@prestyj/cli 5.27.0 → 5.28.0
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/README.md +7 -5
- package/assets/motion/BRAG-LICENSE +21 -0
- package/assets/motion/HYPERFRAMES-LICENSE +190 -0
- package/assets/motion/THIRD-PARTY.md +57 -0
- package/assets/motion/assets/music/README.md +20 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-10-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/sfx/casino/card-fan-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-fan-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shuffle.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-5.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-7.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-8.ogg +0 -0
- package/assets/motion/assets/sfx/casino/cards-pack-open-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/cards-pack-open-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-5.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-grab-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-grab-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-4.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMining_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_heavy_000.ogg +0 -0
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- package/assets/motion/assets/sfx/impact/impactWood_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/interface/bong_001.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_001.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_002.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_003.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/click_005.ogg +0 -0
- package/assets/motion/assets/sfx/interface/drop_001.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/drop_003.ogg +0 -0
- package/assets/motion/assets/sfx/interface/error_005.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/glitch_002.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/select_008.ogg +0 -0
- package/assets/motion/assets/sfx/interface/switch_001.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/switch_007.ogg +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-001.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-002.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-003.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-004.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-005.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-006.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-007.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-008.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-009.wav +0 -0
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- package/assets/motion/bin/contact-sheet.mjs +87 -0
- package/assets/motion/bin/fonts.mjs +107 -0
- package/assets/motion/bin/hyperframes.mjs +122 -0
- package/assets/motion/bin/library.mjs +210 -0
- package/assets/motion/bin/media-binaries.mjs +49 -0
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- package/assets/motion/vendor/three/addons/geometries/RoundedBoxGeometry.js +216 -0
- package/assets/motion/vendor/three/addons/geometries/TextGeometry.js +84 -0
- package/assets/motion/vendor/three/addons/lights/RectAreaLightTexturesLib.js +127 -0
- package/assets/motion/vendor/three/addons/lights/RectAreaLightUniformsLib.js +40 -0
- package/assets/motion/vendor/three/addons/loaders/FontLoader.js +260 -0
- package/assets/motion/vendor/three/addons/loaders/GLTFLoader.js +4892 -0
- package/assets/motion/vendor/three/addons/loaders/HDRLoader.js +486 -0
- package/assets/motion/vendor/three/addons/loaders/SVGLoader.js +3267 -0
- package/assets/motion/vendor/three/addons/math/SimplexNoise.js +470 -0
- package/assets/motion/vendor/three/addons/objects/Reflector.js +338 -0
- package/assets/motion/vendor/three/addons/postprocessing/BokehPass.js +218 -0
- package/assets/motion/vendor/three/addons/postprocessing/EffectComposer.js +363 -0
- package/assets/motion/vendor/three/addons/postprocessing/FilmPass.js +113 -0
- package/assets/motion/vendor/three/addons/postprocessing/MaskPass.js +195 -0
- package/assets/motion/vendor/three/addons/postprocessing/OutputPass.js +139 -0
- package/assets/motion/vendor/three/addons/postprocessing/Pass.js +191 -0
- package/assets/motion/vendor/three/addons/postprocessing/RenderPass.js +183 -0
- package/assets/motion/vendor/three/addons/postprocessing/ShaderPass.js +135 -0
- package/assets/motion/vendor/three/addons/postprocessing/UnrealBloomPass.js +494 -0
- package/assets/motion/vendor/three/addons/renderers/CSS3DRenderer.js +454 -0
- package/assets/motion/vendor/three/addons/shaders/BokehShader.js +151 -0
- package/assets/motion/vendor/three/addons/shaders/CopyShader.js +52 -0
- package/assets/motion/vendor/three/addons/shaders/FilmShader.js +72 -0
- package/assets/motion/vendor/three/addons/shaders/LuminosityHighPassShader.js +68 -0
- package/assets/motion/vendor/three/addons/shaders/OutputShader.js +103 -0
- package/assets/motion/vendor/three/addons/utils/BufferGeometryUtils.js +1435 -0
- package/assets/motion/vendor/three/build/three.core.min.js +6 -0
- package/assets/motion/vendor/three/build/three.module.min.js +6 -0
- package/assets/motion/vendor/three/three.json +54 -0
- package/dist/app-sidecar-sessions.js +5 -0
- package/dist/app-sidecar-sessions.js.map +1 -1
- package/dist/app-sidecar.js +52 -16
- package/dist/app-sidecar.js.map +1 -1
- package/dist/cli.js +1 -1
- package/dist/cli.js.map +1 -1
- package/dist/core/agent-session.d.ts +26 -0
- package/dist/core/agent-session.js +116 -6
- package/dist/core/agent-session.js.map +1 -1
- package/dist/core/auth-providers.js +5 -5
- package/dist/core/auth-providers.js.map +1 -1
