniformValuesNeedsUpdate=!0)):S(i,l,!0),l.sourceVersion=e.version,l.worldEnvironmentRevision=this.worldEnvironmentRevision,l.material;try{const n=this.mrtResolver?.(i,a),m=t(i,y,n),c=new this.webGpu.WGSLShaderMaterial({vertexShader:m.vertexShader,fragmentShader:m.fragmentShader,depthVertexShader:m.depthVertexShader,depthFragmentShader:m.depthFragmentShader,pointShadowVertexShader:m.pointShadowVertexShader,pointShadowFragmentShader:m.pointShadowFragmentShader,uniforms:m.uniforms,textures:m.textures,sceneTextures:m.sceneTextures,graphTextures:m.graphTextures,vertexAttributes:withThreeDefaultVertexAttributeValues(m.vertexAttributes),uniformValuesAutoUpdate:s?g(e):i.uniformValuesAutoUpdate,transparent:m.renderState?.transparent,alphaTest:m.renderState?.alphaTest,depthTest:m.renderState?.depthTest,depthWrite:m.renderState?.depthWrite,side:m.renderState?.side,wireframe:i.wireframe});c.uniformValuesAutoUpdate=s?g(e):i.uniformValuesAutoUpdate,function(e,a){if(null==e)return;Object.assign(a,e)}(m.renderState,c),null!=l&&(l.material.dispose(),this.cacheValues.delete(l));const h={signature:p,compiled:m,material:c,inheritsWorldEnvironment:u,sourceVersion:e.version,sourceUniformValuesAutoVersion:s?V(e):i.uniformValuesAutoVersion,worldEnvironmentRevision:this.worldEnvironmentRevision},d=r??new Map;return d.set(o,h),this.cache.set(i,d),this.cacheValues.add(h),x(i,c.uniforms),T(i,c),c}catch(e){let a=this.failedSignatures.get(i);if(null==a&&(a=new Map,this.failedSignatures.set(i,a)),a.get(o)!==p){a.set(o,p);const t=e instanceof Error?e.message:String(e),n=i.name||i.uuid;console.warn(`[Hology WebGPU experiment] Falling back for NodeShaderMaterial "${n}": ${t}`,{material:i,error:e})}return}}compileFullscreen(e){const t=a({color:e.outputColor,wgslBindings:{...y,uniformExpressions:{},graphTextures:{...y.graphTextures,[M]:{resource:"hologyNormalRoughness",dimension:"2d",sampleType:"float",sampler:"filtering"}}}}),n=t.syncLiveUniforms;return{...t,syncLiveUniforms(a){n(a),x(e,a)}}}getOrCreateMappedNodeMaterial(a){const t=function(a){const t=[a.vertexColors,a.transparent,a.alphaTest,a.side,a.depthTest,a.depthWrite,a.wireframe??!1];a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.roughnessMap?a.roughnessMap.uuid:null,a.metalnessMap?a.metalnessMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshLambertMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshToonMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.gradientMap?a.gradientMap.uuid:null):a instanceof e.MeshBasicMaterial?t.push(a.map?a.map.uuid:null,a.aoMap?a.aoMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.MeshPhongMaterial?t.push(a.map?a.map.uuid:null,a.normalMap?a.normalMap.uuid:null,a.aoMap?a.aoMap.uuid:null,a.emissiveMap?a.emissiveMap.uuid:null,a.lightMap?a.lightMap.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.envMap?a.envMap.uuid:null):a instanceof e.SpriteMaterial&&t.push(a.map?a.map.uuid:null,a.alphaMap?a.alphaMap.uuid:null,a.sizeAttenuation);return t.join(",")}(a),n=this.mappedMaterialsCache.get(a),i=this.mappedMaterialsSignatures.get(a);if(null!=n&&i===t)return n;if(null!=n){n.dispose();const e=this.cache.get(n);if(null!=e){for(const a of e.values())a.material.dispose(),this.cacheValues.delete(a);this.cache.delete(n)}}const m=function(a){if(a instanceof e.SpriteMaterial){const e=new p;e.color=a.color,e.opacity=a.opacity,e.rotation=a.rotation,e.screenSpaceSize=a.sizeAttenuation?0:1,e.alphaTest=a.alphaTest,a.map&&(e.map=a.map),a.alphaMap&&(e.alphaMap=a.alphaMap);const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t}if(a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial){const e=new o;e.color=a.color,e.opacity=a.opacity,e.roughness=a.roughness,e.metalness=a.metalness,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.roughnessMap&&(e.roughnessMap=s(a.roughnessMap)),a.metalnessMap&&(e.metalnessMap=s(a.metalnessMap)),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.envMapIntensity=a.envMapIntensity,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshLambertMaterial){const