@react-three/drei 9.84.1 → 9.84.3
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/core/AccumulativeShadows.cjs.js +1 -1
- package/core/AccumulativeShadows.js +8 -7
- package/core/ArcballControls.js +1 -1
- package/core/BBAnchor.js +2 -2
- package/core/Billboard.js +1 -1
- package/core/Bounds.js +1 -1
- package/core/CameraControls.js +1 -1
- package/core/CameraShake.js +1 -1
- package/core/CatmullRomLine.js +1 -1
- package/core/Caustics.cjs.js +1 -1
- package/core/Caustics.js +13 -12
- package/core/Center.js +1 -1
- package/core/Clone.js +1 -1
- package/core/ContactShadows.js +1 -1
- package/core/CubicBezierLine.js +1 -1
- package/core/CurveModifier.js +1 -1
- package/core/Decal.js +1 -1
- package/core/Detailed.js +1 -1
- package/core/DeviceOrientationControls.js +1 -1
- package/core/Edges.js +1 -1
- package/core/Effects.js +1 -1
- package/core/Example.js +1 -1
- package/core/FaceControls.js +4 -4
- package/core/FaceLandmarker.js +1 -1
- package/core/Facemesh.d.ts +3 -3
- package/core/Facemesh.js +4 -4
- package/core/FirstPersonControls.js +1 -1
- package/core/Float.js +1 -1
- package/core/FlyControls.js +1 -1
- package/core/GizmoHelper.js +7 -7
- package/core/GizmoViewcube.js +3 -3
- package/core/Gltf.js +1 -1
- package/core/GradientTexture.js +4 -1
- package/core/Grid.cjs.js +1 -1
- package/core/Grid.js +8 -7
- package/core/Image.cjs.js +1 -1
- package/core/Image.js +8 -7
- package/core/Instances.js +3 -3
- package/core/Lightformer.js +1 -1
- package/core/Line.js +1 -1
- package/core/MapControls.js +1 -1
- package/core/MarchingCubes.js +4 -4
- package/core/Mask.js +1 -1
- package/core/MeshDiscardMaterial.js +1 -1
- package/core/MeshDistortMaterial.js +1 -1
- package/core/MeshPortalMaterial.cjs.js +1 -1
- package/core/MeshPortalMaterial.js +6 -5
- package/core/MeshReflectorMaterial.cjs.js +1 -1
- package/core/MeshReflectorMaterial.js +2 -2
- package/core/MeshRefractionMaterial.cjs.js +1 -1
- package/core/MeshTransmissionMaterial.cjs.js +1 -1
- package/core/MeshTransmissionMaterial.js +5 -1
- package/core/MeshWobbleMaterial.js +1 -1
- package/core/MotionPathControls.js +2 -2
- package/core/OrbitControls.js +1 -1
- package/core/OrthographicCamera.js +1 -1
- package/core/Outlines.cjs.js +1 -1
- package/core/Outlines.js +5 -4
- package/core/PerformanceMonitor.js +1 -1
- package/core/PerspectiveCamera.js +1 -1
- package/core/PointMaterial.cjs.js +1 -1
- package/core/PointMaterial.js +4 -3
- package/core/PointerLockControls.js +1 -1
- package/core/Points.js +4 -4
- package/core/PositionalAudio.js +1 -1
- package/core/QuadraticBezierLine.js +3 -3
- package/core/Reflector.cjs.js +1 -1
- package/core/Reflector.js +2 -2
- package/core/RenderTexture.js +1 -1
- package/core/Resize.js +1 -1
- package/core/RoundedBox.js +1 -1
- package/core/ScreenQuad.js +1 -1
- package/core/ScreenSpace.js +1 -1
- package/core/Segments.js +3 -3
- package/core/Shadow.js +1 -1
- package/core/Sky.js +1 -1
- package/core/Sparkles.cjs.js +1 -1
- package/core/Sparkles.js +4 -3
- package/core/SpotLight.cjs.js +1 -1
- package/core/SpotLight.js +1 -1
- package/core/Stage.cjs.js +1 -1
- package/core/Stars.cjs.js +1 -1
- package/core/Stars.js +4 -4
- package/core/Svg.js +1 -1
- package/core/Text.js +1 -1
- package/core/Text3D.js +1 -1
- package/core/TrackballControls.js +1 -1
- package/core/Trail.js +1 -1
- package/core/TransformControls.js +1 -1
- package/core/Wireframe.cjs.js +1 -1
- package/core/Wireframe.js +1 -1
- package/core/index.cjs.js +1 -1
- package/core/index.js +1 -1
- package/core/meshBounds.js +4 -4
- package/core/shapes.js +19 -19
- package/core/useBVH.js +1 -1
- package/core/useProgress.js +1 -1
- package/core/useTexture.cjs.js +1 -1
- package/core/useTexture.js +5 -2
- package/helpers/constants.cjs.js +1 -0
- package/helpers/constants.d.ts +1 -0
- package/helpers/constants.js +5 -0
- package/index.cjs.js +1 -1
- package/materials/BlurPass.cjs.js +1 -1
- package/materials/ConvolutionMaterial.cjs.js +1 -1
- package/materials/ConvolutionMaterial.js +2 -1
- package/materials/DiscardMaterial.js +1 -1
- package/materials/MeshRefractionMaterial.cjs.js +1 -1
- package/materials/MeshRefractionMaterial.js +8 -7
- package/materials/SpotLightMaterial.cjs.js +1 -1
- package/materials/SpotLightMaterial.js +2 -1
- package/materials/WireframeMaterial.js +4 -4
- package/native/index.cjs.js +1 -1
- package/native/index.js +1 -1
- package/package.json +2 -2
- package/react-three-drei-0.0.0-semantic-release.tgz +0 -0
- package/web/Html.cjs.js +1 -1
- package/web/Html.js +6 -6
- package/web/ScrollControls.js +4 -4
- package/web/Select.js +1 -1
- package/web/View.js +1 -1
- package/web/index.cjs.js +1 -1
- package/web/index.js +1 -1
- package/web/pivotControls/AxisArrow.js +4 -4
- package/web/pivotControls/AxisRotator.js +6 -6
- package/web/pivotControls/PlaneSlider.js +3 -3
- package/web/pivotControls/context.js +1 -1
- package/web/pivotControls/index.js +21 -21
package/core/Grid.js
CHANGED
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@@ -4,20 +4,21 @@ import * as THREE from 'three';
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import mergeRefs from 'react-merge-refs';
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import { extend, useFrame } from '@react-three/fiber';
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import { shaderMaterial } from './shaderMaterial.js';
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import { version } from '../helpers/constants.js';
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const GridMaterial = shaderMaterial({
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const GridMaterial = /*@__PURE__*/shaderMaterial({
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cellSize: 0.5,
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sectionSize: 1,
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fadeDistance: 100,
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fadeStrength: 1,
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cellThickness: 0.5,
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sectionThickness: 1,
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cellColor: new THREE.Color(),
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sectionColor: new THREE.Color(),
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cellColor: /*@__PURE__*/new THREE.Color(),
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sectionColor: /*@__PURE__*/new THREE.Color(),
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infiniteGrid: false,
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followCamera: false,
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worldCamProjPosition: new THREE.Vector3(),
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worldPlanePosition: new THREE.Vector3()
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worldCamProjPosition: /*@__PURE__*/new THREE.Vector3(),
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worldPlanePosition: /*@__PURE__*/new THREE.Vector3()
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}, /* glsl */`
