@luminocity/lemonate-engine 26.3.14 → 26.3.15
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Player.d.ts +10 -7
- package/dist/SceneGraphCollection.d.ts +7 -2
- package/dist/lemonate.es.js +883 -350
- package/dist/lemonate.js +884 -351
- package/dist/lemonate.min.js +5 -5
- package/dist/lemonate.umd.js +883 -350
- package/dist/player.zip +0 -0
- package/dist/scenegraph/SgParticles.d.ts +1 -0
- package/dist/scenegraph/SgScriptedMesh.d.ts +1 -1
- package/dist/subsystems/composer/EffectShader.d.ts +2 -14
- package/dist/subsystems/composer/nodes/bloom/LuminosityHighPassShader.d.ts +6 -25
- package/dist/subsystems/composer/nodes/blur/WrappingConvolutionShader.d.ts +2 -26
- package/dist/subsystems/composer/nodes/chromaticAbberation/shader.d.ts +2 -16
- package/dist/subsystems/composer/nodes/colorDepth/shader.d.ts +2 -9
- package/dist/subsystems/composer/nodes/depthOfField/shader.d.ts +2 -23
- package/dist/subsystems/composer/nodes/film/shader.d.ts +2 -25
- package/dist/subsystems/composer/nodes/fog/index.d.ts +1 -2
- package/dist/subsystems/composer/nodes/fog/shader.d.ts +2 -59
- package/dist/subsystems/composer/nodes/glitch/shader.d.ts +2 -25
- package/dist/subsystems/composer/nodes/kawaseBlur/shader.d.ts +2 -18
- package/dist/subsystems/composer/nodes/merge/shader.d.ts +2 -16
- package/dist/subsystems/composer/nodes/outline/shader.d.ts +2 -42
- package/dist/subsystems/composer/nodes/pixelation/shader.d.ts +2 -12
- package/dist/subsystems/composer/nodes/radialBlur/shader.d.ts +2 -19
- package/dist/subsystems/composer/nodes/scanline/shader.d.ts +2 -17
- package/dist/subsystems/composer/nodes/sepia/shader.d.ts +2 -16
- package/dist/subsystems/composer/nodes/shockwave/shader.d.ts +2 -29
- package/dist/subsystems/composer/nodes/ssao/shader.d.ts +2 -37
- package/dist/subsystems/composer/nodes/toneMapping/shader.d.ts +2 -21
- package/dist/subsystems/composer/nodes/vignette/shader.d.ts +2 -9
- package/dist/subsystems/composer/shaders/types.d.ts +3 -1
- package/dist/subsystems/particlesystem/ParticleSystem.d.ts +2 -0
- package/dist/subsystems/particlesystem/ParticleTexturePreview.d.ts +50 -0
- package/dist/subsystems/particlesystem/shaders/common.d.ts +20 -0
- package/dist/subsystems/particlesystem/shaders/particlepreview/shader.d.ts +94 -0
- package/dist/subsystems/particlesystem/shaders/visualisation/shader.d.ts +9 -0
- package/dist/subsystems/scripting/ScriptEngine.d.ts +35 -5
- package/dist/subsystems/scripting/ScriptRunner.d.ts +1 -1
- package/dist/subsystems/scripting/runtime/sceneobjects/RtSgScriptedMesh.d.ts +1 -1
- package/headlessrenderer/ItemRenderer.ts +2 -2
- package/package.json +4 -2
package/dist/player.zip
CHANGED
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Binary file
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@@ -12,6 +12,7 @@ export declare class SgParticles extends SgItem {
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system: ParticleSystem | null;
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private particleData;
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private particles?;
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private _texUpdateListener;
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constructor(block: any, parent: any, scene: any, engine: any, position: number, sceneGraph: any);
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getType(): string;
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getObject(): Mesh | null;
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@@ -23,7 +23,7 @@ export declare class SgScriptedMesh extends SgProceduralGeometryItem {
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_initGeometry(vertexCount?: number, indexCount?: number): void;
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_resize(vertexCount: number, indexCount: number): void;
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_createGeometry(): Mesh<BufferGeometry<import("three").NormalBufferAttributes, import("three").BufferGeometryEventMap>, any, import("three").Object3DEventMap>;
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setAttributeData(type: string, data: number
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setAttributeData(type: string, data: ArrayLike<number>, offset?: number): void;
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computeBoundingBox(): void;
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computeBoundingSphere(): void;
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computeTangents(): void;
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@@ -1,14 +1,2 @@
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import {
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export
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[key: string]: IUniform<any>;
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}
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export interface IEffectDefines {
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[key: string]: string | number;
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}
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export declare const EffectShader: {
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shaderID: string;
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uniforms: IEffectUniforms;
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defines: IEffectDefines;
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vertexShader: string;
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fragmentShader: string;
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};
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import { IShader } from "./shaders/types";
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export declare const EffectShader: IShader;
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@@ -1,28 +1,9 @@
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import {
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import { IShader } from "../../shaders/types";
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/**
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* Luminosity
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*
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* Luminosity High Pass Shader
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*
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* Improved with soft knee thresholding for smoother transitions between high
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* luminosity and low luminosity sections.
