@plastic-software/three 0.175.9 → 0.175.10

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.
@@ -3,7 +3,7 @@
3
3
  * Copyright 2010-2025 Three.js Authors
4
4
  * SPDX-License-Identifier: MIT
5
5
  */
6
- import { Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, EventDispatcher, MathUtils, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBuffer, DynamicDrawUsage, InterleavedBufferAttribute, NoColorSpace, UnsignedIntType, IntType, NearestFilter, Sphere, BackSide, Euler, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, ObjectSpaceNormalMap, InstancedInterleavedBuffer, InstancedBufferAttribute, DataArrayTexture, FloatType, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, NormalBlending, LineBasicMaterial, LineDashedMaterial, NoBlending, SRGBColorSpace, MeshNormalMaterial, WebGLCubeRenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, CubeTexture, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, BufferGeometry, BufferAttribute, RenderTarget, CubeUVReflectionMapping, OrthographicCamera, PerspectiveCamera, HalfFloatType, RGBAFormat, LinearSRGBColorSpace, Texture, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, arrayNeedsUint32, Uint32BufferAttribute, Uint16BufferAttribute, DoubleSide, Camera, DepthStencilFormat, DepthFormat, UnsignedInt248Type, UnsignedByteType, Plane, Object3D, LinearMipMapLinearFilter, Float32BufferAttribute, UVMapping, LessCompare, VSMShadowMap, RGFormat, BasicShadowMap, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, AddEquation, ZeroFactor, CylinderGeometry, WebXRController, RAD2DEG, Quaternion, PCFShadowMap, Frustum, DataTexture, RedIntegerFormat, RedFormat, RGIntegerFormat, RGBIntegerFormat, RGBFormat, RGBAIntegerFormat, UnsignedShortType, ByteType, ShortType, warnOnce, createCanvasElement, SubtractEquation, ReverseSubtractEquation, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, AlphaFormat, LuminanceFormat, LuminanceAlphaFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestMipmapNearestFilter, NeverCompare, AlwaysCompare, LessEqualCompare, EqualCompare, GreaterEqualCompare, GreaterCompare, NotEqualCompare, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, MaxEquation, MinEquation, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
6
+ import { Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, EventDispatcher, MathUtils, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBuffer, InterleavedBufferAttribute, DynamicDrawUsage, NoColorSpace, UnsignedIntType, IntType, NearestFilter, Sphere, BackSide, Euler, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, ObjectSpaceNormalMap, InstancedInterleavedBuffer, InstancedBufferAttribute, DataArrayTexture, FloatType, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, NormalBlending, LineBasicMaterial, LineDashedMaterial, NoBlending, MeshNormalMaterial, SRGBColorSpace, WebGLCubeRenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, CubeTexture, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, OrthographicCamera, PerspectiveCamera, RenderTarget, CubeUVReflectionMapping, BufferGeometry, BufferAttribute, LinearSRGBColorSpace, RGBAFormat, HalfFloatType, Texture, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, arrayNeedsUint32, DoubleSide, Camera, DepthStencilFormat, DepthFormat, UnsignedInt248Type, UnsignedByteType, Plane, Object3D, LinearMipMapLinearFilter, Float32BufferAttribute, UVMapping, LessCompare, VSMShadowMap, RGFormat, BasicShadowMap, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, AddEquation, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFShadowMap, Frustum, DataTexture, RedIntegerFormat, RedFormat, ShortType, ByteType, UnsignedShortType, RGIntegerFormat, RGBIntegerFormat, RGBFormat, RGBAIntegerFormat, warnOnce, createCanvasElement, ReverseSubtractEquation, SubtractEquation, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, AlphaFormat, LuminanceFormat, LuminanceAlphaFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, GreaterEqualCompare, EqualCompare, LessEqualCompare, AlwaysCompare, NeverCompare, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, MaxEquation, MinEquation, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
7
7
  export { AdditiveAnimationBlendMode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CustomToneMapping, Cylindrical, CylindricalMapping, Data3DTexture, DataTextureLoader, DataUtils, DefaultLoadingManager, DetachedBindMode, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, ExtrudeGeometry, Fog, FogExp2, GLBufferAttribute, GLSL1, GLSL3, GridHelper, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, InstancedBufferGeometry, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, KeyframeTrack, LOD, LatheGeometry, Layers, Light, Line, Line3, LineCurve, LineCurve3, LineLoop, LineSegments, LinearInterpolant, LinearMipMapNearestFilter, LinearTransfer, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, MeshDepthMaterial, MeshDistanceMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NormalAnimationBlendMode, NumberKeyframeTrack, OctahedronGeometry, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, PCFSoftShadowMap, Path, PlaneHelper, PointLightHelper, Points, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RenderTarget3D, RenderTargetArray, RingGeometry, ShaderMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Spherical, SphericalHarmonics3, SplineCurve, SpotLightHelper, Sprite, StaticCopyUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, TimestampQuery, TorusGeometry, TorusKnotGeometry, TriPlanarMapping, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLRenderTarget, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding } from './three.core.js';
8
8
 