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varying vec3 localPosition;
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varying vec4 worldPosition;
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if (gl_FragColor.a <= 0.0) discard;
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#include <tonemapping_fragment>
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#include <${
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#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
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}
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`);
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const Grid =
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const Grid = /*@__PURE__*/React.forwardRef(({
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args,
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cellColor = '#000000',
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sectionColor = '#2080ff',
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package/core/Image.cjs.js
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("react"),t=require("three"),n=require("@react-three/fiber"),a=require("./shaderMaterial.cjs.js"),o=require("./useTexture.cjs.js");function
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("react"),t=require("three"),n=require("@react-three/fiber"),a=require("./shaderMaterial.cjs.js"),o=require("./useTexture.cjs.js"),c=require("../helpers/constants.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function s(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)}var l=i(e),u=s(r),f=s(t);const m=a.shaderMaterial({color:new f.Color("white"),scale:[1,1],imageBounds:[1,1],map:null,zoom:1,grayscale:0,opacity:1},"\n varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vUv = uv;\n }\n",`\n // mostly from https://gist.github.com/statico/df64c5d167362ecf7b34fca0b1459a44\n varying vec2 vUv;\n uniform vec2 scale;\n uniform vec2 imageBounds;\n uniform vec3 color;\n uniform sampler2D map;\n uniform float zoom;\n uniform float grayscale;\n uniform float opacity;\n const vec3 luma = vec3(.299, 0.587, 0.114);\n vec4 toGrayscale(vec4 color, float intensity) {\n return vec4(mix(color.rgb, vec3(dot(color.rgb, luma)), intensity), color.a);\n }\n vec2 aspect(vec2 size) {\n return size / min(size.x, size.y);\n }\n void main() {\n vec2 s = aspect(scale);\n vec2 i = aspect(imageBounds);\n float rs = s.x / s.y;\n float ri = i.x / i.y;\n vec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);\n vec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;\n vec2 uv = vUv * s / new + offset;\n vec2 zUv = (uv - vec2(0.5, 0.5)) / zoom + vec2(0.5, 0.5);\n gl_FragColor = toGrayscale(texture2D(map, zUv) * vec4(color, opacity), grayscale);\n \n #include <tonemapping_fragment>\n #include <${c.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }\n`),v=u.forwardRef((({children:e,color:r,segments:t=1,scale:a=1,zoom:o=1,grayscale:c=0,opacity:i=1,texture:s,toneMapped:f,transparent:v,...d},y)=>{n.extend({ImageMaterial:m});const g=Array.isArray(a)?[a[0],a[1]]:[a,a],p=[s.image.width,s.image.height];return u.createElement("mesh",l.default({ref:y,scale:Array.isArray(a)?[...a,1]:a},d),u.createElement("planeGeometry",{args:[1,1,t,t]}),u.createElement("imageMaterial",{color:r,map:s,zoom:o,grayscale:c,opacity:i,scale:g,imageBounds:p,toneMapped:f,transparent:v}),e)})),d=u.forwardRef((({url:e,...r},t)=>{const n=o.useTexture(e);return u.createElement(v,l.default({},r,{texture:n,ref:t}))})),y=u.forwardRef((({url:e,...r},t)=>u.createElement(v,l.default({},r,{ref:t})))),g=u.forwardRef(((e,r)=>{if(e.url)return u.createElement(d,l.default({},e,{ref:r}));if(e.texture)return u.createElement(y,l.default({},e,{ref:r}));throw new Error("<Image /> requires a url or texture")}));exports.Image=g;
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package/core/Image.js
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import { useTexture } from './useTexture.js';
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import { version } from '../helpers/constants.js';
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const ImageMaterialImpl = shaderMaterial({
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color: new THREE.Color('white'),
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const ImageMaterialImpl = /*@__PURE__*/shaderMaterial({
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color: /*@__PURE__*/new THREE.Color('white'),
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#include <tonemapping_fragment>
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#include <${
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#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
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}
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`);
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const ImageBase =
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const ImageBase = /*@__PURE__*/React.forwardRef(({
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const ImageWithUrl =
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const ImageWithUrl = /*@__PURE__*/React.forwardRef(({
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const ImageWithTexture =
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const ImageWithTexture = /*@__PURE__*/React.forwardRef(({
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const Image =
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const Image = /*@__PURE__*/React.forwardRef((props, ref) => {
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}));else if (props.texture) return /*#__PURE__*/React.createElement(ImageWithTexture, _extends({}, props, {
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package/core/Instances.js
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const translation = /*@__PURE__*/new THREE.Vector3();
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const rotation = /*@__PURE__*/new THREE.Quaternion();
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const scale = /*@__PURE__*/new THREE.Vector3();
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const Instance =
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const Instance = /*@__PURE__*/React.forwardRef(({
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const Instances =
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const Instances = /*@__PURE__*/React.forwardRef(({
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const Merged =
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const Merged = /*@__PURE__*/React.forwardRef(function Merged({
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package/core/Lightformer.js
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package/core/Line.js
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const Line = /*@__PURE__*/React.forwardRef(function Line({
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const MapControls = /*@__PURE__*/React.forwardRef((props = {
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package/core/MarchingCubes.js