- package/dist/core/completion-review.d.ts +24 -0
- package/dist/core/completion-review.js +2 -0
- package/dist/core/completion-review.js.map +1 -0
- package/dist/core/context-limits.d.ts +6 -0
- package/dist/core/context-limits.js +8 -0
- package/dist/core/context-limits.js.map +1 -1
- package/dist/core/lsp/pool.d.ts +2 -0
- package/dist/core/lsp/pool.js +4 -0
- package/dist/core/lsp/pool.js.map +1 -1
- package/dist/core/network-guard.d.ts +2 -0
- package/dist/core/network-guard.js +37 -0
- package/dist/core/network-guard.js.map +1 -1
- package/dist/core/project-discovery.js +3 -0
- package/dist/core/project-discovery.js.map +1 -1
- package/dist/core/session-export.d.ts +2 -2
- package/dist/core/session-export.js +6 -2
- package/dist/core/session-export.js.map +1 -1
- package/dist/core/skills.d.ts +15 -0
- package/dist/core/skills.js +35 -1
- package/dist/core/skills.js.map +1 -1
- package/dist/core/verification-evidence.js +7 -2
- package/dist/core/verification-evidence.js.map +1 -1
- package/dist/motion-agent/motion-agent.d.ts +35 -0
- package/dist/motion-agent/motion-agent.js +117 -0
- package/dist/motion-agent/motion-agent.js.map +1 -0
- package/dist/motion-agent/motion-check-tool.d.ts +21 -0
- package/dist/motion-agent/motion-check-tool.js +206 -0
- package/dist/motion-agent/motion-check-tool.js.map +1 -0
- package/dist/motion-agent/motion-prompt.d.ts +2 -0
- package/dist/motion-agent/motion-prompt.js +48 -0
- package/dist/motion-agent/motion-prompt.js.map +1 -0
- package/dist/motion-agent/motion-review-coverage.d.ts +12 -0
- package/dist/motion-agent/motion-review-coverage.js +33 -0
- package/dist/motion-agent/motion-review-coverage.js.map +1 -0
- package/dist/motion-agent/motion-review-gate.d.ts +48 -0
- package/dist/motion-agent/motion-review-gate.js +88 -0
- package/dist/motion-agent/motion-review-gate.js.map +1 -0
- package/dist/motion-agent/motion-review-session.d.ts +65 -0
- package/dist/motion-agent/motion-review-session.js +418 -0
- package/dist/motion-agent/motion-review-session.js.map +1 -0
- package/dist/motion-agent/motion-review.d.ts +76 -0
- package/dist/motion-agent/motion-review.js +225 -0
- package/dist/motion-agent/motion-review.js.map +1 -0
- package/dist/motion-agent/motion-studio-context.d.ts +44 -0
- package/dist/motion-agent/motion-studio-context.js +65 -0
- package/dist/motion-agent/motion-studio-context.js.map +1 -0
- package/dist/system-prompt.d.ts +3 -0
- package/dist/system-prompt.js +5 -1
- package/dist/system-prompt.js.map +1 -1
- package/dist/tools/bash.js +2 -2
- package/dist/tools/bash.js.map +1 -1
- package/dist/tools/web-fetch.js +38 -32
- package/dist/tools/web-fetch.js.map +1 -1
- package/dist/tools/web-search.js +2 -2
- package/dist/tools/web-search.js.map +1 -1
- package/dist/ui/components/Footer.js +1 -2
- package/dist/ui/components/Footer.js.map +1 -1
- package/package.json +7 -4
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import {
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AdditiveBlending,
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Color,
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HalfFloatType,
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MeshBasicMaterial,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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Vector3,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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/**
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* This pass is inspired by the bloom pass of Unreal Engine. It creates a
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* mip map chain of bloom textures and blurs them with different radii. Because
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* of the weighted combination of mips, and because larger blurs are done on
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* higher mips, this effect provides good quality and performance.
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*
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* When using this pass, tone mapping must be enabled in the renderer settings.
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*
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* Reference:
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* - [Bloom in Unreal Engine](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/)
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*
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* ```js
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* const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
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* const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 );
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* composer.addPass( bloomPass );
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* ```
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*
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* @augments Pass
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* @three_import import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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*/
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class UnrealBloomPass extends Pass {
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/**
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* Constructs a new Unreal Bloom pass.
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*
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* @param {Vector2} [resolution] - The effect's resolution.
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* @param {number} [strength=1] - The Bloom strength.