9
9
  const refreshUniforms = [
@@ -602,7 +602,7 @@ function getCacheKey$1( object, force = false ) {
602
602
 
603
603
  for ( const { property, childNode } of getNodeChildren( object ) ) {
604
604
 
605
- values.push( cyrb53( property.slice( 0, - 4 ) ), childNode.getCacheKey( force ) );
605
+ values.push( cyrb53( property.slice( 0, -4 ) ), childNode.getCacheKey( force ) );
606
606
 
607
607
  }
608
608
 
@@ -825,7 +825,7 @@ function getValueType( value ) {
825
825
  */
826
826
  function getValueFromType( type, ...params ) {
827
827
 
828
- const last4 = type ? type.slice( - 4 ) : undefined;
828
+ const last4 = type ? type.slice( -4 ) : undefined;
829
829
 
830
830
  if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()
831
831
 
@@ -3365,7 +3365,7 @@ class ShaderNodeInternal extends Node {
3365
3365
 
3366
3366
  const bools = [ false, true ];
3367
3367
  const uints = [ 0, 1, 2, 3 ];
3368
- const ints = [ - 1, - 2 ];
3368
+ const ints = [ -1, -2 ];
3369
3369
  const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
3370
3370
 
3371
3371
  const boolsCacheMap = new Map();
@@ -15171,7 +15171,7 @@ class LoopNode extends Node {
15171
15171
 
15172
15172
  } else {
15173
15173
 
15174
- const internalParam = { start, end, condition };
15174
+ const internalParam = { start, end};
15175
15175
 
15176
15176
  //
15177
15177
 
@@ -18412,7 +18412,7 @@ class Line2NodeMaterial extends NodeMaterial {
18412
18412
 
18413
18413
  const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
18414
18414
  const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
18415
- const nearEstimate = b.mul( - 0.5 ).div( a );
18415
+ const nearEstimate = b.mul( -0.5 ).div( a );
18416
18416
 
18417
18417
  const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
18418
18418
 
@@ -18466,7 +18466,7 @@ class Line2NodeMaterial extends NodeMaterial {
18466
18466
  // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
18467
18467
  // perhaps there is a more elegant solution -- WestLangley
18468
18468
 
18469
- const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
18469
+ const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( -1 ); // 4th entry in the 3rd column
18470
18470
 
18471
18471
  If( perspective, () => {
18472
18472
 
@@ -18624,7 +18624,7 @@ class Line2NodeMaterial extends NodeMaterial {
18624
18624
 
18625
18625
  const vLineDistance = varyingProperty( 'float', 'lineDistance' );
18626
18626
 
18627
- vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
18627
+ vUv.y.lessThan( -1 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
18628
18628
  vLineDistance.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
18629
18629
 
18630
18630
  }
@@ -18927,7 +18927,7 @@ class EquirectUVNode extends TempNode {
18927
18927
  const dir = this.dirNode;
18928
18928
 
18929
18929
  const u = dir.z.atan( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
18930
- const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
18930
+ const v = dir.y.clamp( -1, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
18931
18931
 
18932
18932
  return vec2( u, v );
18933
18933
 
@@ -19649,7 +19649,7 @@ const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {
19649
19649
 
19650
19650
  // Optimized variant (presented by Epic at SIGGRAPH '13)
19651
19651
  // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
19652
- const fresnel = dotVH.mul( - 5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
19652
+ const fresnel = dotVH.mul( -5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();
19653
19653
 
19654
19654
  return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );
19655
19655
 
@@ -20130,15 +20130,15 @@ const BRDF_GGX = /*@__PURE__*/ Fn( ( inputs ) => {
20130
20130
  // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
20131
20131
  const DFGApprox = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {
20132
20132
 
20133
- const c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
20133
+ const c0 = vec4( -1, -0.0275, -0.572, 0.022 );
20134
20134
 
20135
- const c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
20135
+ const c1 = vec4( 1, 0.0425, 1.04, -0.04 );
20136
20136
 
20137
20137
  const r = roughness.mul( c0 ).add( c1 );
20138
20138
 
20139
- const a004 = r.x.mul( r.x ).min( dotNV.mul( - 9.28 ).exp2() ).mul( r.x ).add( r.y );
20139
+ const a004 = r.x.mul( r.x ).min( dotNV.mul( -9.28 ).exp2() ).mul( r.x ).add( r.y );
20140
20140
 
20141
- const fab = vec2( - 1.04, 1.04 ).mul( a004 ).add( r.zw );
20141
+ const fab = vec2( -1.04, 1.04 ).mul( a004 ).add( r.zw );
20142
20142
 
20143
20143
  return fab;
20144
20144
 
@@ -20409,7 +20409,7 @@ const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 )
20409
20409
 
