@mml-io/3d-web-client-core 0.10.1 → 0.12.0
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/build/camera/CameraManager.d.ts +1 -1
- package/build/character/Character.d.ts +16 -21
- package/build/character/CharacterManager.d.ts +11 -7
- package/build/character/CharacterMaterial.d.ts +1 -1
- package/build/character/CharacterModel.d.ts +10 -7
- package/build/character/CharacterModelLoader.d.ts +4 -6
- package/build/character/CharacterTooltip.d.ts +4 -6
- package/build/character/LocalController.d.ts +23 -11
- package/build/character/RemoteController.d.ts +1 -9
- package/build/character/url-position.d.ts +12 -0
- package/build/collisions/CollisionsManager.d.ts +4 -4
- package/build/index.d.ts +3 -1
- package/build/index.js +2007 -621
- package/build/index.js.map +4 -4
- package/build/mml/MMLCompositionScene.d.ts +1 -0
- package/build/rendering/post-effects/n8-ssao/BlueNoise.d.ts +1 -0
- package/build/rendering/post-effects/n8-ssao/DepthDownSample.d.ts +17 -0
- package/build/rendering/post-effects/n8-ssao/EffectCompositer.d.ts +39 -0
- package/build/rendering/post-effects/n8-ssao/EffectShader.d.ts +31 -0
- package/build/rendering/post-effects/n8-ssao/FullScreenTriangle.d.ts +11 -0
- package/build/rendering/post-effects/n8-ssao/N8SSAOPass.d.ts +65 -0
- package/build/rendering/post-effects/n8-ssao/PoissionBlur.d.ts +30 -0
- package/build/tweakpane/blades/ssaoFolder.d.ts +21 -0
- package/package.json +9 -9
@@ -15,6 +15,7 @@ export declare class MMLCompositionScene {
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private readonly interactionListener;
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private readonly chatProbes;
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private readonly clickTrigger;
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private readonly loadingProgressManager;
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constructor(targetElement: HTMLElement, renderer: WebGLRenderer, scene: Scene, camera: PerspectiveCamera, audioListener: AudioListener, collisionsManager: CollisionsManager, getUserPositionAndRotation: () => PositionAndRotation);
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onChatMessage(message: string): void;
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dispose(): void;
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@@ -0,0 +1 @@
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export declare const BlueNoise: string;
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@@ -0,0 +1,17 @@
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import { Matrix4, Uniform, Vector2 } from "three";
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declare const DepthDownSample: {
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uniforms: {
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sceneDepth: Uniform<null>;
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resolution: Uniform<Vector2>;
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near: Uniform<number>;
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far: Uniform<number>;
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viewMatrixInv: Uniform<Matrix4>;
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projectionMatrixInv: Uniform<Matrix4>;
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logDepth: Uniform<boolean>;
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};
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depthWrite: boolean;
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depthTest: boolean;
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vertexShader: string;
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fragmentShader: string;
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};
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export { DepthDownSample };
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@@ -0,0 +1,39 @@
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import { Matrix4, Uniform, Vector2, Vector3 } from "three";
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declare const EffectCompositer: {
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uniforms: {
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sceneDiffuse: Uniform<null>;
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sceneDepth: Uniform<null>;
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tDiffuse: Uniform<null>;
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projMat: Uniform<Matrix4>;
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viewMat: Uniform<Matrix4>;
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projectionMatrixInv: Uniform<Matrix4>;
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viewMatrixInv: Uniform<Matrix4>;
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cameraPos: Uniform<Vector3>;
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resolution: Uniform<Vector2>;
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color: Uniform<Vector3>;
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blueNoise: Uniform<null>;
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downsampledDepth: Uniform<null>;
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time: Uniform<number>;
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intensity: Uniform<number>;
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renderMode: Uniform<number>;
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gammaCorrection: Uniform<boolean>;
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logDepth: Uniform<boolean>;
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ortho: Uniform<boolean>;
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near: Uniform<number>;
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far: Uniform<number>;
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screenSpaceRadius: Uniform<boolean>;
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radius: Uniform<number>;
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distanceFalloff: Uniform<number>;
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fog: Uniform<boolean>;
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fogExp: Uniform<boolean>;
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fogDensity: Uniform<number>;
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fogNear: Uniform<number>;
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fogFar: Uniform<number>;
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colorMultiply: Uniform<boolean>;
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};
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depthWrite: boolean;
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depthTest: boolean;
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vertexShader: string;
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fragmentShader: string;
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};
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export { EffectCompositer };
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@@ -0,0 +1,31 @@
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import { Matrix4, Uniform, Vector2, Vector3 } from "three";
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declare const EffectShader: {
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uniforms: {
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sceneDiffuse: Uniform<null>;
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sceneDepth: Uniform<null>;
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sceneNormal: Uniform<null>;
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projMat: Uniform<Matrix4>;
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viewMat: Uniform<Matrix4>;
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projViewMat: Uniform<Matrix4>;
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projectionMatrixInv: Uniform<Matrix4>;
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viewMatrixInv: Uniform<Matrix4>;
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cameraPos: Uniform<Vector3>;
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resolution: Uniform<Vector2>;
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time: Uniform<number>;
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samples: Uniform<never[]>;
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samplesR: Uniform<never[]>;
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bluenoise: Uniform<null>;
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distanceFalloff: Uniform<number>;
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radius: Uniform<number>;
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near: Uniform<number>;
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far: Uniform<number>;
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logDepth: Uniform<boolean>;
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ortho: Uniform<boolean>;
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screenSpaceRadius: Uniform<boolean>;
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};
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depthWrite: boolean;
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depthTest: boolean;
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vertexShader: string;
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fragmentShader: string;
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};
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export { EffectShader };
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@@ -0,0 +1,11 @@
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import { ShaderMaterial, WebGLRenderer } from "three";
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export declare class FullScreenTriangle {
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private camera;
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private geometry;
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private mesh;
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constructor(material: ShaderMaterial);
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get material(): ShaderMaterial;
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set material(value: ShaderMaterial);
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render(renderer: WebGLRenderer): void;
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dispose(): void;
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}
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@@ -0,0 +1,65 @@
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import { Pass } from "postprocessing";
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import { Color, DataTexture, OrthographicCamera, PerspectiveCamera, Scene, WebGLRenderTarget, WebGLRenderer } from "three";
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export type RenderModeType = "Combined" | "AO" | "No AO" | "Split" | "Split AO";
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type PresetsType = "Performance" | "Low" | "Medium" | "High" | "Ultra";
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interface IConfiguration {
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aoSamples: number;
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aoRadius: number;
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denoiseSamples: number;
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denoiseRadius: number;