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* @param {number} radius - The Bloom radius.
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* @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.
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*/
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constructor( resolution, strength = 1, radius, threshold ) {
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super();
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/**
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* The Bloom strength.
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*
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* @type {number}
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*/
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this.strength = strength;
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/**
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* The Bloom radius.
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*
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*/
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this.radius = radius;
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/**
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* The luminance threshold limits which bright areas contribute to the Bloom effect.
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*
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*/
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this.threshold = threshold;
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/**
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* The effect's resolution.
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*
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* @default (256,256)
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*/
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this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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/**
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* The effect's clear color
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*
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*/
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this.clearColor = new Color( 0, 0, 0 );
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/**
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* Overwritten to disable the swap.
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*
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*/
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this.needsSwap = false;
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// internals
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// render targets
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this.renderTargetsHorizontal = [];
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this.renderTargetsVertical = [];
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this.nMips = 5;
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let resx = Math.round( this.resolution.x / 2 );
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let resy = Math.round( this.resolution.y / 2 );
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this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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this.renderTargetBright.texture.generateMipmaps = false;
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const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizontal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizontal );
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const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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renderTargetVertical.texture.generateMipmaps = false;
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this.renderTargetsVertical.push( renderTargetVertical );
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}
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// luminosity high pass material
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const highPassShader = LuminosityHighPassShader;
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this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
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this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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this.materialHighPassFilter = new ShaderMaterial( {
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uniforms: this.highPassUniforms,
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vertexShader: highPassShader.vertexShader,
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fragmentShader: highPassShader.fragmentShader
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} );
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// gaussian blur materials
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this.separableBlurMaterials = [];
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// These sizes have been changed to account for the altered coefficients-calculation to avoid blockiness,
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// while retaining the same blur-strength. For details see https://github.com/mrdoob/three.js/pull/31528
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const kernelSizeArray = [ 6, 10, 14, 18, 22 ];
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resx = Math.round( this.resolution.x / 2 );
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resy = Math.round( this.resolution.y / 2 );
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this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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}
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// composite material
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this.compositeMaterial = this._getCompositeMaterial( this.nMips );
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this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
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const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
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this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
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this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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this.copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
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this.blendMaterial = new ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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blending: AdditiveBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this._oldClearColor = new Color();
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this._oldClearAlpha = 1;
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this._basic = new MeshBasicMaterial();
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this._fsQuad = new FullScreenQuad( null );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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this.renderTargetsHorizontal[ i ].dispose();
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}
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this.renderTargetsVertical[ i ].dispose();
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}
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this.renderTargetBright.dispose();
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//
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this.separableBlurMaterials[ i ].dispose();
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}
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this.compositeMaterial.dispose();
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this.blendMaterial.dispose();
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this._basic.dispose();
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//
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this._fsQuad.dispose();
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}
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+
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|
243
|
+
/**
|
|
244
|
+
* Sets the size of the pass.
|
|
245
|
+
*
|
|
246
|
+
* @param {number} width - The width to set.
|
|
247
|
+
* @param {number} height - The height to set.
|
|
248
|
+
*/
|
|
249
|
+
setSize( width, height ) {
|
|
250
|
+
|
|
251
|
+
let resx = Math.round( width / 2 );
|
|
252
|
+
let resy = Math.round( height / 2 );
|
|
253
|
+
|
|
254
|
+
this.renderTargetBright.setSize( resx, resy );
|
|
255
|
+
|
|
256
|
+
for ( let i = 0; i < this.nMips; i ++ ) {
|
|
257
|
+
|
|
258
|
+
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
|
|
259
|
+
this.renderTargetsVertical[ i ].setSize( resx, resy );
|
|
260
|
+
|
|
261
|
+
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
|
|
262
|
+
|
|
263
|
+
resx = Math.round( resx / 2 );
|
|
264
|
+
resy = Math.round( resy / 2 );
|
|
265
|
+
|
|
266
|
+
}
|
|
267
|
+
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
/**
|
|
271
|
+
* Performs the Bloom pass.
|
|
272
|
+
*
|
|
273
|
+
* @param {WebGLRenderer} renderer - The renderer.
|
|
274
|
+
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
|
275
|
+
* destination for the pass.
|
|
276
|
+
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
|
277
|
+
* previous pass from this buffer.
|
|
278
|
+
* @param {number} deltaTime - The delta time in seconds.
|
|
279
|
+
* @param {boolean} maskActive - Whether masking is active or not.