20410
20410
  const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );
20411
20411
 
20412
- const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( - 3.0, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
20412
+ const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( -3, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );
20413
20413
 
20414
20414
  const w3 = ( a ) => mul( bC, pow( a, 3 ) );
20415
20415
 
@@ -20418,7 +20418,7 @@ const g0 = ( a ) => w0( a ).add( w1( a ) );
20418
20418
  const g1 = ( a ) => w2( a ).add( w3( a ) );
20419
20419
 
20420
20420
  // h0 and h1 are the two offset functions
20421
- const h0 = ( a ) => add( - 1.0, w1( a ).div( w0( a ).add( w1( a ) ) ) );
20421
+ const h0 = ( a ) => add( -1, w1( a ).div( w0( a ).add( w1( a ) ) ) );
20422
20422
 
20423
20423
  const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );
20424
20424
 
@@ -20639,9 +20639,9 @@ const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseCol
20639
20639
 
20640
20640
  // XYZ to linear-sRGB color space
20641
20641
  const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
20642
- 3.2404542, - 0.9692660, 0.0556434,
20643
- - 1.5371385, 1.8760108, - 0.2040259,
20644
- - 0.4985314, 0.0415560, 1.0572252
20642
+ 3.2404542, -0.969266, 0.0556434,
20643
+ -1.5371385, 1.8760108, -0.2040259,
20644
+ -0.4985314, 0.0415560, 1.0572252
20645
20645
  );
20646
20646
 
20647
20647
  // Assume air interface for top
@@ -20670,7 +20670,7 @@ const evalSensitivity = ( OPD, shift ) => {
20670
20670
  const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
20671
20671
  const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
20672
20672
 
20673
- const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( - 4.5282e+09 ).exp() );
20673
+ const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( -45282e5 ).exp() );
20674
20674
 
20675
20675
  let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
20676
20676
  xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );
@@ -20771,8 +20771,8 @@ const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {
20771
20771
 
20772
20772
  const a = select(
20773
20773
  roughness.lessThan( 0.25 ),
20774
- float( - 339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
20775
- float( - 8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
20774
+ float( -339.2 ).mul( r2 ).add( float( 161.4 ).mul( roughness ) ).sub( 25.9 ),
20775
+ float( -8.48 ).mul( r2 ).add( float( 14.3 ).mul( roughness ) ).sub( 9.95 )
20776
20776
  );
20777
20777
 
20778
20778
  const b = select(
@@ -21183,7 +21183,7 @@ class PhysicalLightingModel extends LightingModel {
21183
21183
  const dotNV = transformedNormalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
21184
21184
 
21185
21185
  const aoNV = dotNV.add( ambientOcclusion );
21186
- const aoExp = roughness.mul( - 16.0 ).oneMinus().negate().exp2();
21186
+ const aoExp = roughness.mul( -16 ).oneMinus().negate().exp2();
21187
21187
 
21188
21188
  const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();
21189
21189
 
@@ -21245,9 +21245,9 @@ class PhysicalLightingModel extends LightingModel {
21245
21245
  // These defines must match with PMREMGenerator
21246
21246
 
21247
21247
  const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
21248
- const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 );
21248
+ const cubeUV_m0 = /*@__PURE__*/ float( -2 );
21249
21249
  const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
21250
- const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 );
21250
+ const cubeUV_m1 = /*@__PURE__*/ float( -1 );
21251
21251
  const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
21252
21252
  const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
21253
21253
  const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
@@ -21265,7 +21265,7 @@ const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );
21265
21265
  const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {
21266
21266
 
21267
21267
  const absDirection = vec3( abs( direction ) ).toVar();
21268
- const face = float( - 1.0 ).toVar();
21268
+ const face = float( -1 ).toVar();
21269
21269
 
21270
21270
  If( absDirection.x.greaterThan( absDirection.z ), () => {
21271
21271
 
@@ -21367,7 +21367,7 @@ const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {
21367
21367
 
21368
21368
  } ).Else( () => {
21369
21369
 
21370
- mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
21370
+ mip.assign( float( -2 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
21371
21371
 
21372
21372
  } );
21373
21373
 
@@ -21395,25 +21395,25 @@ const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {
21395
21395
  } ).ElseIf( face.equal( 1.0 ), () => {
21396
21396
 
21397
21397
  direction.assign( direction.xzy );
21398
- direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
21398
+ direction.xz.mulAssign( -1 ); // ( -u, 1, -v ) pos y
21399
21399
 
21400
21400
  } ).ElseIf( face.equal( 2.0 ), () => {
21401
21401
 
21402
- direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
21402
+ direction.x.mulAssign( -1 ); // ( -u, v, 1 ) pos z
21403
21403
 
