@needle-tools/engine 5.1.0-alpha → 5.1.0-alpha.1
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/CHANGELOG.md +9 -1
- package/SKILL.md +39 -21
- package/dist/{needle-engine.bundle-CwhCzjep.js → needle-engine.bundle-BGyKqxBH.js} +10494 -10174
- package/dist/{needle-engine.bundle-qDahLTqW.min.js → needle-engine.bundle-CiYtOO2O.min.js} +230 -154
- package/dist/{needle-engine.bundle-wM-BWPX9.umd.cjs → needle-engine.bundle-DzVx9Z8D.umd.cjs} +228 -152
- package/dist/needle-engine.d.ts +176 -4
- package/dist/needle-engine.js +571 -567
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/lib/engine/engine_components.js +5 -1
- package/lib/engine/engine_components.js.map +1 -1
- package/lib/engine/engine_init.js +2 -0
- package/lib/engine/engine_init.js.map +1 -1
- package/lib/engine/engine_physics_rapier.d.ts +3 -0
- package/lib/engine/engine_physics_rapier.js +13 -9
- package/lib/engine/engine_physics_rapier.js.map +1 -1
- package/lib/engine/engine_utils.js +2 -2
- package/lib/engine/engine_utils.js.map +1 -1
- package/lib/engine/xr/NeedleXRSession.d.ts +1 -0
- package/lib/engine/xr/NeedleXRSession.js +4 -4
- package/lib/engine/xr/NeedleXRSession.js.map +1 -1
- package/lib/engine/xr/events.d.ts +30 -3
- package/lib/engine/xr/events.js +38 -0
- package/lib/engine/xr/events.js.map +1 -1
- package/lib/engine/xr/init.js +1 -7
- package/lib/engine/xr/init.js.map +1 -1
- package/lib/engine-components/AnimatorController.d.ts +135 -2
- package/lib/engine-components/AnimatorController.js +218 -2
- package/lib/engine-components/AnimatorController.js.map +1 -1
- package/lib/engine-components/GroundProjection.d.ts +1 -0
- package/lib/engine-components/GroundProjection.js +184 -48
- package/lib/engine-components/GroundProjection.js.map +1 -1
- package/lib/engine-components/api.d.ts +1 -0
- package/lib/engine-components/api.js +1 -0
- package/lib/engine-components/api.js.map +1 -1
- package/lib/engine-components/codegen/components.d.ts +1 -0
- package/lib/engine-components/codegen/components.js +1 -0
- package/lib/engine-components/codegen/components.js.map +1 -1
- package/package.json +1 -1
- package/plugins/common/logger.js +42 -19
- package/plugins/vite/logger.client.js +4 -3
- package/src/engine/engine_components.ts +7 -4
- package/src/engine/engine_init.ts +2 -0
- package/src/engine/engine_physics_rapier.ts +14 -9
- package/src/engine/engine_utils.ts +2 -2
- package/src/engine/xr/NeedleXRSession.ts +5 -5
- package/src/engine/xr/events.ts +44 -1
- package/src/engine/xr/init.ts +0 -7
- package/src/engine-components/AnimatorController.ts +286 -4
- package/src/engine-components/GroundProjection.ts +226 -52
- package/src/engine-components/api.ts +1 -0
- package/src/engine-components/codegen/components.ts +1 -0
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@@ -1,4 +1,4 @@
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-
import { ShaderMaterial, Texture } from "three";
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import { CubeUVReflectionMapping, ShaderMaterial, Texture } from "three";
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import { GroundedSkybox as GroundProjection } from 'three/examples/jsm/objects/GroundedSkybox.js';
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import { Gizmos } from "../engine/engine_gizmos.js";
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@@ -12,6 +12,174 @@ import type { ContactShadows } from "./ContactShadows.js";
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const debug = getParam("debuggroundprojection");
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type GroundProjectionMaterial = GroundProjection["material"] & {
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defines?: Record<string, string | number>;
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};
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type GroundProjectionShaderUniforms = {
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needleGroundProjectionBlurriness: { value: number };
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needleGroundProjectionBlending: { value: number };
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needleGroundProjectionAlphaFactor: { value: number };
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needleGroundProjectionBackgroundIntensity: { value: number };
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};
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const needleCubeUvMapVarying = /* glsl */`
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#ifdef NEEDLE_USE_CUBE_UV_MAP
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varying vec3 vNeedleGroundProjectionWorldDirection;
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#endif
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`;
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const needleGroundProjectionFragmentPars = /* glsl */`
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${needleCubeUvMapVarying}
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uniform float needleGroundProjectionBlurriness;
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uniform float needleGroundProjectionBlending;
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uniform float needleGroundProjectionAlphaFactor;
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uniform float needleGroundProjectionBackgroundIntensity;
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float needleGroundProjectionSmoothstep(float edge0, float edge1, float x) {
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float t = clamp((x - edge0) / max(edge1 - edge0, 0.000001), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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float needleGroundProjectionDistance() {
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return length(vec2(0.0, vMapUv.y));
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}
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float needleGroundProjectionBlurFactor(float needleGroundProjectionDistanceValue) {
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return clamp(needleGroundProjectionSmoothstep(0.5, 1.0, needleGroundProjectionDistanceValue * 2.0), 0.0, 1.0);
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}
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`;
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const needleCubeUvMapFragment = /* glsl */`
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#ifdef USE_MAP
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float needleGroundProjectionDistanceValue = needleGroundProjectionDistance();
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float needleGroundProjectionBlurFactorValue = needleGroundProjectionBlurFactor(needleGroundProjectionDistanceValue);
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vec4 sampledDiffuseColor;
