@react-three/drei 9.109.1 → 9.109.2

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package/README.md CHANGED
@@ -5097,9 +5097,13 @@ Makes an object's shadow respect its opacity and alphaMap.
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  To run visual tests in the same environment as the CI:
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  ```sh
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+ $ yarn build
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  $ docker run --init --rm -v $(pwd):/app -w /app ghcr.io/pmndrs/playwright:main yarn test
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  ```
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- NB: if running on mac m-series, you'll need to add `--platform linux/arm64` to the docker command.
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+ > [!TIP]
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+ > If running on mac m-series, you may need to add `--platform linux/arm64` to the docker command.
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+
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+ To update a snapshot, simply remove it and relaunch the test command.
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  </details>
@@ -1 +1 @@
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- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),n=require("three"),t=require("react"),r=require("./shaderMaterial.cjs.js"),i=require("@react-three/fiber"),o=require("three-stdlib"),c=require("../helpers/constants.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function a(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var r=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(n,t,r.get?r:{enumerable:!0,get:function(){return e[t]}})}})),n.default=e,Object.freeze(n)}var l=s(e),u=a(n),d=a(t);const f=r.shaderMaterial({screenspace:!1,color:new u.Color("black"),opacity:1,thickness:.05,size:new u.Vector2},"#include <common>\n #include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n uniform float thickness;\n uniform float screenspace;\n uniform vec2 size;\n void main() {\n #if defined (USE_SKINNING)\n\t #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinbase_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n #endif\n #include <begin_vertex>\n\t #include <morphtarget_vertex>\n\t #include <skinning_vertex>\n #include <project_vertex>\n vec4 tNormal = vec4(normal, 0.0);\n vec4 tPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n tNormal = instanceMatrix * tNormal;\n tPosition = instanceMatrix * tPosition;\n #endif\n if (screenspace == 0.0) {\n vec3 newPosition = tPosition.xyz + tNormal.xyz * thickness;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); \n } else {\n vec4 clipPosition = projectionMatrix * modelViewMatrix * tPosition;\n vec4 clipNormal = projectionMatrix * modelViewMatrix * tNormal;\n vec2 offset = normalize(clipNormal.xy) * thickness / size * clipPosition.w * 2.0;\n clipPosition.xy += offset;\n gl_Position = clipPosition;\n }\n }",`uniform vec3 color;\n uniform float opacity;\n void main(){\n gl_FragColor = vec4(color, opacity);\n #include <tonemapping_fragment>\n #include <${c.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.Outlines=function({color:e="black",opacity:n=1,transparent:t=!1,screenspace:r=!1,toneMapped:c=!0,polygonOffset:s=!1,polygonOffsetFactor:a=0,renderOrder:p=0,thickness:m=.05,angle:g=Math.PI,...v}){const x=d.useRef(),[y]=d.useState((()=>new f({side:u.BackSide}))),{gl:h}=i.useThree(),_=h.getDrawingBufferSize(new u.Vector2);d.useMemo((()=>i.extend({OutlinesMaterial:f})),[]);const M=d.useRef(0),b=d.useRef();return d.useLayoutEffect((()=>{const e=x.current;if(!e)return;const n=e.parent;if(n&&n.geometry&&(M.current!==g||b.current!==n.geometry)){var t;M.current=g,b.current=n.geometry;let r=null==(t=e.children)?void 0:t[0];r&&(g&&r.geometry.dispose(),e.remove(r)),n.skeleton?(r=new u.SkinnedMesh,r.material=y,r.bind(n.skeleton,n.bindMatrix),e.add(r)):n.isInstancedMesh?(r=new u.InstancedMesh(n.geometry,y,n.count),r.instanceMatrix=n.instanceMatrix,e.add(r)):(r=new u.Mesh,r.material=y,e.add(r)),r.geometry=g?o.toCreasedNormals(n.geometry,g):n.geometry}})),d.useLayoutEffect((()=>{const o=x.current;if(!o)return;const l=o.children[0];l&&(l.renderOrder=p,i.applyProps(l.material,{transparent:t,thickness:m,color:e,opacity:n,size:_,screenspace:r,toneMapped:c,polygonOffset:s,polygonOffsetFactor:a}))})),d.useEffect((()=>()=>{const e=x.current;if(!e)return;const n=e.children[0];n&&(g&&n.geometry.dispose(),e.remove(n))}),[]),d.createElement("group",l.default({ref:x},v))};