21404
21404
  } ).ElseIf( face.equal( 3.0 ), () => {
21405
21405
 
21406
21406
  direction.assign( direction.zyx );
21407
- direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
21407
+ direction.xz.mulAssign( -1 ); // ( -1, v, -u ) neg x
21408
21408
 
21409
21409
  } ).ElseIf( face.equal( 4.0 ), () => {
21410
21410
 
21411
21411
  direction.assign( direction.xzy );
21412
- direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
21412
+ direction.xy.mulAssign( -1 ); // ( -u, -1, v ) neg y
21413
21413
 
21414
21414
  } ).ElseIf( face.equal( 5.0 ), () => {
21415
21415
 
21416
- direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
21416
+ direction.z.mulAssign( -1 ); // ( u, v, -1 ) neg zS
21417
21417
 
21418
21418
  } );
21419
21419
 
@@ -21516,7 +21516,7 @@ const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, we
21516
21516
  } );
21517
21517
 
21518
21518
  const theta = float( dTheta.mul( float( i ) ) ).toVar();
21519
- gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
21519
+ gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( -1 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
21520
21520
  gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
21521
21521
 
21522
21522
  } );
@@ -21537,7 +21537,7 @@ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
21537
21537
  // samples and exit early, but not recompile the shader.
21538
21538
  const MAX_SAMPLES = 20;
21539
21539
 
21540
- const _flatCamera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
21540
+ const _flatCamera = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );
21541
21541
  const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
21542
21542
  const _clearColor$2 = /*@__PURE__*/ new Color();
21543
21543
  let _oldTarget = null;
@@ -21557,9 +21557,9 @@ const _axisDirections = [
21557
21557
  /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
21558
21558
  /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
21559
21559
  /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
21560
- /*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
21561
- /*@__PURE__*/ new Vector3( 1, 1, - 1 ),
21562
- /*@__PURE__*/ new Vector3( - 1, 1, 1 ),
21560
+ /*@__PURE__*/ new Vector3( -1, 1, -1 ),
21561
+ /*@__PURE__*/ new Vector3( 1, 1, -1 ),
21562
+ /*@__PURE__*/ new Vector3( -1, 1, 1 ),
21563
21563
  /*@__PURE__*/ new Vector3( 1, 1, 1 )
21564
21564
  ];
21565
21565
 
@@ -21978,8 +21978,8 @@ class PMREMGenerator {
21978
21978
  cubeCamera.far = far;
21979
21979
 
21980
21980
  // px, py, pz, nx, ny, nz
21981
- const upSign = [ 1, 1, 1, 1, - 1, 1 ];
21982
- const forwardSign = [ 1, - 1, 1, - 1, 1, - 1 ];
21981
+ const upSign = [ 1, 1, 1, 1, -1, 1 ];
21982
+ const forwardSign = [ 1, -1, 1, -1, 1, -1 ];
21983
21983
 
21984
21984
  const renderer = this._renderer;
21985
21985
 
@@ -22306,7 +22306,7 @@ function _createPlanes( lodMax ) {
22306
22306
  for ( let face = 0; face < cubeFaces; face ++ ) {
22307
22307
 
22308
22308
  const x = ( face % 3 ) * 2 / 3 - 1;
22309
- const y = face > 2 ? 0 : - 1;
22309
+ const y = face > 2 ? 0 : -1;
22310
22310
  const coordinates = [
22311
22311
  x, y, 0,
22312
22312
  x + 2 / 3, y, 0,
@@ -22465,7 +22465,7 @@ function _getPMREMFromTexture( texture, renderer, generator ) {
22465
22465
 
22466
22466
  let cacheTexture = cache.get( texture );
22467
22467
 
22468
- const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : - 1;
22468
+ const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : -1;
22469
22469
 
22470
22470
  if ( pmremVersion !== texture.pmremVersion ) {
22471
22471
 
@@ -22685,7 +22685,7 @@ class PMREMNode extends TempNode {
22685
22685
 
22686
22686
  let pmrem = this._pmrem;
22687
22687
 
22688
- const pmremVersion = pmrem ? pmrem.pmremVersion : - 1;
22688
+ const pmremVersion = pmrem ? pmrem.pmremVersion : -1;
22689
22689
  const texture = this._value;
22690
22690
 
22691
22691
  if ( pmremVersion !== texture.pmremVersion ) {
@@ -29748,7 +29748,7 @@ function getTextureIndex( textures, name ) {
29748
29748
 
29749
29749
  }
29750
29750
 
29751
- return - 1;
29751
+ return -1;
29752
29752
 
29753
29753
  }
29754
29754
 
@@ -30096,7 +30096,7 @@ class FunctionOverloadingNode extends Node {
30096
30096
  if ( candidateFnCall === null ) {
30097
30097
 
30098
30098
  let candidateFn = null;
30099
- let candidateScore = - 1;
30099
+ let candidateScore = -1;
30100
30100
 