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#ifdef NEEDLE_USE_CUBE_UV_MAP
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sampledDiffuseColor = textureCubeUV(
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map,
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normalize( vNeedleGroundProjectionWorldDirection ),
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needleGroundProjectionBlurriness * needleGroundProjectionBlurFactorValue
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);
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#else
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#ifdef USE_MIPMAP_BIAS
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sampledDiffuseColor = texture2D( map, vMapUv, mipmapBias );
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#else
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sampledDiffuseColor = texture2D( map, vMapUv );
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#endif
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#endif
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#ifdef DECODE_VIDEO_TEXTURE
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// use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)
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sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
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#endif
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sampledDiffuseColor.rgb *= mix(1.0, needleGroundProjectionBackgroundIntensity, needleGroundProjectionBlurFactorValue);
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diffuseColor *= sampledDiffuseColor;
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#endif
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`;
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const needleGroundProjectionAlphaFragment = /* glsl */`
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#ifdef USE_MAP
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if (needleGroundProjectionBlending > 0.000001) {
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float needleGroundProjectionBrightness = dot(diffuseColor.rgb, vec3(0.299, 0.587, 0.114));
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float needleGroundProjectionStepFactor = needleGroundProjectionBlending - needleGroundProjectionBrightness * 0.1;
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diffuseColor.a *= pow(
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1.0 - needleGroundProjectionBlending * needleGroundProjectionSmoothstep(
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0.35 * needleGroundProjectionStepFactor,
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0.45 * needleGroundProjectionStepFactor,
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needleGroundProjectionDistanceValue
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),
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5.0
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);
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}
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#endif
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diffuseColor.a *= needleGroundProjectionAlphaFactor;
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`;
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function getCubeUvSize(texture: Texture) {
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const imageHeight = texture.image?.height;
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if (!imageHeight) return null;
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const maxMip = Math.log2(imageHeight) - 2;
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const texelHeight = 1 / imageHeight;
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const texelWidth = 1 / (3 * Math.max(Math.pow(2, maxMip), 7 * 16));
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return { texelWidth, texelHeight, maxMip };
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}
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function getGroundProjectionShaderUniforms(material: GroundProjectionMaterial): GroundProjectionShaderUniforms {
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const userData = material.userData as GroundProjectionMaterial["userData"] & {
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needleGroundProjectionUniforms?: GroundProjectionShaderUniforms;
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};
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return userData.needleGroundProjectionUniforms ??= {
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needleGroundProjectionBlurriness: { value: 0 },
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needleGroundProjectionBlending: { value: 0 },
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needleGroundProjectionAlphaFactor: { value: 1 },
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needleGroundProjectionBackgroundIntensity: { value: 1 }
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};
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}
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function configureGroundProjectionMaterial(material: GroundProjectionMaterial, texture: Texture) {
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const projectionUniforms = getGroundProjectionShaderUniforms(material);
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material.onBeforeCompile = shader => {
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shader.uniforms.needleGroundProjectionBlurriness = projectionUniforms.needleGroundProjectionBlurriness;
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shader.uniforms.needleGroundProjectionBlending = projectionUniforms.needleGroundProjectionBlending;
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shader.uniforms.needleGroundProjectionAlphaFactor = projectionUniforms.needleGroundProjectionAlphaFactor;
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shader.uniforms.needleGroundProjectionBackgroundIntensity = projectionUniforms.needleGroundProjectionBackgroundIntensity;
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shader.vertexShader = shader.vertexShader
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.replace("#include <uv_pars_vertex>", `#include <uv_pars_vertex>\n${needleCubeUvMapVarying}`)
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.replace(
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"#include <worldpos_vertex>",
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`#include <worldpos_vertex>
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#ifdef NEEDLE_USE_CUBE_UV_MAP
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// GroundedSkybox mirrors geometry on Z, so undo that before deriving the sampling direction.