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*/
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declare const LuminosityHighPassShader:
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shaderID: string;
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uniforms: {
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tDiffuse: {
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value: null;
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};
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luminosityThreshold: {
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value: number;
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};
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smoothWidth: {
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value: number;
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};
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defaultColor: {
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value: Color;
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};
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defaultOpacity: {
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value: number;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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declare const LuminosityHighPassShader: IShader;
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export { LuminosityHighPassShader };
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import {
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-
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* Convolution shader
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* ported from o3d sample to WebGL / GLSL
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* http://o3d.googlecode.com/svn/trunk/samples/convolution.html
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*/
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declare const WrappingConvolutionShader: {
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defines: {
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KERNEL_SIZE_FLOAT: string;
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KERNEL_SIZE_INT: string;
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};
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uniforms: {
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tDiffuse: {
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value: null;
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};
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uImageIncrement: {
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value: Vector2;
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};
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cKernel: {
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value: never[];
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};
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};
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vertexShader: string;
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fragmentShader: string;
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buildKernel: (sigma: any) => any[];
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};
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import { IShader } from "../../shaders/types";
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declare const WrappingConvolutionShader: IShader;
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export { WrappingConvolutionShader };
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import {
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declare const ChromaticAbberationShader:
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uniforms: {
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tDiffuse: {
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value: null;
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};
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amount: {
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value: number;
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};
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factors: {
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value: Vector3;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const ChromaticAbberationShader: IShader;
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export { ChromaticAbberationShader };
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uniforms: {
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level: {
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value: number;
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};
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};
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const ColorDepthShader: IShader;
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export { ColorDepthShader };
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uniforms: {
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nearColorBuffer: {
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value: null;
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};
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farColorBuffer: {
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value: null;
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};
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nearCoCBuffer: {
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value: null;
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};
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farCoCBuffer: {
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value: null;
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};
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scale: {
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value: number;
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};
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};
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defines: {};
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attributes: number;
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const DepthOfFieldShader: IShader;
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export { DepthOfFieldShader };
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uniforms: {
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tDiffuse: {
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value: null;
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};
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time: {