|
|
280
|
+
*/
|
|
281
|
+
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
|
|
282
|
+
|
|
283
|
+
renderer.getClearColor( this._oldClearColor );
|
|
284
|
+
this._oldClearAlpha = renderer.getClearAlpha();
|
|
285
|
+
const oldAutoClear = renderer.autoClear;
|
|
286
|
+
renderer.autoClear = false;
|
|
287
|
+
|
|
288
|
+
renderer.setClearColor( this.clearColor, 0 );
|
|
289
|
+
|
|
290
|
+
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
|
|
291
|
+
|
|
292
|
+
// Render input to screen
|
|
293
|
+
|
|
294
|
+
if ( this.renderToScreen ) {
|
|
295
|
+
|
|
296
|
+
this._fsQuad.material = this._basic;
|
|
297
|
+
this._basic.map = readBuffer.texture;
|
|
298
|
+
|
|
299
|
+
renderer.setRenderTarget( null );
|
|
300
|
+
renderer.clear();
|
|
301
|
+
this._fsQuad.render( renderer );
|
|
302
|
+
|
|
303
|
+
}
|
|
304
|
+
|
|
305
|
+
// 1. Extract Bright Areas
|
|
306
|
+
|
|
307
|
+
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
|
308
|
+
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
|
|
309
|
+
this._fsQuad.material = this.materialHighPassFilter;
|
|
310
|
+
|
|
311
|
+
renderer.setRenderTarget( this.renderTargetBright );
|
|
312
|
+
renderer.clear();
|
|
313
|
+
this._fsQuad.render( renderer );
|
|
314
|
+
|
|
315
|
+
// 2. Blur All the mips progressively
|
|
316
|
+
|
|
317
|
+
let inputRenderTarget = this.renderTargetBright;
|
|
318
|
+
|
|
319
|
+
for ( let i = 0; i < this.nMips; i ++ ) {
|
|
320
|
+
|
|
321
|
+
this._fsQuad.material = this.separableBlurMaterials[ i ];
|
|
322
|
+
|
|
323
|
+
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
|
|
324
|
+
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
|
|
325
|
+
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
|
|
326
|
+
renderer.clear();
|
|
327
|
+
this._fsQuad.render( renderer );
|
|
328
|
+
|
|
329
|
+
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
|
|
330
|
+
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
|
|
331
|
+
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
|
|
332
|
+
renderer.clear();
|
|
333
|
+
this._fsQuad.render( renderer );
|
|
334
|
+
|
|
335
|
+
inputRenderTarget = this.renderTargetsVertical[ i ];
|
|
336
|
+
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
// Composite All the mips
|
|
340
|
+
|
|
341
|
+
this._fsQuad.material = this.compositeMaterial;
|
|
342
|
+
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
|
|
343
|
+
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
|
|
344
|
+
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
|
|
345
|
+
|
|
346
|
+
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
|
|
347
|
+
renderer.clear();
|
|
348
|
+
this._fsQuad.render( renderer );
|
|
349
|
+
|
|
350
|
+
// Blend it additively over the input texture
|
|
351
|
+
|
|
352
|
+
this._fsQuad.material = this.blendMaterial;
|
|
353
|
+
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
|
354
|
+
|
|
355
|
+
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
|
|
356
|
+
|
|
357
|
+
if ( this.renderToScreen ) {
|
|
358
|
+
|
|
359
|
+
renderer.setRenderTarget( null );
|
|
360
|
+
this._fsQuad.render( renderer );
|
|
361
|
+
|
|
362
|
+
} else {
|
|
363
|
+
|
|
364
|
+
renderer.setRenderTarget( readBuffer );
|
|
365
|
+
this._fsQuad.render( renderer );
|
|
366
|
+
|
|
367
|
+
}
|
|
368
|
+
|
|
369
|
+
// Restore renderer settings
|
|
370
|
+
|
|
371
|
+
renderer.setClearColor( this._oldClearColor, this._oldClearAlpha );
|
|
372
|
+
renderer.autoClear = oldAutoClear;
|
|
373
|
+
|
|
374
|
+
}
|
|
375
|
+
|
|
376
|
+
// internals
|
|
377
|
+
|
|
378
|
+
_getSeparableBlurMaterial( kernelRadius ) {
|
|
379
|
+
|
|
380
|
+
const coefficients = [];
|
|
381
|
+
const sigma = kernelRadius / 3;
|
|
382
|
+
|
|
383
|
+
for ( let i = 0; i < kernelRadius; i ++ ) {
|
|
384
|
+
|
|
385
|
+