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vNeedleGroundProjectionWorldDirection = transformDirection( vec3( position.x, position.y, -position.z ), modelMatrix );
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#endif`
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);
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shader.fragmentShader = shader.fragmentShader
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.replace(
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"#include <map_pars_fragment>",
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`#include <map_pars_fragment>
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${needleGroundProjectionFragmentPars}
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#include <cube_uv_reflection_fragment>`
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)
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.replace("#include <map_fragment>", needleCubeUvMapFragment)
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.replace("#include <opaque_fragment>", `${needleGroundProjectionAlphaFragment}\n#include <opaque_fragment>`);
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};
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const defines = material.defines ??= {};
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const prevDefineState = JSON.stringify(defines);
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const cubeUvSize = texture.mapping === CubeUVReflectionMapping ? getCubeUvSize(texture) : null;
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if (cubeUvSize) {
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defines.NEEDLE_USE_CUBE_UV_MAP = 1;
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defines.ENVMAP_TYPE_CUBE_UV = 1;
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defines.CUBEUV_TEXEL_WIDTH = cubeUvSize.texelWidth;
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defines.CUBEUV_TEXEL_HEIGHT = cubeUvSize.texelHeight;
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defines.CUBEUV_MAX_MIP = `${cubeUvSize.maxMip}.0`;
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}
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else {
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delete defines.NEEDLE_USE_CUBE_UV_MAP;
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delete defines.ENVMAP_TYPE_CUBE_UV;
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delete defines.CUBEUV_TEXEL_WIDTH;
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delete defines.CUBEUV_TEXEL_HEIGHT;
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delete defines.CUBEUV_MAX_MIP;
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}
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if (prevDefineState !== JSON.stringify(defines)) {
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material.needsUpdate = true;
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}
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}
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/**
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* The [GroundProjectedEnv](https://engine.needle.tools/docs/api/GroundProjectedEnv) projects the environment map onto a virtual ground plane.
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* Creates a realistic floor from 360° panoramas/HDRIs by deforming the skybox
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this._projection.rotation.copy(this.scene.backgroundRotation);
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}
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this.
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else if (this._needsTextureUpdate && this.context.scene.background instanceof Texture) {
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this.updateBlurriness(this.context.scene.background, this.context.scene.backgroundBlurriness);
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if (this._projection && this.context.scene.background instanceof Texture) {
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const blurriness = this.context.scene.backgroundBlurriness ?? 0;
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const blurrinessChanged = this._lastBlurriness !== blurriness;
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this.updateProjectionMaterial(this.context.scene.background, blurrinessChanged || this._needsTextureUpdate);
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}
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}
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try {
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this._projection = new GroundProjection(backgroundTexture, this._height, this._radius, 64);