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value: number;
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};
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nIntensity: {
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value: number;
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sIntensity: {
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sCount: {
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import { IShader } from "../../shaders/types";
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declare const FilmShader: IShader;
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export { FilmShader };
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*/
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declare class FogNode extends ComposerNode {
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_currentDirection: any;
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fogWidthFalloff: {
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value: number;
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cameraWorldMatrix: {
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value: null;
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cameraProjectionMatrixInverse: {
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value: null;
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skyFogDensity: {
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enable: {
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columns: {
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random: {
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seeds: {
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const MergeShader: IShader;
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export { MergeShader };
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@@ -1,43 +1,3 @@
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uniforms: {
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};
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visibleEdgeColor: {
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const OutlineShader: IShader;
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export { OutlineShader };
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@@ -1,13 +1,3 @@
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uniforms: {
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d: {
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value: null;
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};
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enable: {
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value: boolean;
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};
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};
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fragmentShader: string;
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};
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import { IShader } from "../../shaders/types";
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declare const PixelationShader: IShader;
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export { PixelationShader };
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@@ -1,20 +1,3 @@
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import {
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declare const RadialBlurShader:
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uniforms: {
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tDiffuse: {
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value: null;
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};
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amount: {
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value: number;
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};
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center: {
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value: Vector2;
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};
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numIters: {
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value: number;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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-
};
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+
import { IShader } from "../../shaders/types";
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+
declare const RadialBlurShader: IShader;
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|
export { RadialBlurShader };
|
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@@ -1,18 +1,3 @@
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1
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-
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2
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-
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-
uniforms: {
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count: {
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value: number;
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-
};
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scrollSpeed: {
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-
value: number;
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-
};
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-
};
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defines: {
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SCROLL: {
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value: number;
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|
-
};
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-
};
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fragmentShader: string;
|
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-
};
|
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1
|
+
import { IShader } from "../../shaders/types";
|
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2
|
+
declare const ScanlineShader: IShader;
|
|
18
3
|
export { ScanlineShader };
|
|
@@ -1,17 +1,3 @@
|
|
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1
|
-
import {
|
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2
|
-
declare const SepiaShader:
|
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3
|
-
shaderID: string;
|
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4
|
-
uniforms: {
|
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5
|
-
weightsR: {
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6
|
-
value: Vector3;
|
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7
|
-
};
|
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8
|
-
weightsG: {