30101
30101
  for ( const functionNode of this.functionNodes ) {
30102
30102
 
@@ -30624,7 +30624,7 @@ const _normal = new Vector3();
30624
30624
  const _reflectorWorldPosition = new Vector3();
30625
30625
  const _cameraWorldPosition = new Vector3();
30626
30626
  const _rotationMatrix = new Matrix4();
30627
- const _lookAtPosition = new Vector3( 0, 0, - 1 );
30627
+ const _lookAtPosition = new Vector3( 0, 0, -1 );
30628
30628
  const clipPlane = new Vector4();
30629
30629
 
30630
30630
  const _view = new Vector3();
@@ -31010,7 +31010,7 @@ class ReflectorBaseNode extends Node {
31010
31010
 
31011
31011
  _rotationMatrix.extractRotation( camera.matrixWorld );
31012
31012
 
31013
- _lookAtPosition.set( 0, 0, - 1 );
31013
+ _lookAtPosition.set( 0, 0, -1 );
31014
31014
  _lookAtPosition.applyMatrix4( _rotationMatrix );
31015
31015
  _lookAtPosition.add( _cameraWorldPosition );
31016
31016
 
@@ -31044,7 +31044,7 @@ class ReflectorBaseNode extends Node {
31044
31044
 
31045
31045
  _q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
31046
31046
  _q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
31047
- _q.z = - 1.0;
31047
+ _q.z = -1;
31048
31048
  _q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
31049
31049
 
31050
31050
  // Calculate the scaled plane vector
@@ -31111,7 +31111,7 @@ class ReflectorBaseNode extends Node {
31111
31111
  */
31112
31112
  const reflector = ( parameters ) => nodeObject( new ReflectorNode( parameters ) );
31113
31113
 
31114
- const _camera = /*@__PURE__*/ new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
31114
+ const _camera = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );
31115
31115
 
31116
31116
  /**
31117
31117
  * The purpose of this special geometry is to fill the entire viewport with a single triangle.
@@ -31132,9 +31132,9 @@ class QuadGeometry extends BufferGeometry {
31132
31132
 
31133
31133
  super();
31134
31134
 
31135
- const uv = flipY === false ? [ 0, - 1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
31135
+ const uv = flipY === false ? [ 0, -1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];
31136
31136
 
31137
- this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
31137
+ this.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) );
31138
31138
  this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
31139
31139
 
31140
31140
  }
@@ -31939,7 +31939,7 @@ class SceneNode extends Node {
31939
31939
  _e1.copy( scene.backgroundRotation );
31940
31940
 
31941
31941
  // accommodate left-handed frame
31942
- _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;
31942
+ _e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
31943
31943
 
31944
31944
  _m1.makeRotationFromEuler( _e1 );
31945
31945
 
@@ -32239,23 +32239,23 @@ const normal = Fn( ( { texture, uv } ) => {
32239
32239
 
32240
32240
  } ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {
32241
32241
 
32242
- ret.assign( vec3( - 1, 0, 0 ) );
32242
+ ret.assign( vec3( -1, 0, 0 ) );
32243
32243
 
32244
32244
  } ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {
32245
32245
 
32246
- ret.assign( vec3( 0, - 1, 0 ) );
32246
+ ret.assign( vec3( 0, -1, 0 ) );
32247
32247
 
32248
32248
  } ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {
32249
32249
 
32250
- ret.assign( vec3( 0, 0, - 1 ) );
32250
+ ret.assign( vec3( 0, 0, -1 ) );
32251
32251
 
32252
32252
  } ).Else( () => {
32253
32253
 
32254
32254
  const step = 0.01;
32255
32255
 
32256
- const x = texture.sample( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
32257
- const y = texture.sample( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
32258
- const z = texture.sample( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
32256
+ const x = texture.sample( uv.add( vec3( -0.01, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
32257
+ const y = texture.sample( uv.add( vec3( 0.0, -0.01, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
32258
+ const z = texture.sample( uv.add( vec3( 0.0, 0.0, -0.01 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );
32259
32259
 
32260
32260
  ret.assign( vec3( x, y, z ) );
32261
32261
 
@@ -32920,7 +32920,7 @@ const vibrance = /*@__PURE__*/ Fn( ( [ color, adjustment = float( 1 ) ] ) => {
32920
32920
  const average = add( color.r, color.g, color.b ).div( 3.0 );
32921
32921
 
32922
32922
  const mx = color.r.max( color.g.max( color.b ) );
32923
- const amt = mx.sub( average ).mul( adjustment ).mul( - 3.0 );
32923
+ const amt = mx.sub( average ).mul( adjustment ).mul( -3 );
32924
32924
 
32925
32925
  return mix( color.rgb, mx, amt );
32926
32926
 
@@ -34102,9 +34102,9 @@ const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
34102
34102
 