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configureGroundProjectionMaterial(this._projection.material, backgroundTexture);
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}
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catch (e) {
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console.error("Error creating three GroundProjection", e);
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this.env.height = this._height;
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*/
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this.updateBlurriness(backgroundTexture, this.context.scene.backgroundBlurriness);
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}
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this.updateProjectionMaterial(backgroundTexture, true);
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this._lastBackground = backgroundTexture;
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this._lastHeight = this._height;
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private _blurrynessShader: ShaderMaterial | null = null;
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private _lastBlurriness: number = -1;
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private
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private updateProjectionMaterial(texture: Texture, forceTextureUpdate = false) {
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if (!this._projection) {
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return;
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}
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const blurriness = this.context.scene.backgroundBlurriness ?? 0;
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const useCubeUvBlur = texture.mapping === CubeUVReflectionMapping;
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let targetTexture = texture;
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if (!useCubeUvBlur && blurriness > 0.001) {
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const hasBlurredTextureAssigned = !!this._projection.material.map && this._projection.material.map !== texture;
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if (forceTextureUpdate || !hasBlurredTextureAssigned) {
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targetTexture = this.updateBlurriness(texture, blurriness);
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}
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else if (this._projection.material.map) {
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targetTexture = this._projection.material.map;
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}
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}
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if (this._projection.material.map !== targetTexture) {
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this._projection.material.map = targetTexture;
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}
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const appliedTexture = this._projection.material.map ?? texture;
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appliedTexture.mapping = texture.mapping;
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configureGroundProjectionMaterial(this._projection.material, appliedTexture);
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const shaderUniforms = getGroundProjectionShaderUniforms(this._projection.material);
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shaderUniforms.needleGroundProjectionBlurriness.value = useCubeUvBlur ? blurriness : 0;
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shaderUniforms.needleGroundProjectionBackgroundIntensity.value = this.context.scene.backgroundIntensity ?? 1;
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const wasTransparent = this._projection.material.transparent;
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|
455
|
+
this._projection.material.transparent = (this.context.xr?.isAR === true && this.arBlending > 0.000001) ?? false;
|
|
456
|
+
shaderUniforms.needleGroundProjectionBlending.value = this._projection.material.transparent ? this.arBlending : 0;
|
|
457
|
+
shaderUniforms.needleGroundProjectionAlphaFactor.value = this.context.isInPassThrough ? 0.95 : 1;
|
|
458
|
+
|
|
459
|
+
if (wasTransparent !== this._projection.material.transparent) {
|
|
460
|
+
this._projection.material.needsUpdate = true;
|
|
264
461
|
}
|
|
265
462
|
|
|
463
|
+
this._projection.material.depthTest = true;
|
|
464
|
+
this._projection.material.depthWrite = false;
|
|
465
|
+
this._lastBlurriness = blurriness;
|
|
266
466
|
this._needsTextureUpdate = false;
|
|
467
|
+
}
|
|
468
|
+
|
|
469
|
+
private updateBlurriness(texture: Texture, blurriness: number): Texture {