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const MarchingCubes =
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const globalContext = /*@__PURE__*/React.createContext(null);
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const MarchingCubes = /*@__PURE__*/React.forwardRef(({
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const MarchingCube = /*@__PURE__*/React.forwardRef(({
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const MarchingPlane =
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const MarchingPlane = /*@__PURE__*/React.forwardRef(({
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package/core/Mask.js
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const Mask =
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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("./useIntersect.cjs.js"),i=require("./useFBO.cjs.js"),l=require("./RenderTexture.cjs.js"),o=require("./shaderMaterial.cjs.js"),u=require("three-stdlib");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function v(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)}var c=s(e),d=v(r),m=v(t);const f=o.shaderMaterial({blur:0,map:null,sdf:null,blend:0,size:0,resolution:new d.Vector2},"varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n }",`uniform sampler2D sdf;\n uniform sampler2D map;\n uniform float blur;\n uniform float size;\n uniform float time;\n uniform vec2 resolution;\n varying vec2 vUv;\n #include <packing>\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n vec4 t = texture2D(map, uv);\n float k = blur;\n float d = texture2D(sdf, vUv).r/size;\n float alpha = 1.0 - smoothstep(0.0, 1.0, clamp(d/k + 1.0, 0.0, 1.0));\n gl_FragColor = vec4(t.rgb, blur == 0.0 ? t.a : t.a * alpha);\n #include <tonemapping_fragment>\n #include <${parseInt(d.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"encodings_fragment"}>\n }`),g=m.forwardRef((({children:e,events:r,blur:t=0,eventPriority:o=0,renderPriority:u=0,worldUnits:s=!1,resolution:v=512,...g},F)=>{n.extend({PortalMaterialImpl:f});const h=m.useRef(null),{scene:y,gl:b,size:w,viewport:M,setEvents:U}=n.useThree(),R=i.useFBO(v,v),[S,T]=m.useState(0);n.useFrame((()=>{const e=h.current.blend>0?Math.max(1,u):0;S!==e&&T(e)})),m.useEffect((()=>{void 0!==r&&U({enabled:!r})}),[r]);const[_,D]=m.useState(!0),j=a.useIntersect(D);m.useLayoutEffect((()=>{var e;j.current=null==(e=h.current)?void 0:e.__r3f.parent}),[]),m.useLayoutEffect((()=>{if(j.current&&t&&null===h.current.sdf){const e=new d.Mesh(j.current.geometry,new d.MeshBasicMaterial),r=(new d.Box3).setFromBufferAttribute(e.geometry.attributes.position),t=new d.OrthographicCamera(r.min.x*(1+2/v),r.max.x*(1+2/v),r.max.y*(1+2/v),r.min.y*(1+2/v),.1,1e3);t.position.set(0,0,1),t.lookAt(0,0,0),b.setRenderTarget(R),b.render(e,t);const n=x(v,v,b)(R.texture),a=new Float32Array(v*v);b.readRenderTargetPixels(n,0,0,v,v,a);let i=1/0;for(let e=0;e<a.length;e++)a[e]<i&&(i=a[e]);i=-i,h.current.size=i,h.current.sdf=n.texture,b.setRenderTarget(null)}}),[v,t]),m.useImperativeHandle(F,(()=>h.current));const P=m.useCallback(((e,r,t)=>{var n;if(!j.current)return!1;if(r.pointer.set(e.offsetX/r.size.width*2-1,-e.offsetY/r.size.height*2+1),r.raycaster.setFromCamera(r.pointer,r.camera),0===(null==(n=h.current)?void 0:n.blend)){const[e]=r.raycaster.intersectObject(j.current);if(!e)return r.raycaster.camera=void 0,!1}}),[]);return m.createElement("portalMaterialImpl",c.default({ref:h,blur:t,blend:0,resolution:[w.width*M.dpr,w.height*M.dpr],toneMapped:!1,attach:"material"},g),m.createElement(l.RenderTexture,{attach:"map",frames:_?1/0:0,eventPriority:o,renderPriority:u,compute:P},e,m.createElement(p,{events:r,rootScene:y,priority:S,material:h,worldUnits:s})))}));function p({events:e,rootScene:r,material:t,priority:a,worldUnits:l}){const o=n.useThree((e=>e.scene)),s=n.useThree((e=>e.setEvents)),v=i.useFBO(),c=i.useFBO();m.useLayoutEffect((()=>{o.matrixAutoUpdate=!1}),[]),m.useEffect((()=>{void 0!==e&&s({enabled:e})}),[e]);const[f,g]=m.useMemo((()=>{const e={value:0};return[new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{a:{value:v.texture},b:{value:c.texture},blend:e},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:`\n uniform sampler2D a;\n uniform sampler2D b;\n uniform float blend;\n varying vec2 vUv;\n #include <packing>\n void main() {\n vec4 ta = texture2D(a, vUv);\n vec4 tb = texture2D(b, vUv);\n gl_FragColor = mix(tb, ta, blend);\n #include <${parseInt(d.REVISION.replace(/\D+/g,""))>=154?"colorspace_fragment":"encodings_fragment"}>\n }`})),e]}),[]);return n.useFrame((e=>{var n;let i=null==t||null==(n=t.current)?void 0:n.__r3f.parent;if(i){var u,s,d,m;if(l)o.matrixWorld.identity();else a&&1===(null==(u=t.current)?void 0:u.blend)&&i.updateWorldMatrix(!0,!1),o.matrixWorld.copy(i.matrixWorld);if(a)(null==(s=t.current)?void 0:s.blend)>0&&(null==(d=t.current)?void 0:d.blend)<1?(g.value=t.current.blend,e.gl.setRenderTarget(v),e.gl.render(o,e.camera),e.gl.setRenderTarget(c),e.gl.render(r,e.camera),e.gl.setRenderTarget(null),f.render(e.gl)):1===(null==(m=t.current)?void 0:m.blend)&&e.gl.render(o,e.camera)}}),a),m.createElement(m.Fragment,null)}const x=(e,r,t)=>{let n=new d.WebGLRenderTarget(e,r,{minFilter:d.LinearMipmapLinearFilter,magFilter:d.LinearFilter,type:d.FloatType,format:d.RedFormat,generateMipmaps:!0}),a=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter}),i=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter}),l=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter}),o=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter}),s=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter,type:d.FloatType,format:d.RedFormat}),v=new d.WebGLRenderTarget(e,r,{minFilter:d.NearestFilter,magFilter:d.NearestFilter,type:d.FloatType,format:d.RedFormat});const c=new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D tex;\n varying vec2 vUv;\n #include <packing>\n void main() {\n gl_FragColor = pack2HalfToRGBA(vUv * (round(texture2D(tex, vUv).x)));\n }"})),m=new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D tex;\n varying vec2 vUv;\n #include <packing>\n void main() {\n gl_FragColor = pack2HalfToRGBA(vUv * (1.0 - round(texture2D(tex, vUv).x)));\n }"})),f=new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{tex:{value:null},offset:{value:0},level:{value:0},maxSteps:{value:0}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:`\n varying vec2 vUv;\n uniform sampler2D tex;\n uniform float offset;\n uniform float level;\n uniform float maxSteps;\n #include <packing>\n void main() {\n float closestDist = 9999999.9;\n vec2 closestPos = vec2(0.0);\n for (float x = -1.0; x <= 1.0; x += 1.0) {\n for (float y = -1.0; y <= 1.0; y += 1.0) {\n vec2 voffset = vUv;\n voffset += vec2(x, y) * vec2(${1/e}, ${1/r}) * offset;\n vec2 pos = unpackRGBATo2Half(texture2D(tex, voffset));\n float dist = distance(pos.xy, vUv);\n if(pos.x != 0.0 && pos.y != 0.0 && dist < closestDist) {\n closestDist = dist;\n closestPos = pos;\n }\n }\n }\n gl_FragColor = pack2HalfToRGBA(closestPos);\n }`})),g=new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{tex:{value:null},size:{value:new