34103
34103
  // ODT_SAT => XYZ => D60_2_D65 => sRGB
34104
34104
  const ACESOutputMat = mat3(
34105
- 1.60475, - 0.53108, - 0.07367,
34106
- - 0.10208, 1.10813, - 0.00605,
34107
- - 0.00327, - 0.07276, 1.07602
34105
+ 1.60475, -0.53108, -0.07367,
34106
+ -0.10208, 1.10813, -605e-5,
34107
+ -327e-5, -0.07276, 1.07602
34108
34108
  );
34109
34109
 
34110
34110
  color = color.mul( exposure ).div( 0.6 );
@@ -34128,7 +34128,7 @@ const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
34128
34128
  ]
34129
34129
  } );
34130
34130
 
34131
- const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, - 0.1246, - 0.0182 ), vec3( - 0.5876, 1.1329, - 0.1006 ), vec3( - 0.0728, - 0.0083, 1.1187 ) );
34131
+ const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, -0.1246, -0.0182 ), vec3( -0.5876, 1.1329, -0.1006 ), vec3( -0.0728, -83e-4, 1.1187 ) );
34132
34132
  const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );
34133
34133
 
34134
34134
  const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {
@@ -34154,8 +34154,8 @@ const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {
34154
34154
 
34155
34155
  const colortone = vec3( color ).toVar();
34156
34156
  const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
34157
- const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) );
34158
- const AgxMinEv = float( - 12.47393 );
34157
+ const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, -0.1413297634984383, -0.14132976349843826 ), vec3( -0.11060664309660323, 1.157823702216272, -0.11060664309660294 ), vec3( -0.016493938717834573, -0.016493938717834257, 1.2519364065950405 ) );
34158
+ const AgxMinEv = float( -12.47393 );
34159
34159
  const AgxMaxEv = float( 4.026069 );
34160
34160
  colortone.mulAssign( exposure );
34161
34161
  colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
@@ -37629,7 +37629,7 @@ const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass
37629
37629
  const squaredMean = float( 0 ).toVar();
37630
37630
 
37631
37631
  const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
37632
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
37632
+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );
37633
37633
 
37634
37634
  Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
37635
37635
 
@@ -37666,7 +37666,7 @@ const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPas
37666
37666
  const squaredMean = float( 0 ).toVar();
37667
37667
 
37668
37668
  const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
37669
- const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( - 1 ) );
37669
+ const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );
37670
37670
 
37671
37671
  Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {
37672
37672
 
@@ -38287,7 +38287,7 @@ const BasicPointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, tex
38287
38287
  const PointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, texelSize, shadow } ) => {
38288
38288
 
38289
38289
  const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
38290
- const offset = vec2( - 1.0, 1.0 ).mul( radius ).mul( texelSize.y );
38290
+ const offset = vec2( -1, 1.0 ).mul( radius ).mul( texelSize.y );
38291
38291
 
38292
38292
  return texture( depthTexture, cubeToUV( bd3D.add( offset.xyy ), texelSize.y ) ).compare( dp )
38293
38293
  .add( texture( depthTexture, cubeToUV( bd3D.add( offset.yyy ), texelSize.y ) ).compare( dp ) )
@@ -39936,9 +39936,9 @@ const mx_worley_noise_float_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immuta
39936
39936
  const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
39937
39937
  const sqdist = float( 1e6 ).toVar();
39938
39938
 
39939
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
39939
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
39940
39940
 
39941
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
39941
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
39942
39942
 
39943
39943
  const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
39944
39944
  sqdist.assign( min$1( sqdist, dist ) );
@@ -39974,9 +39974,9 @@ const mx_worley_noise_vec2_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutab
39974
39974
  const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
39975
39975
  const sqdist = vec2( 1e6, 1e6 ).toVar();
39976
39976
 
39977
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
39977
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
39978
39978
 
39979
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
39979
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
39980
39980
 
39981
39981
  const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
39982
39982
 
@@ -40022,9 +40022,9 @@ const mx_worley_noise_vec3_0 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutab
40022
40022
  const localpos = vec2( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ) ).toVar();
40023
40023
  const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
40024
40024
 
40025
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40025
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40026
40026
 
40027
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40027
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40028
40028
 
40029
40029
  const dist = float( mx_worley_distance( localpos, x, y, X, Y, jitter, metric ) ).toVar();
40030
40030
 
@@ -40076,11 +40076,11 @@ const mx_worley_noise_float_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immuta
40076
40076
  const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
40077
40077
  const sqdist = float( 1e6 ).toVar();
40078
40078
 
40079
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40079
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40080
40080
 
40081
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40081
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40082
40082
 
40083
- Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40083
+ Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40084
40084
 
40085
40085
  const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
40086
40086
  sqdist.assign( min$1( sqdist, dist ) );
@@ -40120,11 +40120,11 @@ const mx_worley_noise_vec2_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutab
40120
40120
  const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
40121
40121
  const sqdist = vec2( 1e6, 1e6 ).toVar();
40122
40122
 