|
|
267
470
|
if (debug) console.log("Update Blurriness", blurriness);
|
|
268
471
|
this._blurrynessShader ??= new ShaderMaterial({
|
|
269
472
|
name: "GroundProjectionBlurriness",
|
|
270
473
|
uniforms: {
|
|
271
474
|
map: { value: texture },
|
|
272
|
-
blurriness: { value: blurriness }
|
|
273
|
-
blending: { value: 0 },
|
|
274
|
-
alphaFactor: { value: 1 }
|
|
475
|
+
blurriness: { value: blurriness }
|
|
275
476
|
},
|
|
276
477
|
vertexShader: blurVertexShader,
|
|
277
478
|
fragmentShader: blurFragmentShader
|
|
@@ -279,33 +480,10 @@ export class GroundProjectedEnv extends Behaviour {
|
|
|
279
480
|
this._blurrynessShader.depthWrite = false;
|
|
280
481
|
this._blurrynessShader.uniforms.map.value = texture;
|
|
281
482
|
this._blurrynessShader.uniforms.blurriness.value = blurriness;
|
|
282
|
-
this._lastBlurriness = blurriness;
|
|
283
483
|
texture.needsUpdate = true;
|
|
284
|
-
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
if (this._projection.material.transparent) {
|
|
288
|
-
this._blurrynessShader.uniforms.blending.value = this.arBlending;
|
|
289
|
-
}
|
|
290
|
-
else { this._blurrynessShader.uniforms.blending.value = 0; }
|
|
291
|
-
|
|
292
|
-
if (this.context.isInPassThrough) {
|
|
293
|
-
// Make the ground slightly transparent in passthrough mode
|
|
294
|
-
this._blurrynessShader.uniforms.alphaFactor.value = 0.95;
|
|
295
|
-
}
|
|
296
|
-
else {
|
|
297
|
-
this._blurrynessShader.uniforms.alphaFactor.value = 1;
|
|
298
|
-
}
|
|
299
|
-
|
|
300
|
-
// Make sure the material is updated if the transparency changed
|
|
301
|
-
if (wasTransparent !== this._projection.material.transparent) {
|
|
302
|
-
this._projection.material.needsUpdate = true;
|
|
303
|
-
}
|
|
304
|
-
|
|
305
|
-
// Update the texture
|
|
306
|
-
this._projection.material.map = Graphics.copyTexture(texture, this._blurrynessShader);
|
|
307
|
-
this._projection.material.depthTest = true;
|
|
308
|
-
this._projection.material.depthWrite = false;
|
|
484
|
+
const blurredTexture = Graphics.copyTexture(texture, this._blurrynessShader);
|
|
485
|
+
blurredTexture.mapping = texture.mapping;
|
|
486
|
+
return blurredTexture;
|
|
309
487
|
}
|
|
310
488
|
|
|
311
489
|
}
|
|
@@ -324,8 +502,6 @@ const blurVertexShader = `
|
|
|
324
502
|
const blurFragmentShader = `
|
|
325
503
|
uniform sampler2D map;
|
|
326
504
|
uniform float blurriness;
|
|
327
|
-
uniform float alphaFactor;
|
|
328
|
-
uniform float blending;
|
|
329
505
|
varying vec2 vUv;
|
|
330
506
|
|
|
331
507
|
const float PI = 3.14159265359;
|
|
@@ -356,6 +532,10 @@ const blurFragmentShader = `
|
|
|
356
532
|
vec4 color = vec4(0.0);
|
|
357
533
|
float totalWeight = 0.0;
|
|
358
534
|
int blurSize = int(60.0 * min(1.0, blurriness) * blurAmount); // Adjust blur size based on distance and blurriness
|
|
535
|
+
if (blurSize <= 0) {
|
|
536
|
+
gl_FragColor = texture2D(map, vUv);
|
|
537
|
+
return;
|
|
538
|
+
}
|
|
359
539
|
float lodLevel = log2(float(blurSize)) * 0.5; // Compute LOD level
|
|
360
540
|
|
|
361
541
|
for (int x = -blurSize; x <= blurSize; x++) {
|
|
@@ -371,16 +551,10 @@ const blurFragmentShader = `
|
|
|
371
551
|
|
|
372
552
|
gl_FragColor = color;
|
|
373
553
|
|
|
374
|
-
float brightness = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
|
|
375
|
-
float stepFactor = blending - brightness * .1;
|
|
376
|
-
gl_FragColor.a = pow(1.0 - blending * customSmoothstep(0.35 * stepFactor, 0.45 * stepFactor, distance), 5.);
|
|
377
|
-
gl_FragColor.a *= alphaFactor;
|
|
378
|
-
// gl_FragColor.rgb = vec3(1.0);
|
|
379
|
-
|
|
380
554
|
// #include <tonemapping_fragment>
|
|
381
555
|
// #include <colorspace_fragment>
|
|
382
556
|
|
|
383
557
|
// Uncomment to visualize blur amount
|
|
384
558
|
// gl_FragColor = vec4(blurAmount, 0.0, 0.0, 1.0);
|
|
385
559
|
}
|
|
386
|
-
`;
|
|
560
|
+
`;
|
|
@@ -35,6 +35,7 @@
|
|
|
35
35
|
*/
|
|
36
36
|
|
|
37
37
|
export * from "./codegen/components.js";
|
|
38
|
+
export { AnimatorControllerBuilder, type ConditionMode, type StateOptions, type TransitionOptions } from "./AnimatorController.js";
|
|
38
39
|
export { Collider } from "./Collider.js"; // export abstract type
|
|
39
40
|
export { Behaviour, Component, GameObject } from "./Component.js";
|
|
40
41
|
|
|
@@ -6,6 +6,7 @@ export { Animation } from "../Animation.js";
|
|
|
6
6
|
export { Keyframe } from "../AnimationCurve.js";
|
|
7
7
|
export { AnimationCurve } from "../AnimationCurve.js";
|
|
8
8
|
export { Animator } from "../Animator.js";
|
|
9
|
+
export { AnimatorControllerBuilder } from "../AnimatorController.js";
|
|
9
10
|
export { AnimatorController } from "../AnimatorController.js";
|
|
10
11
|
export { AudioListener } from "../AudioListener.js";
|
|
11
12
|
export { AudioSource } from "../AudioSource.js";
|