e=new r;e.color=a.color,e.opacity=a.opacity,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshToonMaterial){const e=new l;e.color=a.color,e.opacity=a.opacity,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}if(a instanceof e.MeshBasicMaterial||a instanceof e.LineBasicMaterial){const t=new u;t.color=a.color,t.opacity=a.opacity,t.vertexColor=a.vertexColors,a instanceof e.MeshBasicMaterial&&(a.map&&(t.map=s(a.map)),a.aoMap&&(t.aoMap=s(a.aoMap),t.aoMapIntensity=a.aoMapIntensity),a.lightMap&&(t.lightMap=s(a.lightMap),t.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(t.alphaMap=s(a.alphaMap)),t.envMap=a.envMap),t.alphaTest=a.alphaTest;const n=t.build();return n.transparent=a.transparent,n.side=a.side,n.depthTest=a.depthTest,n.depthWrite=a.depthWrite,n.wireframe=a instanceof e.MeshBasicMaterial&&a.wireframe,n}if(a instanceof e.MeshPhongMaterial){const e=new o;e.color=a.color,e.opacity=a.opacity,e.roughness=Math.max(0,1-a.shininess/100),e.metalness=0,e.vertexColor=a.vertexColors,a.map&&(e.map=s(a.map)),a.normalMap&&(e.normalMap=s(a.normalMap),e.normalScale=a.normalScale),a.aoMap&&(e.aoMap=s(a.aoMap),e.aoMapIntensity=a.aoMapIntensity),a.emissiveMap&&(e.emissiveMap=s(a.emissiveMap)),a.lightMap&&(e.lightMap=s(a.lightMap),e.lightMapIntensity=a.lightMapIntensity),a.alphaMap&&(e.alphaMap=s(a.alphaMap)),e.emissive=a.emissive,e.emissiveIntensity=a.emissiveIntensity,e.envMap=a.envMap,e.alphaTest=a.alphaTest;const t=e.build();return t.transparent=a.transparent,t.side=a.side,t.depthTest=a.depthTest,t.depthWrite=a.depthWrite,t.wireframe=a.wireframe,t}return null}(a);return null==m?null:(m.wireframe=a.wireframe??!1,this.mappedMaterialsCache.set(a,m),this.mappedMaterialsSignatures.set(a,t),a.addEventListener("dispose",()=>{const e=this.mappedMaterialsCache.get(a);if(null!=e){e.dispose(),this.mappedMaterialsCache.delete(a),this.mappedMaterialsSignatures.delete(a);const t=this.cache.get(e);if(null!=t){for(const e of t.values())e.material.dispose(),this.cacheValues.delete(e);this.cache.delete(e)}}}),m)}canResolve(e){return null!=this.resolve(e)}dispose(){for(const[e,a]of this.observedNodeMaterials)e.removeEventListener("dispose",a);this.observedNodeMaterials.clear();for(const e of this.cacheValues)e.material.dispose();this.cacheValues.clear()}syncInheritedWorldEnvironmentSource(e,a){a.inheritsWorldEnvironment&&null!=this.worldEnvironment&&(e.uniforms.envMap.value=this.worldEnvironment.texture,e.uniforms.envMapIntensity.value=this.worldEnvironment.intensity)}getNodeMaterialSignature(e,a){const t=`${createNodeMaterialSignature(e)}|receiveDecals:${!1!==e.userData.receiveDecals}`;return a?`${t}|worldEnvironment:${this.worldEnvironmentRevision}`:t}prepareWorldEnvironment(a){var t,n,i;return null!=a.envMap?(this.worldEnvironmentMaterials.has(a)&&(a.uniforms.envMap={value:a.envMap},a.uniforms.envMapIntensity={value:1},a.uniforms.envMapRotation={value:new e.Matrix3},this.worldEnvironmentMaterials.delete(a)),!1):null==this.worldEnvironment?(this.worldEnvironmentMaterials.has(a)&&(delete a.uniforms.envMap,delete a.uniforms.envMapIntensity,delete a.uniforms.envMapRotation,this.worldEnvironmentMaterials.delete(a)),!1):((t=a.uniforms).envMap??(t.envMap={value:this.worldEnvironment.texture}),a.uniforms.envMap.value=this.worldEnvironment.texture,(n=a.uniforms).envMapIntensity??(n.envMapIntensity={value:this.worldEnvironment.intensity}),a.uniforms.envMapIntensity.value=this.worldEnvironment.intensity,(i=a.uniforms).envMapRotation??(i.envMapRotation={value:new e.Matrix3}),this.worldEnvironmentMaterials.add(a),!0)}observeNodeMaterial(e){if(this.observedNodeMaterials.has(e))return;const a=()=>{e.removeEventListener("dispose",a),this.observedNodeMaterials.delete(e);const t=this.cache.get(e);if(null!