@react-three/drei 9.88.0 → 9.88.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +5 -3
- 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/Cloud.js +10 -10
- 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/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 +13 -13
- 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 +4 -4
- package/core/MeshRefractionMaterial.cjs.js +1 -1
- package/core/MeshTransmissionMaterial.js +1 -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 +11 -11
- package/core/PositionalAudio.js +1 -1
- package/core/QuadraticBezierLine.js +3 -3
- package/core/Reflector.cjs.js +1 -1
- package/core/Reflector.js +4 -5
- package/core/RenderCubeTexture.js +1 -1
- 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/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.d.ts +2 -2
- package/core/Wireframe.js +4 -4
- package/core/index.cjs.js +1 -1
- package/core/index.js +1 -0
- 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/helpers/constants.cjs.js +1 -0
- package/helpers/constants.d.ts +1 -0
- package/helpers/constants.js +6 -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 -0
- package/package.json +2 -2
- package/react-three-drei-0.0.0-semantic-release.tgz +0 -0
- package/web/Html.js +4 -4
- package/web/KeyboardControls.js +1 -1
- package/web/ScrollControls.js +3 -3
- package/web/Select.js +1 -1
- package/web/View.js +1 -1
- package/web/index.cjs.js +1 -1
- package/web/index.js +1 -0
- 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/Gltf.js
CHANGED
package/core/Grid.cjs.js
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@@ -1 +1 @@
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),n=require("react"),o=require("three"),i=require("react-merge-refs"),r=require("@react-three/fiber"),t=require("./shaderMaterial.cjs.js");function
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/extends"),n=require("react"),o=require("three"),i=require("react-merge-refs"),r=require("@react-three/fiber"),t=require("./shaderMaterial.cjs.js"),l=require("../helpers/constants.cjs.js");function a(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(o){if("default"!==o){var i=Object.getOwnPropertyDescriptor(e,o);Object.defineProperty(n,o,i.get?i:{enumerable:!0,get:function(){return e[o]}})}})),n.default=e,Object.freeze(n)}var c=a(e),f=s(n),d=s(o),u=a(i);const m=t.shaderMaterial({cellSize:.5,sectionSize:1,fadeDistance:100,fadeStrength:1,cellThickness:.5,sectionThickness:1,cellColor:new d.Color,sectionColor:new d.Color,infiniteGrid:!1,followCamera:!1,worldCamProjPosition:new d.Vector3,worldPlanePosition:new d.Vector3},"\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform vec3 worldPlanePosition;\n uniform float fadeDistance;\n uniform bool infiniteGrid;\n uniform bool followCamera;\n\n void main() {\n localPosition = position.xzy;\n if (infiniteGrid) localPosition *= 1.0 + fadeDistance;\n \n worldPosition = modelMatrix * vec4(localPosition, 1.0);\n if (followCamera) {\n worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);\n localPosition = (inverse(modelMatrix) * worldPosition).xyz;\n }\n\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n }\n ",`\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform float cellSize;\n uniform float sectionSize;\n uniform vec3 cellColor;\n uniform vec3 sectionColor;\n uniform float fadeDistance;\n uniform float fadeStrength;\n uniform float cellThickness;\n uniform float sectionThickness;\n\n float getGrid(float size, float thickness) {\n vec2 r = localPosition.xz / size;\n vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);\n float line = min(grid.x, grid.y) + 1.0 - thickness;\n return 1.0 - min(line, 1.0);\n }\n\n void main() {\n float g1 = getGrid(cellSize, cellThickness);\n float g2 = getGrid(sectionSize, sectionThickness);\n\n float dist = distance(worldCamProjPosition, worldPosition.xyz);\n float d = 1.0 - min(dist / fadeDistance, 1.0);\n vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));\n\n gl_FragColor = vec4(color, (g1 + g2) * pow(d, fadeStrength));\n gl_FragColor.a = mix(0.75 * gl_FragColor.a, gl_FragColor.a, g2);\n if (gl_FragColor.a <= 0.0) discard;\n\n #include <tonemapping_fragment>\n #include <${l.