d.Vector2(e,r)}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n varying vec2 vUv;\n uniform sampler2D tex;\n uniform vec2 size;\n #include <packing>\n void main() {\n gl_FragColor = vec4(distance(size * unpackRGBATo2Half(texture2D(tex, vUv)), size * vUv), 0.0, 0.0, 0.0);\n }"})),p=new u.FullScreenQuad(new d.ShaderMaterial({uniforms:{inside:{value:v.texture},outside:{value:s.texture},tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n varying vec2 vUv;\n uniform sampler2D inside;\n uniform sampler2D outside;\n uniform sampler2D tex;\n #include <packing>\n void main() {\n float i = texture2D(inside, vUv).x;\n float o =texture2D(outside, vUv).x;\n if (texture2D(tex, vUv).x == 0.0) {\n gl_FragColor = vec4(o, 0.0, 0.0, 0.0);\n } else {\n gl_FragColor = vec4(-i, 0.0, 0.0, 0.0);\n }\n }"}));return u=>{let x=n;u.minFilter=d.NearestFilter,u.magFilter=d.NearestFilter,c.material.uniforms.tex.value=u,t.setRenderTarget(a),c.render(t);const F=Math.ceil(Math.log(Math.max(e,r))/Math.log(2));let h=a,y=null;for(let e=0;e<F;e++){const r=Math.pow(2,F-e-1);y=h===a?l:a,f.material.uniforms.level.value=e,f.material.uniforms.maxSteps.value=F,f.material.uniforms.offset.value=r,f.material.uniforms.tex.value=h.texture,t.setRenderTarget(y),f.render(t),h=y}t.setRenderTarget(s),g.material.uniforms.tex.value=y.texture,g.render(t),m.material.uniforms.tex.value=u,t.setRenderTarget(i),m.render(t),h=i;for(let e=0;e<F;e++){const r=Math.pow(2,F-e-1);y=h===i?o:i,f.material.uniforms.level.value=e,f.material.uniforms.maxSteps.value=F,f.material.uniforms.offset.value=r,f.material.uniforms.tex.value=h.texture,t.setRenderTarget(y),f.render(t),h=y}return t.setRenderTarget(v),g.material.uniforms.tex.value=y.texture,g.render(t),t.setRenderTarget(x),p.material.uniforms.tex.value=u,p.render(t),t.setRenderTarget(null),x}};exports.MeshPortalMaterial=g;
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1
|
+
"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("./useIntersect.cjs.js"),i=require("./useFBO.cjs.js"),l=require("./RenderTexture.cjs.js"),o=require("./shaderMaterial.cjs.js"),u=require("three-stdlib"),s=require("../helpers/constants.cjs.js");function v(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function c(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)}var d=v(e),m=c(r),f=c(t);const g=o.shaderMaterial({blur:0,map:null,sdf:null,blend:0,size:0,resolution:new m.Vector2},"varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n }",`uniform sampler2D sdf;\n uniform sampler2D map;\n uniform float blur;\n uniform float size;\n uniform float time;\n uniform vec2 resolution;\n varying vec2 vUv;\n #include <packing>\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n vec4 t = texture2D(map, uv);\n float k = blur;\n float d = texture2D(sdf, vUv).r/size;\n float alpha = 1.0 - smoothstep(0.0, 1.0, clamp(d/k + 1.0, 0.0, 1.0));\n gl_FragColor = vec4(t.rgb, blur == 0.0 ? t.a : t.a * alpha);\n #include <tonemapping_fragment>\n #include <${s.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`),p=f.forwardRef((({children:e,events:r,blur:t=0,eventPriority:o=0,renderPriority:u=0,worldUnits:s=!1,resolution:v=512,...c},p)=>{n.extend({PortalMaterialImpl:g});const h=f.useRef(null),{scene:y,gl:b,size:w,viewport:M,setEvents:U}=n.useThree(),T=i.useFBO(v,v),[R,S]=f.useState(0);n.useFrame((()=>{const e=h.current.blend>0?Math.max(1,u):0;R!==e&&S(e)})),f.useEffect((()=>{void 0!==r&&U({enabled:!r})}),[r]);const[_,D]=f.useState(!0),j=a.useIntersect(D);f.useLayoutEffect((()=>{var e;j.current=null==(e=h.current)?void 0:e.__r3f.parent}),[]),f.useLayoutEffect((()=>{if(j.current&&t&&null===h.current.sdf){const e=new m.Mesh(j.current.geometry,new m.MeshBasicMaterial),r=(new m.Box3).setFromBufferAttribute(e.geometry.attributes.position),t=new m.OrthographicCamera(r.min.x*(1+2/v),r.max.x*(1+2/v),r.max.y*(1+2/v),r.min.y*(1+2/v),.1,1e3);t.position.set(0,0,1),t.lookAt(0,0,0),b.setRenderTarget(T),b.render(e,t);const n=F(v,v,b)(T.texture),a=new Float32Array(v*v);b.readRenderTargetPixels(n,0,0,v,v,a);let i=1/0;for(let e=0;e<a.length;e++)a[e]<i&&(i=a[e]);i=-i,h.current.size=i,h.current.sdf=n.texture,b.setRenderTarget(null)}}),[v,t]),f.useImperativeHandle(p,(()=>h.current));const P=f.useCallback(((e,r,t)=>{var n;if(!j.current)return!1;if(r.pointer.set(e.offsetX/r.size.width*2-1,-e.offsetY/r.size.height*2+1),r.raycaster.setFromCamera(r.pointer,r.camera),0===(null==(n=h.current)?void 0:n.blend)){const[e]=r.raycaster.intersectObject(j.current);if(!e)return r.raycaster.camera=void 0,!1}}),[]);return f.createElement("portalMaterialImpl",d.default({ref:h,blur:t,blend:0,resolution:[w.width*M.dpr,w.height*M.dpr],toneMapped:!1,attach:"material"},c),f.createElement(l.RenderTexture,{attach:"map",frames:_?1/0:0,eventPriority:o,renderPriority:u,compute:P},e,f.createElement(x,{events:r,rootScene:y,priority:R,material:h,worldUnits:s})))}));function x({events:e,rootScene:r,material:t,priority:a,worldUnits:l}){const o=n.useThree((e=>e.scene)),v=n.useThree((e=>e.setEvents)),c=i.useFBO(),d=i.useFBO();f.useLayoutEffect((()=>{o.matrixAutoUpdate=!1}),[]),f.useEffect((()=>{void 0!==e&&v({enabled:e})}),[e]);const[g,p]=f.useMemo((()=>{const e={value:0};return[new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{a:{value:c.texture},b:{value:d.texture},blend:e},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:`\n uniform sampler2D a;\n uniform sampler2D b;\n uniform float blend;\n varying vec2 vUv;\n #include <packing>\n void main() {\n vec4 ta = texture2D(a, vUv);\n vec4 tb = texture2D(b, vUv);\n gl_FragColor = mix(tb, ta, blend);\n #include <${s.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`})),e]}),[]);return n.useFrame((e=>{var n;let i=null==t||null==(n=t.current)?void 0:n.__r3f.parent;if(i){var u,s,v,m;if(l)o.matrixWorld.identity();else a&&1===(null==(u=t.current)?void 0:u.blend)&&i.updateWorldMatrix(!0,!1),o.matrixWorld.copy(i.matrixWorld);if(a)(null==(s=t.current)?void 0:s.blend)>0&&(null==(v=t.current)?void 0:v.blend)<1?(p.value=t.current.blend,e.gl.setRenderTarget(c),e.gl.render(o,e.camera),e.gl.setRenderTarget(d),e.gl.render(r,e.camera),e.gl.setRenderTarget(null),g.render(e.gl)):1===(null==(m=t.current)?void 0:m.blend)&&e.gl.render(o,e.camera)}}),a),f.createElement(f.Fragment,null)}const F=(e,r,t)=>{let n=new m.WebGLRenderTarget(e,r,{minFilter:m.LinearMipmapLinearFilter,magFilter:m.LinearFilter,type:m.FloatType,format:m.RedFormat,generateMipmaps:!0}),a=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter}),i=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter}),l=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter}),o=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter}),s=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter,type:m.FloatType,format:m.RedFormat}),v=new m.WebGLRenderTarget(e,r,{minFilter:m.NearestFilter,magFilter:m.NearestFilter,type:m.FloatType,format:m.RedFormat});const c=new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D tex;\n varying vec2 vUv;\n #include <packing>\n void main() {\n gl_FragColor = pack2HalfToRGBA(vUv * (round(texture2D(tex, vUv).x)));\n }"})),d=new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D tex;\n varying vec2 vUv;\n #include <packing>\n void main() {\n gl_FragColor = pack2HalfToRGBA(vUv * (1.0 - round(texture2D(tex, vUv).x)));\n }"})),f=new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{tex:{value:null},offset:{value:0},level:{value:0},maxSteps:{value:0}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:`\n varying vec2 vUv;\n uniform sampler2D tex;\n uniform float offset;\n uniform float level;\n uniform float maxSteps;\n #include <packing>\n void main() {\n float closestDist = 9999999.9;\n vec2 closestPos = vec2(0.0);\n for (float x = -1.0; x <= 1.0; x += 1.0) {\n for (float y = -1.0; y <= 1.0; y += 1.0) {\n vec2 voffset = vUv;\n voffset += vec2(x, y) * vec2(${1/e}, ${1/r}) * offset;\n vec2 pos = unpackRGBATo2Half(texture2D(tex, voffset));\n float dist = distance(pos.xy, vUv);\n if(pos.x != 0.0 && pos.y != 0.0 && dist < closestDist) {\n closestDist = dist;\n closestPos = pos;\n }\n }\n }\n gl_FragColor = pack2HalfToRGBA(closestPos);\n }`})),g=new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{tex:{value:null},size:{value:new m.Vector2(e,r)}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n varying vec2 vUv;\n uniform sampler2D tex;\n uniform vec2 size;\n #include <packing>\n void main() {\n gl_FragColor = vec4(distance(size * unpackRGBATo2Half(texture2D(tex, vUv)), size * vUv), 0.0, 0.0, 0.0);\n }"})),p=new u.FullScreenQuad(new m.ShaderMaterial({uniforms:{inside:{value:v.texture},outside:{value:s.texture},tex:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n varying vec2 vUv;\n uniform sampler2D inside;\n uniform sampler2D outside;\n uniform sampler2D tex;\n #include <packing>\n void main() {\n float i = texture2D(inside, vUv).x;\n float o =texture2D(outside, vUv).x;\n if (texture2D(tex, vUv).x == 0.0) {\n gl_FragColor = vec4(o, 0.0, 0.0, 0.0);\n } else {\n gl_FragColor = vec4(-i, 0.0, 0.0, 0.0);\n }\n }"}));return u=>{let x=n;u.minFilter=m.NearestFilter,u.magFilter=m.NearestFilter,c.material.uniforms.tex.value=u,t.setRenderTarget(a),c.render(t);const F=Math.ceil(Math.log(Math.max(e,r))/Math.log(2));let h=a,y=null;for(let e=0;e<F;e++){const r=Math.pow(2,F-e-1);y=h===a?l:a,f.material.uniforms.level.value=e,f.material.uniforms.maxSteps.value=F,f.material.uniforms.offset.value=r,f.material.uniforms.tex.value=h.texture,t.setRenderTarget(y),f.render(t),h=y}t.setRenderTarget(s),g.material.uniforms.tex.value=y.texture,g.render(t),d.material.uniforms.tex.value=u,t.setRenderTarget(i),d.render(t),h=i;for(let e=0;e<F;e++){const r=Math.pow(2,F-e-1);y=h===i?o:i,f.material.uniforms.level.value=e,f.material.uniforms.maxSteps.value=F,f.material.uniforms.offset.value=r,f.material.uniforms.tex.value=h.texture,t.setRenderTarget(y),f.render(t),h=y}return t.setRenderTarget(v),g.material.uniforms.tex.value=y.texture,g.render(t),t.setRenderTarget(x),p.material.uniforms.tex.value=u,p.render(t),t.setRenderTarget(null),x}};exports.MeshPortalMaterial=p;
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("react"),r=require("three"),a=require("@react-three/fiber"),n=require("react-merge-refs"),
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("react"),r=require("three"),a=require("@react-three/fiber"),n=require("react-merge-refs"),o=require("../materials/BlurPass.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function s(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var a=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(t,r,a.get?a:{enumerable:!0,get:function(){return e[r]}})}})),t.default=e,Object.freeze(t)}require("../materials/ConvolutionMaterial.cjs.js"),require("../helpers/constants.cjs.js");var l=i(e),u=s(t),d=i(n);const c=u.forwardRef((({mixBlur:e=0,mixStrength:t=1,resolution:n=256,blur:i=[0,0],minDepthThreshold:s=.9,maxDepthThreshold:c=1,depthScale:p=0,depthToBlurRatioBias:m=.25,mirror:h=0,distortion:f=1,mixContrast:x=1,distortionMap:M,reflectorOffset:T=0,...S},y)=>{const w=a.useThree((({gl:e})=>e)),b=a.useThree((({camera:e})=>e)),g=a.useThree((({scene:e})=>e)),v=(i=Array.isArray(i)?i:[i,i])[0]+i[1]>0,j=u.useRef(null),[R]=u.useState((()=>new r.Plane)),[D]=u.useState((()=>new r.Vector3)),[B]=u.useState((()=>new r.Vector3)),[_]=u.useState((()=>new r.Vector3)),[O]=u.useState((()=>new r.Matrix4)),[P]=u.useState((()=>new r.Vector3(0,0,-1))),[U]=u.useState((()=>new r.Vector4)),[V]=u.useState((()=>new r.Vector3)),[E]=u.useState((()=>new r.Vector3)),[F]=u.useState((()=>new r.Vector4)),[W]=u.useState((()=>new r.Matrix4)),[q]=u.useState((()=>new r.PerspectiveCamera)),C=u.useCallback((()=>{var e;const t=j.current.parent||(null==(e=j.current)?void 0:e.__r3f.parent);if(!t)return;if(B.setFromMatrixPosition(t.matrixWorld),_.setFromMatrixPosition(b.matrixWorld),O.extractRotation(t.matrixWorld),D.set(0,0,1),D.applyMatrix4(O),B.addScaledVector(D,T),V.subVectors(B,_),V.dot(D)>0)return;V.reflect(D).negate(),V.add(B),O.extractRotation(b.matrixWorld),P.set(0,0,-1),P.applyMatrix4(O),P.add(_),E.subVectors(B,P),E.reflect(D).negate(),E.add(B),q.position.copy(V),q.up.set(0,1,0),q.up.applyMatrix4(O),q.up.reflect(D),q.lookAt(E),q.far=b.far,q.updateMatrixWorld(),q.projectionMatrix.copy(b.projectionMatrix),W.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),W.multiply(q.projectionMatrix),W.multiply(q.matrixWorldInverse),W.multiply(t.matrixWorld),R.setFromNormalAndCoplanarPoint(D,B),R.applyMatrix4(q.matrixWorldInverse),U.set(R.normal.x,R.normal.y,R.normal.z,R.constant);const r=q.projectionMatrix;F.x=(Math.sign(U.x)+r.elements[8])/r.elements[0],F.y=(Math.sign(U.y)+r.elements[9])/r.elements[5],F.z=-1,F.w=(1+r.elements[10])/r.elements[14],U.multiplyScalar(2/U.dot(F)),r.elements[2]=U.x,r.elements[6]=U.y,r.elements[10]=U.z+1,r.elements[14]=U.w}),[b,T]),[I,k,L,z]=u.useMemo((()=>{const a={minFilter:r.LinearFilter,magFilter:r.LinearFilter,type:r.HalfFloatType},l=new r.WebGLRenderTarget(n,n,a);l.depthBuffer=!0,l.depthTexture=new r.DepthTexture(n,n),l.depthTexture.format=r.DepthFormat,l.depthTexture.type=r.UnsignedShortType;const u=new r.WebGLRenderTarget(n,n,a);return[l,u,new o.BlurPass({gl:w,resolution:n,width:i[0],height:i[1],minDepthThreshold:s,maxDepthThreshold:c,depthScale:p,depthToBlurRatioBias:m}),{mirror:h,textureMatrix:W,mixBlur:e,tDiffuse:l.texture,tDepth:l.depthTexture,tDiffuseBlur:u.texture,hasBlur:v,mixStrength:t,minDepthThreshold:s,maxDepthThreshold:c,depthScale:p,depthToBlurRatioBias:m,distortion:f,distortionMap:M,mixContrast:x,"defines-USE_BLUR":v?"":void 0,"defines-USE_DEPTH":p>0?"":void 0,"defines-USE_DISTORTION":M?"":void 0}]}),[w,i,W,n,h,v,e,t,s,c,p,m,f,M,x]);return a.useFrame((()=>{var e;const t=j.current.parent||(null==(e=j.current)?void 0:e.__r3f.parent);if(!t)return;t.visible=!1;const r=w.xr.enabled,a=w.shadowMap.autoUpdate;C(),w.xr.enabled=!1,w.shadowMap.autoUpdate=!1,w.setRenderTarget(I),w.state.buffers.depth.setMask(!0),w.autoClear||w.clear(),w.render(g,q),v&&L.render(w,I,k),w.xr.enabled=r,w.shadowMap.autoUpdate=a,t.visible=!0,w.setRenderTarget(null)})),u.createElement("meshReflectorMaterialImpl",l.default({attach:"material",key:"key"+z["defines-USE_BLUR"]+z["defines-USE_DEPTH"]+z["defines-USE_DISTORTION"],ref:d.default([j,y])},z,S))}));exports.MeshReflectorMaterial=c;
