@hology/core 0.0.59 → 0.0.60

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- import{Vector2 as e}from"three";import{dot as t,FloatExpressionNode as o,FloatNode as r,texture2d as n,uniformVec2 as s,Vec2ExpressionNode as a,Vec4Node as c,uniformSampler2d as p,uniformFloat as i}from"three-shader-graph";export function supportsDepthTextureExtension(e){return!!e.extensions.get("WEBGL_depth_texture")}export const depthUniformName="hology_depth_map";export const resolutionUniformName="hology_resolution";export const nearUniformName="hology_camera_near";export const farUniformName="hology_camera_far";export const depthSampler=p(depthUniformName);const h=i(nearUniformName,.5),m=i(farUniformName,500);class l extends r{compile(e){const t=e.variable();var o=e.get(h),r=e.get(m);return{chunk:`\n float depth_${t} = 2.0 * ${o} * ${r} / (${r} + ${o} - (2.0 * ${e.get(this.depth)} - 1.0) * (${r} - ${o}));\n `,out:`depth_${t}`}}constructor(e){super(),this.depth=e}}function u(e){return new l(e)}const _=new class extends c{constructor(){super(...arguments),this.k="31u50"}compile(e){return{pars:`\n const float UnpackDownscale_${this.k} = 255. / 256.; // 0..1 -> fraction (excluding 1)\n const vec3 PackFactors_${this.k} = vec3( 256. * 256. * 256., 256. * 256., 256. );\n const vec4 UnpackFactors_${this.k} = UnpackDownscale_${this.k} / vec4( PackFactors_${this.k}, 1. );\n `,out:`UnpackFactors_${this.k}`}}};const d=new o("gl_FragCoord.z");export const fragmentLinearEyeDepth=u(d);const f=s("hology_resolution",new e(250,1e3)),g=new a("gl_FragCoord.xy").divide(f);export const linearEyeDepth=u((x=g,$=n(depthSampler,x),t($,_)));var x,$;
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+ import{Vector2 as e}from"three";import{dot as t,FloatExpressionNode as o,FloatNode as r,texture2d as n,uniformVec2 as a,Vec2ExpressionNode as s,Vec4Node as c,uniformSampler2d as p,uniformFloat as i}from"three-shader-graph";import*as h from"three";export function supportsDepthTextureExtension(e){return!!e.extensions.get("WEBGL_depth_texture")}export const depthUniformName="hology_depth_map";export const resolutionUniformName="hology_resolution";export const nearUniformName="hology_camera_near";export const farUniformName="hology_camera_far";export const depthSampler=p(depthUniformName,new h.DepthTexture(1,1));const m=i(nearUniformName,.5),l=i(farUniformName,500);class u extends r{compile(e){const t=e.variable();var o=e.get(m),r=e.get(l);return{chunk:`\n float depth_${t} = 2.0 * ${o} * ${r} / (${r} + ${o} - (2.0 * ${e.get(this.depth)} - 1.0) * (${r} - ${o}));\n `,out:`depth_${t}`}}constructor(e){super(),this.depth=e}}function _(e){return new u(e)}const f=new class extends c{constructor(){super(...arguments),this.k="31u50"}compile(e){return{pars:`\n const float UnpackDownscale_${this.k} = 255. / 256.; // 0..1 -> fraction (excluding 1)\n const vec4 PackFactors_${this.k} = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\n const vec4 UnpackFactors_${this.k} = vec4( UnpackDownscale_${this.k} / PackFactors_${this.k}.rgb, 1.0 / PackFactors_${this.k}.a );\n `,out:`UnpackFactors_${this.k}`}}};const d=new o("gl_FragCoord.z");export const fragmentLinearEyeDepth=_(d);const g=a("hology_resolution",new e(250,1e3)),x=new s("gl_FragCoord.xy").divide(g);export const linearEyeDepth=_((k=x,$=n(depthSampler,k),t($,f)));var k,$;
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  /*
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  * Copyright (©) 2023. All rights reserved.
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  * See the LICENSE.md file for details.
package/package.json CHANGED
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  {
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  "name": "@hology/core",
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- "version": "0.0.59",
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+ "version": "0.0.60",
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  "description": "",
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  "main": "dist/index.js",
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  "type": "module",
@@ -82,6 +82,9 @@
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  },
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  "author": "",
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  "license": "SEE LICENSE IN LICENSE.md",
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+ "peerDependencies": {
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+ "three": ">=0.169.0"
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+ },
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  "dependencies": {
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  "@babel/runtime": "^7.24.8",
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  "@dimforge/rapier3d-compat": "^0.13.1",
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  "@types/three-nebula": "^10.0.3",
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  "recast-navigation": "^0.30.0",
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  "rxjs": "7.8.1",
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- "three": "^0.169.0",
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  "three-csm": "^4.2.1",
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  "three-mesh-bvh": "^0.7.5",
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  "three-nebula": "^10.0.3",
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- "three-shader-graph": "0.2.1",
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+ "three-shader-graph": "0.2.6",
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  "three-stdlib": "2.34.0",
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  "ts-key-enum": "^2.0.12",
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  "typedi": "^0.10.0"