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+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),n=require("three"),t=require("react"),r=require("./shaderMaterial.cjs.js"),i=require("@react-three/fiber"),o=require("three-stdlib"),c=require("../helpers/constants.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function a(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var r=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(n,t,r.get?r:{enumerable:!0,get:function(){return e[t]}})}})),n.default=e,Object.freeze(n)}var l=s(e),u=a(n),d=a(t);const f=r.shaderMaterial({screenspace:!1,color:new u.Color("black"),opacity:1,thickness:.05,size:new u.Vector2},"#include <common>\n #include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n uniform float thickness;\n uniform bool screenspace;\n uniform vec2 size;\n void main() {\n #if defined (USE_SKINNING)\n\t #include <beginnormal_vertex>\n #include <morphnormal_vertex>\n #include <skinbase_vertex>\n #include <skinnormal_vertex>\n #include <defaultnormal_vertex>\n #endif\n #include <begin_vertex>\n\t #include <morphtarget_vertex>\n\t #include <skinning_vertex>\n #include <project_vertex>\n vec4 tNormal = vec4(normal, 0.0);\n vec4 tPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n tNormal = instanceMatrix * tNormal;\n tPosition = instanceMatrix * tPosition;\n #endif\n if (screenspace) {\n vec3 newPosition = tPosition.xyz + tNormal.xyz * thickness;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); \n } else {\n vec4 clipPosition = projectionMatrix * modelViewMatrix * tPosition;\n vec4 clipNormal = projectionMatrix * modelViewMatrix * tNormal;\n vec2 offset = normalize(clipNormal.xy) * thickness / size * clipPosition.w * 2.0;\n clipPosition.xy += offset;\n gl_Position = clipPosition;\n }\n }",`uniform vec3 color;\n uniform float opacity;\n void main(){\n gl_FragColor = vec4(color, opacity);\n #include <tonemapping_fragment>\n #include <${c.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.Outlines=function({color:e="black",opacity:n=1,transparent:t=!1,screenspace:r=!1,toneMapped:c=!0,polygonOffset:s=!1,polygonOffsetFactor:a=0,renderOrder:p=0,thickness:m=.05,angle:g=Math.PI,...v}){const x=d.useRef(),[y]=d.useState((()=>new f({side:u.BackSide}))),{gl:h}=i.useThree(),_=h.getDrawingBufferSize(new u.Vector2);d.useMemo((()=>i.extend({OutlinesMaterial:f})),[]);const M=d.useRef(0),b=d.useRef();return d.useLayoutEffect((()=>{const e=x.current;if(!e)return;const n=e.parent;if(n&&n.geometry&&(M.current!==g||b.current!==n.geometry)){var t;M.current=g,b.current=n.geometry;let r=null==(t=e.children)?void 0:t[0];r&&(g&&r.geometry.dispose(),e.remove(r)),n.skeleton?(r=new u.SkinnedMesh,r.material=y,r.bind(n.skeleton,n.bindMatrix),e.add(r)):n.isInstancedMesh?(r=new u.InstancedMesh(n.geometry,y,n.count),r.instanceMatrix=n.instanceMatrix,e.add(r)):(r=new u.Mesh,r.material=y,e.add(r)),r.geometry=g?o.toCreasedNormals(n.geometry,g):n.geometry}})),d.useLayoutEffect((()=>{const o=x.current;if(!o)return;const l=o.children[0];l&&(l.renderOrder=p,i.applyProps(l.material,{transparent:t,thickness:m,color:e,opacity:n,size:_,screenspace:r,toneMapped:c,polygonOffset:s,polygonOffsetFactor:a}))})),d.useEffect((()=>()=>{const e=x.current;if(!e)return;const n=e.children[0];n&&(g&&n.geometry.dispose(),e.remove(n))}),[]),d.createElement("group",l.default({ref:x},v))};
package/core/Outlines.js CHANGED
@@ -16,7 +16,7 @@ const OutlinesMaterial = /* @__PURE__ */shaderMaterial({
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  #include <morphtarget_pars_vertex>
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  #include <skinning_pars_vertex>
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  uniform float thickness;
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- uniform float screenspace;
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+ uniform bool screenspace;
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  uniform vec2 size;
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  void main() {
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  #if defined (USE_SKINNING)
@@ -36,7 +36,7 @@ const OutlinesMaterial = /* @__PURE__ */shaderMaterial({
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  tNormal = instanceMatrix * tNormal;
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  tPosition = instanceMatrix * tPosition;
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  #endif
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- if (screenspace == 0.0) {
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+ if (screenspace) {
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  vec3 newPosition = tPosition.xyz + tNormal.xyz * thickness;
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  gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
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  } else {