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@@ -6,10 +6,10 @@ import mergeRefs from 'react-merge-refs';
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extend({
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("react"),t=require("@react-three/fiber"),
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),r=require("react"),t=require("@react-three/fiber"),n=require("three-mesh-bvh"),a=require("../materials/MeshRefractionMaterial.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function o(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("three"),require("./shaderMaterial.cjs.js"),require("../helpers/constants.cjs.js");var u=i(e),s=o(r);exports.MeshRefractionMaterial=function({aberrationStrength:e=0,fastChroma:i=!0,envMap:o,...c}){t.extend({MeshRefractionMaterial:a.MeshRefractionMaterial});const l=r.useRef(),{size:f}=t.useThree(),h=r.useMemo((()=>{var r,t;const n={},a=(u=o)&&u.isCubeTexture;var u;const s=(null!==(r=a?null==(t=o.image[0])?void 0:t.width:o.image.width)&&void 0!==r?r:1024)/4,c=Math.floor(Math.log2(s)),l=Math.pow(2,c),f=3*Math.max(l,112),h=4*l;return a&&(n.ENVMAP_TYPE_CUBEM=""),n.CUBEUV_TEXEL_WIDTH=""+1/f,n.CUBEUV_TEXEL_HEIGHT=""+1/h,n.CUBEUV_MAX_MIP=`${c}.0`,e>0&&(n.CHROMATIC_ABERRATIONS=""),i&&(n.FAST_CHROMA=""),n}),[e,i]);return r.useLayoutEffect((()=>{var e;const r=null==(e=l.current)||null==(e=e.__r3f)||null==(e=e.parent)?void 0:e.geometry;r&&(l.current.bvh=new n.MeshBVHUniformStruct,l.current.bvh.updateFrom(new n.MeshBVH(r.clone().toNonIndexed(),{lazyGeneration:!1,strategy:n.SAH})))}),[]),t.useFrame((({camera:e})=>{l.current.viewMatrixInverse=e.matrixWorld,l.current.projectionMatrixInverse=e.projectionMatrixInverse})),s.createElement("meshRefractionMaterial",u.default({key:JSON.stringify(h),defines:h,ref:l,resolution:[f.width,f.height],aberrationStrength:e,envMap:o},c))};
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("@babel/runtime/helpers/extends"),e=require("three"),t=require("react"),a=require("@react-three/fiber"),r=require("./useFBO.cjs.js"),o=require("../materials/DiscardMaterial.cjs.js");function i(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function s(n){if(n&&n.__esModule)return n;var e=Object.create(null);return n&&Object.keys(n).forEach((function(t){if("default"!==t){var a=Object.getOwnPropertyDescriptor(n,t);Object.defineProperty(e,t,a.get?a:{enumerable:!0,get:function(){return n[t]}})}})),e.default=n,Object.freeze(e)}require("./shaderMaterial.cjs.js");var l=i(n),c=s(e),m=s(t);class u extends c.MeshPhysicalMaterial{constructor(n=6,e=!1){super(),this.uniforms={chromaticAberration:{value:.05},transmission:{value:0},_transmission:{value:1},transmissionMap:{value:null},roughness:{value:0},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:1/0},attenuationColor:{value:new c.Color("white")},anisotropicBlur:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:0},buffer:{value:null}},this.onBeforeCompile=t=>{t.uniforms={...t.uniforms,...this.uniforms},e?t.defines.USE_SAMPLER="":t.defines.USE_TRANSMISSION="",t.fragmentShader="\n uniform float chromaticAberration; \n uniform float anisotropicBlur; \n uniform float time;\n uniform float distortion;\n uniform float distortionScale;\n uniform float temporalDistortion;\n uniform sampler2D buffer;\n\n vec3 random3(vec3 c) {\n float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y = fract(512.0*j);\n return r-0.5;\n }\n\n float seed = 0.0;\n uint hash( uint x ) {\n x += ( x << 10u );\n x ^= ( x >> 6u );\n x += ( x << 3u );\n x ^= ( x >> 11u );\n x += ( x << 15u );\n return x;\n }\n\n // Compound versions of the hashing algorithm I whipped together.\n uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }\n uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }\n uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }\n\n // Construct a float with half-open range [0:1] using low 23 bits.\n // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.\n float floatConstruct( uint m ) {\n const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask\n const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32\n m &= ieeeMantissa; // Keep only mantissa bits (fractional part)\n m |= ieeeOne; // Add fractional part to 1.0\n float f = uintBitsToFloat( m ); // Range [1:2]\n return f - 1.0; // Range [0:1]\n }\n\n // Pseudo-random value in half-open range [0:1].\n float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }\n float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n\n float rand() {\n float result = random(vec3(gl_FragCoord.xy, seed));\n seed += 1.0;\n return result;\n }\n\n const float F3 = 0.3333333;\n const float G3 = 0.1666667;\n\n float snoise(vec3 p) {\n vec3 s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s, vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3 i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x, x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s), x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *= w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n }\n\n float snoiseFractal(vec3 m) {\n return 0.5333333* snoise(m)\n +0.2666667* snoise(2.0*m)\n +0.1333333* snoise(4.0*m)\n +0.0666667* snoise(8.0*m);\n }\n"+t.fragmentShader,t.fragmentShader=t.fragmentShader.replace("#include <transmission_pars_fragment>","\n #ifdef USE_TRANSMISSION\n // Transmission code is based on glTF-Sampler-Viewer\n // https://github.com/KhronosGroup/glTF-Sample-Viewer\n uniform float _transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n // Direction of refracted light.\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n // Compute rotation-independant scaling of the model matrix.\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n // The thickness is specified in local space.\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n // an IOR of 1.5 results in the default amount of microfacet refraction.\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); \n #ifdef USE_SAMPLER\n #ifdef texture2DLodEXT\n return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #else\n return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #endif\n #else\n return texture2D(buffer, fragCoord.xy);\n #endif\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n return radiance;\n } else {\n // Compute light attenuation using Beer's law.\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n // Sample framebuffer to get pixel the refracted ray hits.\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n // Get the specular component.