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( sigma * sigma ) ) / sigma );
|
|
386
|
+
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
return new ShaderMaterial( {
|
|
390
|
+
|
|
391
|
+
defines: {
|
|
392
|
+
'KERNEL_RADIUS': kernelRadius
|
|
393
|
+
},
|
|
394
|
+
|
|
395
|
+
uniforms: {
|
|
396
|
+
'colorTexture': { value: null },
|
|
397
|
+
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
|
|
398
|
+
'direction': { value: new Vector2( 0.5, 0.5 ) },
|
|
399
|
+
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
|
|
400
|
+
},
|
|
401
|
+
|
|
402
|
+
vertexShader:
|
|
403
|
+
`varying vec2 vUv;
|
|
404
|
+
void main() {
|
|
405
|
+
vUv = uv;
|
|
406
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
407
|
+
}`,
|
|
408
|
+
|
|
409
|
+
fragmentShader:
|
|
410
|
+
`#include <common>
|
|
411
|
+
varying vec2 vUv;
|
|
412
|
+
uniform sampler2D colorTexture;
|
|
413
|
+
uniform vec2 invSize;
|
|
414
|
+
uniform vec2 direction;
|
|
415
|
+
uniform float gaussianCoefficients[KERNEL_RADIUS];
|
|
416
|
+
|
|
417
|
+
void main() {
|
|
418
|
+
float weightSum = gaussianCoefficients[0];
|
|
419
|
+
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
|
|
420
|
+
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
|
|
421
|
+
float x = float(i);
|
|
422
|
+
float w = gaussianCoefficients[i];
|
|
423
|
+
vec2 uvOffset = direction * invSize * x;
|
|
424
|
+
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
|
|
425
|
+
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
|
|
426
|
+
diffuseSum += ( sample1 + sample2 ) * w;
|
|
427
|
+
}
|
|
428
|
+
gl_FragColor = vec4( diffuseSum, 1.0 );
|
|
429
|
+
}`
|
|
430
|
+
} );
|
|
431
|
+
|
|
432
|
+
}
|
|
433
|
+
|
|
434
|
+
_getCompositeMaterial( nMips ) {
|
|
435
|
+
|
|
436
|
+
return new ShaderMaterial( {
|
|
437
|
+
|
|
438
|
+
defines: {
|
|
439
|
+
'NUM_MIPS': nMips
|
|
440
|
+
},
|
|
441
|
+
|
|
442
|
+
uniforms: {
|
|
443
|
+
'blurTexture1': { value: null },
|
|
444
|
+
'blurTexture2': { value: null },
|
|
445
|
+
'blurTexture3': { value: null },
|
|
446
|
+
'blurTexture4': { value: null },
|
|
447
|
+
'blurTexture5': { value: null },
|
|
448
|
+
'bloomStrength': { value: 1.0 },
|
|
449
|
+
'bloomFactors': { value: null },
|
|
450
|
+
'bloomTintColors': { value: null },
|
|
451
|
+
'bloomRadius': { value: 0.0 }
|
|
452
|
+
},
|
|
453
|
+
|
|
454
|
+
vertexShader:
|
|
455
|
+
`varying vec2 vUv;
|
|
456
|
+
void main() {
|
|
457
|
+
vUv = uv;
|
|
458
|
+
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
459
|
+
}`,
|
|
460
|
+
|
|
461
|
+
fragmentShader:
|
|
462
|
+
`varying vec2 vUv;
|
|
463
|
+
uniform sampler2D blurTexture1;
|
|
464
|
+
uniform sampler2D blurTexture2;
|
|
465
|
+
uniform sampler2D blurTexture3;
|
|
466
|
+
uniform sampler2D blurTexture4;
|
|
467
|
+
uniform sampler2D blurTexture5;
|
|
468
|
+
uniform float bloomStrength;
|
|
469
|
+
uniform float bloomRadius;
|
|
470
|
+
uniform float bloomFactors[NUM_MIPS];
|
|
471
|
+
uniform vec3 bloomTintColors[NUM_MIPS];
|
|
472
|
+
|
|
473
|
+
float lerpBloomFactor(const in float factor) {
|
|
474
|
+
float mirrorFactor = 1.2 - factor;
|
|
475
|
+
return mix(factor, mirrorFactor, bloomRadius);
|
|
476
|
+
}
|
|
477
|
+
|
|
478
|
+
void main() {
|
|
479
|
+
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
|
480
|
+
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
|
481
|
+
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
|
482
|
+
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
|
483
|
+
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
|
484
|
+
}`
|
|
485
|
+
} );
|
|
486
|
+
|
|
487
|
+
}
|
|
488
|
+
|
|
489
|
+
}
|
|
490
|
+
|
|
491
|
+
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
|
492
|
+
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
|
493
|
+
|
|
494
|
+
export { UnrealBloomPass };
|