=t){for(const e of t.values())e.material.dispose(),this.cacheValues.delete(e);this.cache.delete(e)}this.failedSignatures.delete(e),I.delete(e)};this.observedNodeMaterials.set(e,a),e.addEventListener("dispose",a)}}function S(e,a,t=!1){const n=a.material;n.uniformValuesAutoUpdate=e.uniformValuesAutoUpdate,(t||e.uniformValuesAutoUpdate||a.sourceUniformValuesAutoVersion!==e.uniformValuesAutoVersion)&&(a.compiled.syncLiveUniforms(n.uniforms),x(e,n.uniforms),T(e,n),a.sourceUniformValuesAutoVersion=e.uniformValuesAutoVersion,n.uniformValuesAutoUpdate||(n.uniformValuesNeedsUpdate=!0))}function x(e,a){let t=w.get(a);if(null==t){t=[];for(const e in a){const n=a[e],i=n.value,s=!0===i?.isVector2?2:!0===i?.isVector3?3:!0===i?.isVector4?4:!0===i?.isColor?5:0;t.push({name:e,target:n,copyKind:s})}w.set(a,t)}const n=e.uniforms;for(let e=0;e<t.length;e++){const a=t[e],i=n[a.name];if(null==i)continue;const s=i.value,o=a.target.value;if(s!==o){if(0!==a.copyKind){const e=s,t=o;if((2===a.copyKind?!0===e?.isVector2:3===a.copyKind?!0===e?.isVector3:4===a.copyKind?!0===e?.isVector4:!0===e?.isColor)&&"function"==typeof t?.copy){t.copy(s);continue}}a.target.value=s}}}function T(a,t){const n=a.uniforms.envMapIntensity,i=t.uniforms.envMapIntensity;null!=n&&null!=i&&(i.value=n.value);const s=a.uniforms.envMapRotation?.value,o=t.uniforms.envMapRotation?.value;s instanceof e.Matrix3&&o instanceof e.Matrix3&&o.copy(s)}function E(e,a){for(const t in a.textures){const n=a.textures[t],i=e.uniforms[t]?.value;if(C(i)&&i!==n)return!1}return!0}function C(e){return!0===e?.isTexture}function W(a,t){if(a instanceof e.SpriteMaterial){const n=t;t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),n.rotation=a.rotation,n.screenSpaceSize=a.sizeAttenuation?0:1}else a instanceof e.MeshStandardMaterial||a instanceof e.MeshPhysicalMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.roughness&&(t.uniforms.roughness.value=a.roughness),t.uniforms.metalness&&(t.uniforms.metalness.value=a.metalness),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity),t.uniforms.envMapIntensity&&(t.uniforms.envMapIntensity.value=a.envMapIntensity)):a instanceof e.MeshLambertMaterial||a instanceof e.MeshToonMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity)):a instanceof e.MeshBasicMaterial||a instanceof e.LineBasicMaterial?(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),a instanceof e.MeshBasicMaterial&&(t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity))):a instanceof e.MeshPhongMaterial&&(t.uniforms.color&&(t.uniforms.color.value instanceof e.Vector3?t.uniforms.color.value.setFromColor(a.color):t.uniforms.color.value instanceof e.Color&&t.uniforms.color.value.copy(a.color)),t.uniforms.opacity&&(t.uniforms.opacity.value=a.opacity),t.uniforms.roughness&&(t.uniforms.roughness.value=Math.max(0,1-a.shininess/100)),t.uniforms.emissive&&(t.uniforms.emissive.value instanceof e.Vector3?t.uniforms.emissive.value.setFromColor(a.emissive):t.uniforms.emissive.value instanceof e.Color&&t.uniforms.emissive.value.copy(a.emissive)),t.uniforms.emissiveIntensity&&(t.uniforms.emissiveIntensity.value=a.emissiveIntensity),t.uniforms.normalScale&&a.normalScale&&(t.uniforms.normalScale.value=a.normalScale.x),t.uniforms.aoMapIntensity&&(t.uniforms.aoMapIntensity.value=a.aoMapIntensity),t.uniforms.lightMapIntensity&&(t.uniforms.lightMapIntensity.value=a.lightMapIntensity))}/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,4 @@
1
- import { ShaderMaterial, Texture, Vector2, WebGLRenderTarget, WebGLRenderer } from 'three';
1
+ import type { ShaderMaterial, Texture, Vector2, WebGLRenderTarget, WebGLRenderer } from 'three';
2
2
  import { Pass } from 'three/examples/jsm/Addons.js';
3
3
  export declare const postProcessEffectStages: readonly ["beforeFog", "beforeDepthOfField", "beforeColorAdjustment", "beforeOutline", "beforeAntiAliasing", "beforeLut", "beforeOutput"];
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4
  export type PostProcessEffectStage = typeof postProcessEffectStages[number];