\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n #endif\n"),t.fragmentShader=t.fragmentShader.replace("#include <transmission_fragment>",` \n // Improve the refraction to use the world pos\n material.transmission = _transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n \n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec3 transmission = vec3(0.0);\n float transmissionR, transmissionB, transmissionG;\n float randomCoords = rand();\n float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropicBlur);\n vec3 distortionNormal = vec3(0.0);\n vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;\n if (distortion > 0.0) {\n distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));\n }\n for (float i = 0.0; i < ${n}.0; i ++) {\n vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);\n transmissionR = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).r;\n transmissionG = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${n})) , material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).g;\n transmissionB = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${n})), material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).b;\n transmission.r += transmissionR;\n transmission.g += transmissionG;\n transmission.b += transmissionB;\n }\n transmission /= ${n}.0;\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`)},Object.keys(this.uniforms).forEach((n=>Object.defineProperty(this,n,{get:()=>this.uniforms[n].value,set:e=>this.uniforms[n].value=e})))}}const f=m.forwardRef((({buffer:n,transmissionSampler:e=!1,backside:t=!1,side:i=c.FrontSide,transmission:s=1,thickness:f=0,backsideThickness:d=0,samples:v=10,resolution:h,backsideResolution:p,background:x,anisotropy:g,anisotropicBlur:M,...S},C)=>{a.extend({MeshTransmissionMaterial:u});const b=m.useRef(null),[y]=m.useState((()=>new o.DiscardMaterial)),w=r.useFBO(p||h),k=r.useFBO(h);let D,R,T;return a.useFrame((n=>{b.current.time=n.clock.getElapsedTime(),b.current.buffer!==k.texture||e||(T=b.current.__r3f.parent,T&&(R=n.gl.toneMapping,D=n.scene.background,n.gl.toneMapping=c.NoToneMapping,x&&(n.scene.background=x),T.material=y,t&&(n.gl.setRenderTarget(w),n.gl.render(n.scene,n.camera),T.material=b.current,T.material.buffer=w.texture,T.material.thickness=d,T.material.side=c.BackSide),n.gl.setRenderTarget(k),n.gl.render(n.scene,n.camera),T.material=b.current,T.material.thickness=f,T.material.side=i,T.material.buffer=k.texture,n.scene.background=D,n.gl.setRenderTarget(null),n.gl.toneMapping=R))})),m.useImperativeHandle(C,(()=>b.current),[]),m.createElement("meshTransmissionMaterial",l.default({args:[v,e],ref:b},S,{buffer:n||k.texture,_transmission:s,anisotropicBlur:null!=M?M:g,transmission:e?s:0,thickness:f,side:i}))}));exports.MeshTransmissionMaterial=f;
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var n=require("@babel/runtime/helpers/extends"),e=require("three"),t=require("react"),a=require("@react-three/fiber"),r=require("./useFBO.cjs.js"),o=require("../materials/DiscardMaterial.cjs.js");function i(n){return n&&"object"==typeof n&&"default"in n?n:{default:n}}function s(n){if(n&&n.__esModule)return n;var e=Object.create(null);return n&&Object.keys(n).forEach((function(t){if("default"!==t){var a=Object.getOwnPropertyDescriptor(n,t);Object.defineProperty(e,t,a.get?a:{enumerable:!0,get:function(){return n[t]}})}})),e.default=n,Object.freeze(e)}require("./shaderMaterial.cjs.js");var l=i(n),c=s(e),m=s(t);class u extends c.MeshPhysicalMaterial{constructor(n=6,e=!1){super(),this.uniforms={chromaticAberration:{value:.05},transmission:{value:0},_transmission:{value:1},transmissionMap:{value:null},roughness:{value:0},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:1/0},attenuationColor:{value:new c.Color("white")},anisotropicBlur:{value:.1},time:{value:0},distortion:{value:0},distortionScale:{value:.5},temporalDistortion:{value:0},buffer:{value:null}},this.onBeforeCompile=t=>{t.uniforms={...t.uniforms,...this.uniforms},this.anisotropy>0&&(t.defines.USE_ANISOTROPY=""),e?t.defines.USE_SAMPLER="":t.defines.USE_TRANSMISSION="",t.fragmentShader="\n uniform float chromaticAberration; \n uniform float anisotropicBlur; \n uniform float time;\n uniform float distortion;\n uniform float distortionScale;\n uniform float temporalDistortion;\n uniform sampler2D buffer;\n\n vec3 random3(vec3 c) {\n float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y = fract(512.0*j);\n return r-0.5;\n }\n\n float seed = 0.0;\n uint hash( uint x ) {\n x += ( x << 10u );\n x ^= ( x >> 6u );\n x += ( x << 3u );\n x ^= ( x >> 11u );\n x += ( x << 15u );\n return x;\n }\n\n // Compound versions of the hashing algorithm I whipped together.\n uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }\n uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }\n uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }\n\n // Construct a float with half-open range [0:1] using low 23 bits.\n // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.\n float floatConstruct( uint m ) {\n const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask\n const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32\n m &= ieeeMantissa; // Keep only mantissa bits (fractional part)\n m |= ieeeOne; // Add fractional part to 1.0\n float f = uintBitsToFloat( m ); // Range [1:2]\n return f - 1.0; // Range [0:1]\n }\n\n // Pseudo-random value in half-open range [0:1].\n float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }\n float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n\n float rand() {\n float result = random(vec3(gl_FragCoord.xy, seed));\n seed += 1.0;\n return result;\n }\n\n const float F3 = 0.3333333;\n const float G3 = 0.1666667;\n\n float snoise(vec3 p) {\n vec3 s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s, vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3 i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x, x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s), x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *= w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n }\n\n float snoiseFractal(vec3 m) {\n return 0.5333333* snoise(m)\n +0.2666667* snoise(2.0*m)\n +0.1333333* snoise(4.0*m)\n +0.0666667* snoise(8.0*m);\n }\n"+t.fragmentShader,t.fragmentShader=t.fragmentShader.replace("#include <transmission_pars_fragment>","\n #ifdef USE_TRANSMISSION\n // Transmission code is based on glTF-Sampler-Viewer\n // https://github.com/KhronosGroup/glTF-Sample-Viewer\n uniform float _transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n // Direction of refracted light.\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n // Compute rotation-independant scaling of the model matrix.\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n // The thickness is specified in local space.\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n // an IOR of 1.5 results in the default amount of microfacet refraction.\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); \n #ifdef USE_SAMPLER\n #ifdef texture2DLodEXT\n return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #else\n return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #endif\n #else\n return texture2D(buffer, fragCoord.xy);\n #endif\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n return radiance;\n } else {\n // Compute light attenuation using Beer's law.\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n // Sample framebuffer to get pixel the refracted ray hits.\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n // Get the specular component.