40123
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40123
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40124
40124
 
40125
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40125
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40126
40126
 
40127
- Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40127
+ Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40128
40128
 
40129
40129
  const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
40130
40130
 
@@ -40174,11 +40174,11 @@ const mx_worley_noise_vec3_1 = /*@__PURE__*/ Fn( ( [ p_immutable, jitter_immutab
40174
40174
  const localpos = vec3( mx_floorfrac( p.x, X ), mx_floorfrac( p.y, Y ), mx_floorfrac( p.z, Z ) ).toVar();
40175
40175
  const sqdist = vec3( 1e6, 1e6, 1e6 ).toVar();
40176
40176
 
40177
- Loop( { start: - 1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40177
+ Loop( { start: -1, end: int( 1 ), name: 'x', condition: '<=' }, ( { x } ) => {
40178
40178
 
40179
- Loop( { start: - 1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40179
+ Loop( { start: -1, end: int( 1 ), name: 'y', condition: '<=' }, ( { y } ) => {
40180
40180
 
40181
- Loop( { start: - 1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40181
+ Loop( { start: -1, end: int( 1 ), name: 'z', condition: '<=' }, ( { z } ) => {
40182
40182
 
40183
40183
  const dist = float( mx_worley_distance( localpos, x, y, z, X, Y, Z, jitter, metric ) ).toVar();
40184
40184
 
@@ -40447,7 +40447,7 @@ const getParallaxCorrectNormal = /*@__PURE__*/ Fn( ( [ normal, cubeSize, cubePos
40447
40447
 
40448
40448
  const nDir = normalize( normal ).toVar();
40449
40449
  const rbmax = sub( float( 0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar();
40450
- const rbmin = sub( float( - 0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar();
40450
+ const rbmin = sub( float( -0.5 ).mul( cubeSize.sub( cubePos ) ), positionWorld ).div( nDir ).toVar();
40451
40451
  const rbminmax = vec3().toVar();
40452
40452
  rbminmax.x = nDir.x.greaterThan( float( 0 ) ).select( rbmax.x, rbmin.x );
40453
40453
  rbminmax.y = nDir.y.greaterThan( float( 0 ) ).select( rbmax.y, rbmin.y );
@@ -44591,7 +44591,7 @@ class NodeBuilder {
44591
44591
  */
44592
44592
  removeFlowTab() {
44593
44593
 
44594
- this.tab = this.tab.slice( 0, - 1 );
44594
+ this.tab = this.tab.slice( 0, -1 );
44595
44595
 
44596
44596
  return this;
44597
44597
 
@@ -46205,7 +46205,7 @@ const parse$1 = ( source ) => {
46205
46205
 
46206
46206
  const pragmaMainIndex = source.indexOf( pragmaMain );
46207
46207
 
46208
- const mainCode = pragmaMainIndex !== - 1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
46208
+ const mainCode = pragmaMainIndex !== -1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;
46209
46209
 
46210
46210
  const declaration = mainCode.match( declarationRegexp$1 );
46211
46211
 
@@ -46274,7 +46274,7 @@ const parse$1 = ( source ) => {
46274
46274
 
46275
46275
  const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
46276
46276
 
46277
- const headerCode = pragmaMainIndex !== - 1 ? source.slice( 0, pragmaMainIndex ) : '';
46277
+ const headerCode = pragmaMainIndex !== -1 ? source.slice( 0, pragmaMainIndex ) : '';
46278
46278
 
46279
46279
  return {
46280
46280
  type,
@@ -48430,7 +48430,7 @@ class XRManager extends EventDispatcher {
48430
48430
  const material = new MeshBasicMaterial( { color: 0xffffff, side: FrontSide } );
48431
48431
  material.map = renderTarget.texture;
48432
48432
  material.map.offset.y = 1;
48433
- material.map.repeat.y = - 1;
48433
+ material.map.repeat.y = -1;
48434
48434
  const plane = new Mesh( geometry, material );
48435
48435
  plane.position.copy( translation );
48436
48436
  plane.quaternion.copy( quaternion );
@@ -48503,7 +48503,7 @@ class XRManager extends EventDispatcher {
48503
48503
  const material = new MeshBasicMaterial( { color: 0xffffff, side: BackSide } );
48504
48504
  material.map = renderTarget.texture;
48505
48505
  material.map.offset.y = 1;
48506
- material.map.repeat.y = - 1;
48506
+ material.map.repeat.y = -1;
48507
48507
  const plane = new Mesh( geometry, material );
48508
48508
  plane.position.copy( translation );
48509
48509
  plane.quaternion.copy( quaternion );
@@ -48908,7 +48908,7 @@ function setProjectionFromUnion( camera, cameraL, cameraR ) {
48908
48908
  camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
48909
48909
 
48910
48910
  // Check if the projection uses an infinite far plane.
48911
- if ( projL[ 10 ] === - 1.0 ) {
48911
+ if ( projL[ 10 ] === -1 ) {
48912
48912
 
