@react-three/drei 9.83.3 → 9.83.4

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- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),n=require("three"),r=require("react"),t=require("./shaderMaterial.cjs.js"),i=require("@react-three/fiber"),o=require("three-stdlib");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function c(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var t=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(n,r,t.get?t:{enumerable:!0,get:function(){return e[r]}})}})),n.default=e,Object.freeze(n)}var s=a(e),l=c(n),d=c(r);const u=t.shaderMaterial({color:new l.Color("black"),opacity:1,thickness:.05},"#include <common>\n #include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n uniform float thickness;\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 transformedNormal = vec4(normal, 0.0);\n vec4 transformedPosition = vec4(transformed, 1.0);\n #ifdef USE_INSTANCING\n transformedNormal = instanceMatrix * transformedNormal;\n transformedPosition = instanceMatrix * transformedPosition;\n #endif\n vec3 newPosition = transformedPosition.xyz + transformedNormal.xyz * thickness;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); \n }",`uniform vec3 color;\n uniform float opacity;\n void main(){\n gl_FragColor = vec4(color, opacity);\n #include <tonemapping_fragment>\n #include <${parseInt(l.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.Outlines=function({color:e="black",opacity:n=1,transparent:r=!1,thickness:t=.05,angle:a=Math.PI,...c}){var f,m;const p=d.useRef(null),[v]=d.useState((()=>new u({side:l.BackSide})));return d.useMemo((()=>i.extend({OutlinesMaterial:u})),[]),d.useLayoutEffect((()=>{const e=p.current,n=e.parent;if(n&&n.geometry){let r;return n.skeleton?(r=new l.SkinnedMesh,r.material=v,r.bind(n.skeleton,n.bindMatrix),e.add(r)):n.isInstancedMesh?(r=new l.InstancedMesh(n.geometry,v,n.count),r.instanceMatrix=n.instanceMatrix,e.add(r)):(r=new l.Mesh,r.material=v,e.add(r)),r.geometry=a?o.toCreasedNormals(n.geometry,a):n.geometry,()=>{a&&r.geometry.dispose(),e.remove(r)}}}),[a,null==(f=p.current)||null==(m=f.parent)?void 0:m.geometry]),d.useLayoutEffect((()=>{const o=p.current.children[0];o&&i.applyProps(o.material,{transparent:r,thickness:t,color:e,opacity:n})}),[a,r,t,e,n]),d.createElement("group",s.default({ref:p},c))};
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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");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function c(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=a(e),s=c(n),u=c(t);const d=r.shaderMaterial({color:new s.Color("black"),opacity:1,thickness:.05},"#include <common>\n #include <morphtarget_pars_vertex>\n #include <skinning_pars_vertex>\n uniform float thickness;\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 vec3 newPosition = tPosition.xyz + tNormal.xyz * thickness;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0); \n }",`uniform vec3 color;\n uniform float opacity;\n void main(){\n gl_FragColor = vec4(color, opacity);\n #include <tonemapping_fragment>\n #include <${parseInt(s.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.Outlines=function({color:e="black",opacity:n=1,transparent:t=!1,thickness:r=.05,angle:a=Math.PI,...c}){var f,m;const p=u.useRef(null),[v]=u.useState((()=>new d({side:s.BackSide})));return u.useMemo((()=>i.extend({OutlinesMaterial:d})),[]),u.useLayoutEffect((()=>{const e=p.current,n=e.parent;if(n&&n.geometry){let t;return n.skeleton?(t=new s.SkinnedMesh,t.material=v,t.bind(n.skeleton,n.bindMatrix),e.add(t)):n.isInstancedMesh?(t=new s.InstancedMesh(n.geometry,v,n.count),t.instanceMatrix=n.instanceMatrix,e.add(t)):(t=new s.Mesh,t.material=v,e.add(t)),t.geometry=a?o.toCreasedNormals(n.geometry,a):n.geometry,()=>{a&&t.geometry.dispose(),e.remove(t)}}}),[a,null==(f=p.current)||null==(m=f.parent)?void 0:m.geometry]),u.useLayoutEffect((()=>{const o=p.current.children[0];o&&i.applyProps(o.material,{transparent:t,thickness:r,color:e,opacity:n})}),[a,t,r,e,n]),u.createElement("group",l.default({ref:p},c))};
package/core/Outlines.js CHANGED
@@ -25,13 +25,13 @@ const OutlinesMaterial = shaderMaterial({
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  #include <morphtarget_vertex>
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  #include <skinning_vertex>
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  #include <project_vertex>
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- vec4 transformedNormal = vec4(normal, 0.0);
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- vec4 transformedPosition = vec4(transformed, 1.0);
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+ vec4 tNormal = vec4(normal, 0.0);
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+ vec4 tPosition = vec4(transformed, 1.0);
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  #ifdef USE_INSTANCING
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- transformedNormal = instanceMatrix * transformedNormal;
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- transformedPosition = instanceMatrix * transformedPosition;
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+ tNormal = instanceMatrix * tNormal;
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+ tPosition = instanceMatrix * tPosition;
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  #endif
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- vec3 newPosition = transformedPosition.xyz + transformedNormal.xyz * thickness;
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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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  }`, `uniform vec3 color;
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  uniform float opacity;