\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n #endif\n"),t.fragmentShader=t.fragmentShader.replace("#include <transmission_fragment>",` \n // Improve the refraction to use the world pos\n material.transmission = _transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n \n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec3 transmission = vec3(0.0);\n float transmissionR, transmissionB, transmissionG;\n float randomCoords = rand();\n float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropicBlur);\n vec3 distortionNormal = vec3(0.0);\n vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;\n if (distortion > 0.0) {\n distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));\n }\n for (float i = 0.0; i < ${n}.0; i ++) {\n vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);\n transmissionR = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).r;\n transmissionG = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${n})) , material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).g;\n transmissionB = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${n})), material.thickness + thickness_smear * (i + randomCoords) / float(${n}),\n material.attenuationColor, material.attenuationDistance\n ).b;\n transmission.r += transmissionR;\n transmission.g += transmissionG;\n transmission.b += transmissionB;\n }\n transmission /= ${n}.0;\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n`)},Object.keys(this.uniforms).forEach((n=>Object.defineProperty(this,n,{get:()=>this.uniforms[n].value,set:e=>this.uniforms[n].value=e})))}}const f=m.forwardRef((({buffer:n,transmissionSampler:e=!1,backside:t=!1,side:i=c.FrontSide,transmission:s=1,thickness:f=0,backsideThickness:d=0,samples:v=10,resolution:h,backsideResolution:p,background:x,anisotropy:g,anisotropicBlur:S,...M},C)=>{a.extend({MeshTransmissionMaterial:u});const b=m.useRef(null),[y]=m.useState((()=>new o.DiscardMaterial)),w=r.useFBO(p||h),k=r.useFBO(h);let D,R,T;return a.useFrame((n=>{b.current.time=n.clock.getElapsedTime(),b.current.buffer!==k.texture||e||(T=b.current.__r3f.parent,T&&(R=n.gl.toneMapping,D=n.scene.background,n.gl.toneMapping=c.NoToneMapping,x&&(n.scene.background=x),T.material=y,t&&(n.gl.setRenderTarget(w),n.gl.render(n.scene,n.camera),T.material=b.current,T.material.buffer=w.texture,T.material.thickness=d,T.material.side=c.BackSide),n.gl.setRenderTarget(k),n.gl.render(n.scene,n.camera),T.material=b.current,T.material.thickness=f,T.material.side=i,T.material.buffer=k.texture,n.scene.background=D,n.gl.setRenderTarget(null),n.gl.toneMapping=R))})),m.useImperativeHandle(C,(()=>b.current),[]),m.createElement("meshTransmissionMaterial",l.default({args:[v,e],ref:b},M,{buffer:n||k.texture,_transmission:s,anisotropicBlur:null!=S?S:g,transmission:e?s:0,thickness:f,side:i}))}));exports.MeshTransmissionMaterial=f;
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@@ -64,6 +64,10 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
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// Fix for r153-r156 anisotropy chunks
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if (this.anisotropy > 0) shader.defines.USE_ANISOTROPY = '';
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// If the transmission sampler is active inject a flag
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if (transmissionSampler) shader.defines.USE_SAMPLER = '';
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// Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION
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@@ -300,7 +304,7 @@ class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial {
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const MeshWobbleMaterial = /*@__PURE__*/React.forwardRef(({
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package/core/Outlines.cjs.js
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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
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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"),a=require("../helpers/constants.cjs.js");function c(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function s(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=c(e),u=s(n),d=s(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 <${a.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }`);exports.Outlines=function({color:e="black",opacity:n=1,transparent:t=!1,screenspace:r=!1,toneMapped:a=!0,polygonOffset:c=!1,polygonOffsetFactor:s=0,renderOrder:p=0,thickness:m=.05,angle:g=Math.PI,...v}){var x;const y=d.useRef(null),[_]=d.useState((()=>new f({side:u.BackSide}))),{gl:h}=i.useThree(),M=h.getDrawingBufferSize(new u.Vector2);return d.useMemo((()=>i.extend({OutlinesMaterial:f})),[]),d.useLayoutEffect((()=>{const e=y.current,n=e.parent;if(n&&n.geometry){let t;return n.skeleton?(t=new u.SkinnedMesh,t.material=_,t.bind(n.skeleton,n.bindMatrix),e.add(t)):n.isInstancedMesh?(t=new u.InstancedMesh(n.geometry,_,n.count),t.instanceMatrix=n.instanceMatrix,e.add(t)):(t=new u.Mesh,t.material=_,e.add(t)),t.geometry=g?o.toCreasedNormals(n.geometry,g):n.geometry,()=>{g&&t.geometry.dispose(),e.remove(t)}}}),[g,null==(x=y.current)||null==(x=x.parent)?void 0:x.geometry]),d.useLayoutEffect((()=>{const o=y.current.children[0];o&&(o.renderOrder=p,i.applyProps(o.material,{transparent:t,thickness:m,color:e,opacity:n,size:M,screenspace:r,toneMapped:a,polygonOffset:c,polygonOffsetFactor:s}))}),[g,t,m,e,n,r,a,c,s,M,p]),d.createElement("group",l.default({ref:y},v))};
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package/core/Outlines.js
CHANGED
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const OutlinesMaterial = shaderMaterial({
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const OutlinesMaterial = /*@__PURE__*/shaderMaterial({
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("three"),r=require("react");function
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),t=require("three"),r=require("react"),n=require("../helpers/constants.cjs.js");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function o(e){if(e&&e.__esModule)return e;var t=Object.create(null);return e&&Object.keys(e).forEach((function(r){if("default"!==r){var n=Object.getOwnPropertyDescriptor(e,r);Object.defineProperty(t,r,n.get?n:{enumerable:!0,get:function(){return e[r]}})}})),t.default=e,Object.freeze(t)}var i=a(e),l=o(t),c=o(r);const s=n.version>=154?"opaque_fragment":"output_fragment";class u extends l.PointsMaterial{constructor(e){super(e),this.onBeforeCompile=(e,t)=>{const{isWebGL2:r}=t.capabilities;e.fragmentShader=e.fragmentShader.replace(`#include <${s}>`,`\n ${r?`#include <${s}>`:`#extension GL_OES_standard_derivatives : enable\n#include <${s}>`}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r); \n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${n.version>=154?"colorspace_fragment":"encodings_fragment"}>\n `)}}}const f=c.forwardRef(((e,t)=>{const[r]=c.useState((()=>new u(null)));return c.createElement("primitive",i.default({},e,{object:r,ref:t,attach:"material"}))}));exports.PointMaterial=f,exports.PointMaterialImpl=u;
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