48913
48913
  // Use the projection matrix from the left eye.
48914
48914
  // The camera offset is sufficient to include the view volumes
@@ -48999,7 +48999,7 @@ function onSessionEvent( event ) {
48999
48999
 
49000
49000
  const controllerIndex = this._controllerInputSources.indexOf( event.inputSource );
49001
49001
 
49002
- if ( controllerIndex === - 1 ) {
49002
+ if ( controllerIndex === -1 ) {
49003
49003
 
49004
49004
  return;
49005
49005
 
@@ -49141,7 +49141,7 @@ function onInputSourcesChange( event ) {
49141
49141
 
49142
49142
  let controllerIndex = controllerInputSources.indexOf( inputSource );
49143
49143
 
49144
- if ( controllerIndex === - 1 ) {
49144
+ if ( controllerIndex === -1 ) {
49145
49145
 
49146
49146
  // Assign input source a controller that currently has no input source
49147
49147
 
@@ -49165,7 +49165,7 @@ function onInputSourcesChange( event ) {
49165
49165
 
49166
49166
  // If all controllers do currently receive input we ignore new ones
49167
49167
 
49168
- if ( controllerIndex === - 1 ) break;
49168
+ if ( controllerIndex === -1 ) break;
49169
49169
 
49170
49170
  }
49171
49171
 
@@ -52572,7 +52572,7 @@ class UniformsGroup extends UniformBuffer {
52572
52572
 
52573
52573
  const index = this.uniforms.indexOf( uniform );
52574
52574
 
52575
- if ( index !== - 1 ) {
52575
+ if ( index !== -1 ) {
52576
52576
 
52577
52577
  this.uniforms.splice( index, 1 );
52578
52578
 
@@ -61376,9 +61376,7 @@ const GPUCompareFunction = {
61376
61376
  };
61377
61377
 
61378
61378
  const GPUStoreOp = {
61379
- Store: 'store',
61380
- Discard: 'discard'
61381
- };
61379
+ Store: 'store'};
61382
61380
 
61383
61381
  const GPULoadOp = {
61384
61382
  Load: 'load',
@@ -61386,9 +61384,7 @@ const GPULoadOp = {
61386
61384
  };
61387
61385
 
61388
61386
  const GPUFrontFace = {
61389
- CCW: 'ccw',
61390
- CW: 'cw'
61391
- };
61387
+ CCW: 'ccw'};
61392
61388
 
61393
61389
  const GPUCullMode = {
61394
61390
  None: 'none',
@@ -61455,9 +61451,6 @@ const GPUTextureFormat = {
61455
61451
  RGBA32Sint: 'rgba32sint',
61456
61452
  RGBA32Float: 'rgba32float',
61457
61453
 
61458
- // Depth and stencil formats
61459
-
61460
- Stencil8: 'stencil8',
61461
61454
  Depth16Unorm: 'depth16unorm',
61462
61455
  Depth24Plus: 'depth24plus',
61463
61456
  Depth24PlusStencil8: 'depth24plus-stencil8',
@@ -61570,10 +61563,6 @@ const GPUBlendOperation = {
61570
61563
 
61571
61564
  const GPUColorWriteFlags = {
61572
61565
  None: 0,
61573
- Red: 0x1,
61574
- Green: 0x2,
61575
- Blue: 0x4,
61576
- Alpha: 0x8,
61577
61566
  All: 0xF
61578
61567
  };
61579
61568
 
@@ -61589,7 +61578,6 @@ const GPUStencilOperation = {
61589
61578
  };
61590
61579
 
61591
61580
  const GPUBufferBindingType = {
61592
- Uniform: 'uniform',
61593
61581
  Storage: 'storage',
61594
61582
  ReadOnlyStorage: 'read-only-storage'
61595
61583
  };
@@ -61609,25 +61597,19 @@ const GPUTextureSampleType = {
61609
61597
  };
61610
61598
 
61611
61599
  const GPUTextureDimension = {
61612
- OneD: '1d',
61613
61600
  TwoD: '2d',
61614
61601
  ThreeD: '3d'
61615
61602
  };
61616
61603
 
61617
61604
  const GPUTextureViewDimension = {
61618
- OneD: '1d',
61619
61605
  TwoD: '2d',
61620
61606
  TwoDArray: '2d-array',
61621
61607
  Cube: 'cube',
61622
- CubeArray: 'cube-array',
61623
61608
  ThreeD: '3d'
61624
61609
  };
61625
61610
 
61626
61611
  const GPUTextureAspect = {
61627
- All: 'all',
61628
- StencilOnly: 'stencil-only',
61629
- DepthOnly: 'depth-only'
61630
- };
61612
+ All: 'all'};
61631
61613
 
61632
61614
  const GPUInputStepMode = {
61633
61615
  Vertex: 'vertex',