|
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9
|
-
value: Vector3;
|
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10
|
-
};
|
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11
|
-
weightsB: {
|
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12
|
-
value: Vector3;
|
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13
|
-
};
|
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14
|
-
};
|
|
15
|
-
fragmentShader: string;
|
|
16
|
-
};
|
|
1
|
+
import { IShader } from "../../shaders/types";
|
|
2
|
+
declare const SepiaShader: IShader;
|
|
17
3
|
export { SepiaShader };
|
|
@@ -1,30 +1,3 @@
|
|
|
1
|
-
import {
|
|
2
|
-
declare const ShockwaveShader:
|
|
3
|
-
shaderID: string;
|
|
4
|
-
uniforms: {
|
|
5
|
-
size: {
|
|
6
|
-
value: number;
|
|
7
|
-
};
|
|
8
|
-
cameraDistance: {
|
|
9
|
-
value: number;
|
|
10
|
-
};
|
|
11
|
-
center: {
|
|
12
|
-
value: Vector2;
|
|
13
|
-
};
|
|
14
|
-
waveSize: {
|
|
15
|
-
value: number;
|
|
16
|
-
};
|
|
17
|
-
radius: {
|
|
18
|
-
value: number;
|
|
19
|
-
};
|
|
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|
-
maxRadius: {
|
|
21
|
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value: number;
|
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22
|
-
};
|
|
23
|
-
amplitude: {
|
|
24
|
-
value: number;
|
|
25
|
-
};
|
|
26
|
-
};
|
|
27
|
-
vertexShader: string;
|
|
28
|
-
fragmentShader: string;
|
|
29
|
-
};
|
|
1
|
+
import { IShader } from "../../shaders/types";
|
|
2
|
+
declare const ShockwaveShader: IShader;
|
|
30
3
|
export { ShockwaveShader };
|
|
@@ -1,38 +1,3 @@
|
|
|
1
|
-
import {
|
|
2
|
-
declare const SSAOShader:
|
|
3
|
-
uniforms: {
|
|
4
|
-
tNormal: {
|
|
5
|
-
value: null;
|
|
6
|
-
};
|
|
7
|
-
tDepth: {
|
|
8
|
-
value: null;
|
|
9
|
-
};
|
|
10
|
-
projectionMatrixInverse: {
|
|
11
|
-
value: Matrix4;
|
|
12
|
-
};
|
|
13
|
-
radius: {
|
|
14
|
-
value: number;
|
|
15
|
-
};
|
|
16
|
-
samples: {
|
|
17
|
-
value: number;
|
|
18
|
-
};
|
|
19
|
-
bias: {
|
|
20
|
-
value: number;
|
|
21
|
-
};
|
|
22
|
-
intensity: {
|
|
23
|
-
value: number;
|
|
24
|
-
};
|
|
25
|
-
maxDistance: {
|
|
26
|
-
value: number;
|
|
27
|
-
};
|
|
28
|
-
cameraFar: {
|
|
29
|
-
value: number;
|
|
30
|
-
};
|
|
31
|
-
cameraNear: {
|
|
32
|
-
value: number;
|
|
33
|
-
};
|
|
34
|
-
};
|
|
35
|
-
vertexShader: string;
|
|
36
|
-
fragmentShader: string;
|
|
37
|
-
};
|
|
1
|
+
import { IShader } from "../../shaders/types";
|
|
2
|
+
declare const SSAOShader: IShader;
|
|
38
3
|
export { SSAOShader };
|
|
@@ -1,22 +1,3 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
3
|
-
uniforms: {
|
|
4
|
-
maxLuminance: {
|
|
5
|
-
value: number;
|
|
6
|
-
};
|
|
7
|
-
minLuminance: {
|
|
8
|
-
value: number;
|
|
9
|
-
};
|
|
10
|
-
meanLuminance: {
|
|
11
|
-
value: number;
|
|
12
|
-
};
|
|
13
|
-
middleGrey: {
|
|
14
|
-
value: number;
|
|
15
|
-
};
|
|
16
|
-
luminanceBuffer: {
|
|
17
|
-
value: null;
|
|
18
|
-
};
|
|
19
|
-
};
|
|
20
|
-
fragmentShader: string;
|
|
21
|
-
};
|
|
1
|
+
import { IShader } from "../../shaders/types";
|
|
2
|
+
declare const ToneMappingShader: IShader;
|
|
22
3
|
export { ToneMappingShader };
|
|
@@ -1,10 +1,3 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
3
|
-
uniforms: {
|
|
4
|
-
intensity: {
|
|
5
|
-
value: number;
|
|
6
|
-
};
|
|
7
|
-
};
|
|
8
|
-
fragmentShader: string;
|
|
9
|
-
};
|
|
1
|
+
import { IShader } from "../../shaders/types";
|
|
2
|
+
declare const VignetteShader: IShader;
|
|
10
3
|
export { VignetteShader };
|
|
@@ -22,7 +22,9 @@ export interface IShader {
|
|
|
22
22
|
/** Optional shader defines */
|
|
23
23
|
defines?: IShaderDefines;
|
|
24
24
|
/** Vertex shader code */
|
|
25
|
-
vertexShader
|
|
25
|
+
vertexShader?: string;
|
|
26
26
|
/** Fragment shader code */
|
|
27
27
|
fragmentShader: string;
|
|
28
|
+
/** Additional fields (attributes, buildKernel, etc.) */
|
|
29
|
+
[key: string]: any;
|
|
28
30
|
}
|
|
@@ -56,6 +56,7 @@ export declare class ParticleSystem {
|
|
|
56
56
|
private simulation;
|
|
57
57
|
private visualization;
|
|
58
58
|
private noiseTexture;
|
|
59
|
+
private particlePreview;
|
|
59
60
|
duration: number;
|
|
60
61
|
spawnAmount: number;
|
|
61
62
|
spawnRate: number;
|
|
@@ -223,6 +224,7 @@ export declare class ParticleSystem {
|
|
|
223
224
|
scale: Vector3;
|
|
224
225
|
}): void;
|
|
225
226
|
generateNoisePreview(): Promise<string | undefined>;
|
|
227
|
+
generateParticlePreview(): Promise<string | undefined>;
|
|
226
228
|
setSize(width: number, height: number): void;
|
|
227
229
|
setCamera(camera: PerspectiveCamera | OrthographicCamera): void;
|
|
228
230
|
restart(): void;
|
|
@@ -0,0 +1,50 @@
|
|
|
1
|
+
import { WebGLRenderer, Texture, Vector2, Vector4 } from "three";
|
|
2
|
+
import { Engine } from "../../Engine";
|
|
3
|
+
export declare class ParticleTexturePreview {
|
|
4
|
+
private renderer;
|
|
5
|
+
private engine;
|
|
6
|
+
id: string;
|
|
7
|
+
size: number;
|
|
8
|
+
private renderTarget;
|
|
9
|
+
private rtCamera;
|
|
10
|
+
private rtScene;
|
|
11
|
+
private shader;
|
|
12
|
+
private jpegData?;
|
|
13
|
+
constructor(renderer: WebGLRenderer, engine: Engine, id: string, size?: number);
|
|
14
|
+
get lifeRatio(): number;
|
|
15
|
+
set lifeRatio(v: number);
|
|
16
|
+
get time(): number;
|
|
17
|
+
set time(v: number);
|
|
18
|
+
set baseColor(v: Vector4);
|
|
19
|
+
set baseFinalColor(v: Vector4);
|
|
20
|
+
set enableFinalColor(v: boolean);
|
|
21
|
+
set enableTexture(v: boolean);
|
|
22
|
+
set particleTexture(v: Texture | null);
|
|
23
|
+
set maskType(v: number);
|
|
24
|
+
set flipY(v: boolean);
|
|
25
|
+
set textureBlendingFlag(v: boolean);
|
|
26
|
+
set preMultiplyAlphaFlag(v: boolean);
|
|
27
|
+
set blendValue(v: number);
|
|
28
|
+
set hueShift(v: number);
|
|
29
|
+
set randomColorFactor(v: number);
|
|
30
|
+
set angularVelocity(v: number);
|
|
31
|
+
set rotationDirection(v: number);
|
|
32
|
+
set rollSpriteWithLife(v: boolean);
|
|
33
|
+
set enableSpriteFade(v: boolean);
|
|
34
|
+
set spriteSpeed(v: number);
|
|
35
|
+
set spriteRows(v: number);
|
|
36
|
+
set spriteCols(v: number);
|
|
37
|
+
set atlasWidth(v: number);
|
|
38
|
+
set atlasHeight(v: number);
|
|
39
|
+
set fadeMode(v: number);
|
|
40
|
+
set fadeFunction(v: number);
|
|
41
|
+
set fadeApproach(v: number);
|
|
42
|
+
set fadeRange(v: Vector2);
|
|
43
|
+
set fadeInitialOpacity(v: number);
|
|
44
|
+
set fadeFinalOpacity(v: number);
|
|
45
|
+
private handleSetLifeRatio;
|
|
46
|
+
render(): void;
|
|
47
|
+
getTexture(): Promise<string | undefined>;
|
|
48
|
+
emitUpdateEvent(): void;
|
|
49
|
+
destroy(): void;
|
|
50
|
+
}
|