@react-three/drei 9.73.1 → 9.73.2
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),t=require("react"),n=require("@react-three/fiber"),a=require("./RenderTexture.cjs.js"),
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("three"),t=require("react"),n=require("@react-three/fiber"),a=require("./RenderTexture.cjs.js"),o=require("./shaderMaterial.cjs.js");function u(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function i(e){if(e&&e.__esModule)return e;var r=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var n=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(r,t,n.get?n:{enumerable:!0,get:function(){return e[t]}})}})),r.default=e,Object.freeze(r)}require("./useFBO.cjs.js");var l=u(e),c=i(r),s=i(t);const v=o.shaderMaterial({blur:0,map:null,resolution:new c.Vector2},"varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n }","varying vec2 vUv;\n uniform float blur;\n uniform sampler2D map;\n uniform vec2 resolution;\n float blurCircle(vec2 center, vec2 uv, float k) {\n float sdf = distance(uv, center) - 0.5;\n float norm = sdf / 0.5;\n return 1.0 - smoothstep(0.0, 1.0, clamp((1.0/k)*norm + 1.0, 0.0, 1.0));\n }\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n vec4 t = texture2D(map, uv);\n float strength = blurCircle(vec2(0.5), vUv, blur);\n gl_FragColor = vec4(t.rgb, t.a * strength);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }"),f=s.forwardRef((({children:e,...r},t)=>{n.extend({PortalMaterial:v});const o=s.useRef(null),u=s.useRef(null),{size:i,events:c,viewport:f}=n.useThree();return n.useFrame((()=>{var e;let r=null==(e=o.current)?void 0:e.__r3f.parent;r&&u.current.matrix.copy(r.matrixWorld)})),s.useImperativeHandle(t,(()=>o.current)),s.createElement("portalMaterial",l.default({ref:o,resolution:[i.width*f.dpr,i.height*f.dpr],toneMapped:!1},r),s.createElement(a.RenderTexture,{attach:"map",compute:c.compute},s.createElement("group",{onPointerOver:()=>null,matrixAutoUpdate:!1,ref:u},e)))}));exports.MeshPortalMaterial=f;
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@@ -17,10 +17,16 @@ const PortalMaterial = shaderMaterial({
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uniform float blur;
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uniform sampler2D map;
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uniform vec2 resolution;
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float blurCircle(vec2 center, vec2 uv, float k) {
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float sdf = distance(uv, center) - 0.5;
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float norm = sdf / 0.5;
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return 1.0 - smoothstep(0.0, 1.0, clamp((1.0/k)*norm + 1.0, 0.0, 1.0));
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 t = texture2D(map, uv);
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float strength = blurCircle(vec2(0.5), vUv, blur);
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gl_FragColor = vec4(t.rgb, t.a * strength);
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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}`);
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