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }\n `),g=f.forwardRef((({args:e,cellColor:n="#000000",sectionColor:o="#2080ff",cellSize:i=.5,sectionSize:t=1,followCamera:l=!1,infiniteGrid:a=!1,fadeDistance:s=100,fadeStrength:g=1,cellThickness:P=.5,sectionThickness:w=1,side:v=d.BackSide,...C},h)=>{r.extend({GridMaterial:m});const p=f.useRef(null),x=new d.Plane,j=new d.Vector3(0,1,0),z=new d.Vector3(0,0,0);r.useFrame((e=>{x.setFromNormalAndCoplanarPoint(j,z).applyMatrix4(p.current.matrixWorld);const n=p.current.material,o=n.uniforms.worldCamProjPosition,i=n.uniforms.worldPlanePosition;x.projectPoint(e.camera.position,o.value),i.value.set(0,0,0).applyMatrix4(p.current.matrixWorld)}));const y={cellSize:i,sectionSize:t,cellColor:n,sectionColor:o,cellThickness:P,sectionThickness:w},S={fadeDistance:s,fadeStrength:g,infiniteGrid:a,followCamera:l};return f.createElement("mesh",c.default({ref:u.default([p,h]),frustumCulled:!1},C),f.createElement("gridMaterial",c.default({transparent:!0,"extensions-derivatives":!0,side:v},y,S)),f.createElement("planeGeometry",{args:e}))}));exports.Grid=g;
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package/core/Grid.js
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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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#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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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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const ImageMaterialImpl = /* @__PURE__ */shaderMaterial({
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#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
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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 = /* @__PURE__ */React.forwardRef(({
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const Image = /* @__PURE__ */React.forwardRef((props, ref) => {
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const _instanceLocalMatrix = /* @__PURE__ */new THREE.Matrix4();
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const _instanceWorldMatrix = /* @__PURE__ */new THREE.Matrix4();
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const _mesh = /* @__PURE__ */new THREE.Mesh();
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const translation =
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const Instance =
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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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+
"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"),s=require("../materials/BlurPass.cjs.js"),i=require("../materials/MeshReflectorMaterial.cjs.js");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}function l(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 u=o(e),d=l(t),c=o(n);const p=d.forwardRef((({mixBlur:e=0,mixStrength:t=1,resolution:n=256,blur:o=[0,0],minDepthThreshold:l=.9,maxDepthThreshold:p=1,depthScale:m=0,depthToBlurRatioBias:h=.25,mirror:f=0,distortion:x=1,mixContrast:M=1,distortionMap:T,reflectorOffset:S=0,...y},w)=>{a.extend({MeshReflectorMaterialImpl:i.MeshReflectorMaterial});const