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distanceFalloff: number;
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intensity: number;
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denoiseIterations: number;
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renderMode: number;
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color: Color;
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gammaCorrection: boolean;
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logarithmicDepthBuffer: boolean;
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screenSpaceRadius: boolean;
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halfRes: boolean;
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depthAwareUpsampling: boolean;
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colorMultiply: boolean;
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}
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declare class N8SSAOPass extends Pass {
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private debugMode;
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scene: Scene;
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camera: PerspectiveCamera | OrthographicCamera;
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lastTime: number;
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private width;
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private height;
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configuration: IConfiguration & ProxyHandler<IConfiguration>;
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private autosetGamma;
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private samples;
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private samplesR;
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private samplesDenoise;
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private copyQuadMaterial;
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private copyQuad;
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private writeTargetInternal;
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private readTargetInternal;
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private outputTargetInternal;
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private depthDownsampleTarget;
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private depthDownsampleQuad;
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private effectShaderQuad;
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private effectCompositerQuad;
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private poissonBlurQuad;
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private depthTexture;
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private bluenoise;
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private r;
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private c;
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constructor(scene: Scene, camera: PerspectiveCamera | OrthographicCamera, width?: number, height?: number);
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private configureHalfResTargets;
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private configureSampleDependentPasses;
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private configureAOPass;
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private configureDenoisePass;
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private configureEffectCompositer;
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private generateHemisphereSamples;
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private generateHemisphereSamplesR;
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private generateDenoiseSamples;
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setSize(width: number, height: number): void;
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setDepthTexture(depthTexture: DataTexture): void;
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render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget): void;
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enableDebugMode(): void;
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disableDebugMode(): void;
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setDisplayMode(mode: "Combined" | "AO" | "No AO" | "Split" | "Split AO"): void;
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setQualityMode(mode: PresetsType): void;
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}
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export { N8SSAOPass };
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import { Matrix4, Uniform, Vector2, Vector3 } from "three";
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export declare const PoissionBlur: {
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uniforms: {
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sceneDiffuse: Uniform<null>;
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sceneDepth: Uniform<null>;
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tDiffuse: Uniform<null>;
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projMat: Uniform<Matrix4>;
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viewMat: Uniform<Matrix4>;
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projectionMatrixInv: Uniform<Matrix4>;
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viewMatrixInv: Uniform<Matrix4>;
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cameraPos: Uniform<Vector3>;
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resolution: Uniform<Vector2>;
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time: Uniform<number>;
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r: Uniform<number>;
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blueNoise: Uniform<null>;
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radius: Uniform<number>;
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worldRadius: Uniform<number>;
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index: Uniform<number>;
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poissonDisk: Uniform<never[]>;
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distanceFalloff: Uniform<number>;
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near: Uniform<number>;
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far: Uniform<number>;
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logDepth: Uniform<boolean>;
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screenSpaceRadius: Uniform<boolean>;
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};
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depthWrite: boolean;
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depthTest: boolean;
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vertexShader: string;
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fragmentShader: string;
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};
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@@ -39,6 +39,27 @@ export declare const n8ssaoValues: {
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denoiseRadius: number;
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viewMode: string;
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};
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export declare const n8ssaoOptions: {
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radius: {
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min: number;
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max: number;
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step: number;
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};
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distanceFalloff: {
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min: number;
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max: number;
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step: number;
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};
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intensity: {
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min: number;
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max: number;
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step: number;
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};
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aoSamples: number[];
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denoiseSamples: number[];
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denoiseRadius: number[];
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viewMode: string[];
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};
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export declare class SSAOFolder {
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private folder;
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private ppssao;
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package/package.json
CHANGED
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{
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"name": "@mml-io/3d-web-client-core",
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"version": "0.
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"version": "0.12.0",
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"publishConfig": {
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"access": "public"
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},
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"lint-fix": "eslint \"./{src,test}/**/*.{js,jsx,ts,tsx}\" --fix"
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},
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"dependencies": {
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"@
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"@tweakpane/
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"
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"
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"postprocessing": "6.
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"three-mesh-bvh": "0.
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"tweakpane": "4.0.
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"@mml-io/3d-web-avatar": "^0.12.0",
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"@tweakpane/core": "2.0.3",
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"@tweakpane/plugin-essentials": "0.2.1",
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"mml-web": "0.11.3",
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"postprocessing": "6.34.1",
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"three-mesh-bvh": "0.7.1",
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"tweakpane": "4.0.3"
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},
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"peerDependencies": {
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"three": ">= 0.153.0"
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"devDependencies": {
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"@types/three": "0.153.0"
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},
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"gitHead": "
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"gitHead": "b2c116ecf3180b04801ff7eb684f80cd1554b532"
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}
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