b=a.useThree((({gl:e})=>e)),R=a.useThree((({camera:e})=>e)),g=a.useThree((({scene:e})=>e)),j=(o=Array.isArray(o)?o:[o,o])[0]+o[1]>0,v=d.useRef(null),[D]=d.useState((()=>new r.Plane)),[B]=d.useState((()=>new r.Vector3)),[_]=d.useState((()=>new r.Vector3)),[O]=d.useState((()=>new r.Vector3)),[P]=d.useState((()=>new r.Matrix4)),[U]=d.useState((()=>new r.Vector3(0,0,-1))),[V]=d.useState((()=>new r.Vector4)),[E]=d.useState((()=>new r.Vector3)),[F]=d.useState((()=>new r.Vector3)),[W]=d.useState((()=>new r.Vector4)),[q]=d.useState((()=>new r.Matrix4)),[I]=d.useState((()=>new r.PerspectiveCamera)),C=d.useCallback((()=>{var e;const t=v.current.parent||(null==(e=v.current)?void 0:e.__r3f.parent);if(!t)return;if(_.setFromMatrixPosition(t.matrixWorld),O.setFromMatrixPosition(R.matrixWorld),P.extractRotation(t.matrixWorld),B.set(0,0,1),B.applyMatrix4(P),_.addScaledVector(B,S),E.subVectors(_,O),E.dot(B)>0)return;E.reflect(B).negate(),E.add(_),P.extractRotation(R.matrixWorld),U.set(0,0,-1),U.applyMatrix4(P),U.add(O),F.subVectors(_,U),F.reflect(B).negate(),F.add(_),I.position.copy(E),I.up.set(0,1,0),I.up.applyMatrix4(P),I.up.reflect(B),I.lookAt(F),I.far=R.far,I.updateMatrixWorld(),I.projectionMatrix.copy(R.projectionMatrix),q.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),q.multiply(I.projectionMatrix),q.multiply(I.matrixWorldInverse),q.multiply(t.matrixWorld),D.setFromNormalAndCoplanarPoint(B,_),D.applyMatrix4(I.matrixWorldInverse),V.set(D.normal.x,D.normal.y,D.normal.z,D.constant);const r=I.projectionMatrix;W.x=(Math.sign(V.x)+r.elements[8])/r.elements[0],W.y=(Math.sign(V.y)+r.elements[9])/r.elements[5],W.z=-1,W.w=(1+r.elements[10])/r.elements[14],V.multiplyScalar(2/V.dot(W)),r.elements[2]=V.x,r.elements[6]=V.y,r.elements[10]=V.z+1,r.elements[14]=V.w}),[R,S]),[k,L,z,A]=d.useMemo((()=>{const a={minFilter:r.LinearFilter,magFilter:r.LinearFilter,type:r.HalfFloatType},i=new r.WebGLRenderTarget(n,n,a);i.depthBuffer=!0,i.depthTexture=new r.DepthTexture(n,n),i.depthTexture.format=r.DepthFormat,i.depthTexture.type=r.UnsignedShortType;const u=new r.WebGLRenderTarget(n,n,a);return[i,u,new s.BlurPass({gl:b,resolution:n,width:o[0],height:o[1],minDepthThreshold:l,maxDepthThreshold:p,depthScale:m,depthToBlurRatioBias:h}),{mirror:f,textureMatrix:q,mixBlur:e,tDiffuse:i.texture,tDepth:i.depthTexture,tDiffuseBlur:u.texture,hasBlur:j,mixStrength:t,minDepthThreshold:l,maxDepthThreshold:p,depthScale:m,depthToBlurRatioBias:h,distortion:x,distortionMap:T,mixContrast:M,"defines-USE_BLUR":j?"":void 0,"defines-USE_DEPTH":m>0?"":void 0,"defines-USE_DISTORTION":T?"":void 0}]}),[b,o,q,n,f,j,e,t,l,p,m,h,x,T,M]);return a.useFrame((()=>{var e;const t=v.current.parent||(null==(e=v.current)?void 0:e.__r3f.parent);if(!t)return;t.visible=!1;const r=b.xr.enabled,a=b.shadowMap.autoUpdate;C(),b.xr.enabled=!1,b.shadowMap.autoUpdate=!1,b.setRenderTarget(k),b.state.buffers.depth.setMask(!0),b.autoClear||b.clear(),b.render(g,I),j&&z.render(b,k,L),b.xr.enabled=r,b.shadowMap.autoUpdate=a,t.visible=!0,b.setRenderTarget(null)})),d.createElement("meshReflectorMaterialImpl",u.default({attach:"material",key:"key"+A["defines-USE_BLUR"]+A["defines-USE_DEPTH"]+A["defines-USE_DISTORTION"],ref:c.default([v,w])},A,y))}));exports.MeshReflectorMaterial=p;
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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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const MeshTransmissionMaterial = /* @__PURE__ */React.forwardRef(({
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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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