@react-three/postprocessing 2.16.3 → 2.16.5

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Files changed (43) hide show
  1. package/dist/EffectComposer.cjs +6 -5
  2. package/dist/EffectComposer.cjs.map +1 -1
  3. package/dist/EffectComposer.d.ts +1 -1
  4. package/dist/EffectComposer.js +7 -6
  5. package/dist/EffectComposer.js.map +1 -1
  6. package/dist/EffectComposer.test.d.ts +4 -0
  7. package/dist/effects/Autofocus.cjs.map +1 -1
  8. package/dist/effects/Autofocus.d.ts +1 -1
  9. package/dist/effects/Autofocus.js.map +1 -1
  10. package/dist/effects/Grid.cjs +1 -1
  11. package/dist/effects/Grid.cjs.map +1 -1
  12. package/dist/effects/Grid.js +1 -1
  13. package/dist/effects/Grid.js.map +1 -1
  14. package/dist/effects/N8AO/index.cjs +4 -3
  15. package/dist/effects/N8AO/index.cjs.map +1 -1
  16. package/dist/effects/N8AO/index.js +4 -3
  17. package/dist/effects/N8AO/index.js.map +1 -1
  18. package/dist/effects/Outline.cjs +2 -0
  19. package/dist/effects/Outline.cjs.map +1 -1
  20. package/dist/effects/Outline.js +2 -0
  21. package/dist/effects/Outline.js.map +1 -1
  22. package/dist/effects/SSAO.cjs +1 -1
  23. package/dist/effects/SSAO.cjs.map +1 -1
  24. package/dist/effects/SSAO.js +1 -1
  25. package/dist/effects/SSAO.js.map +1 -1
  26. package/dist/effects/SSR/index.cjs +2 -2
  27. package/dist/effects/SSR/index.cjs.map +1 -1
  28. package/dist/effects/SSR/index.js +2 -2
  29. package/dist/effects/SSR/index.js.map +1 -1
  30. package/dist/effects/SSR/screen-space-reflections.cjs +9 -3
  31. package/dist/effects/SSR/screen-space-reflections.cjs.map +1 -1
  32. package/dist/effects/SSR/screen-space-reflections.js +10 -4
  33. package/dist/effects/SSR/screen-space-reflections.js.map +1 -1
  34. package/dist/effects/ToneMapping.cjs +2 -46
  35. package/dist/effects/ToneMapping.cjs.map +1 -1
  36. package/dist/effects/ToneMapping.d.ts +2 -2
  37. package/dist/effects/ToneMapping.js +3 -47
  38. package/dist/effects/ToneMapping.js.map +1 -1
  39. package/dist/effects/Water.cjs +18 -13
  40. package/dist/effects/Water.cjs.map +1 -1
  41. package/dist/effects/Water.js +18 -13
  42. package/dist/effects/Water.js.map +1 -1
  43. package/package.json +4 -3
@@ -4,19 +4,24 @@ const THREE = require("three");
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  const postprocessing = require("postprocessing");
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  const util = require("../util.cjs");
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  const WaterShader = {
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- fragmentShader: `
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- uniform float factor;
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- void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
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- vec2 vUv = uv;
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- float frequency = 6.0 * factor;
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- float amplitude = 0.015 * factor;
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- float x = vUv.y * frequency + time * .7;
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- float y = vUv.x * frequency + time * .3;
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- vUv.x += cos(x+y) * amplitude * cos(y);
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- vUv.y += sin(x-y) * amplitude * cos(y);
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- vec4 rgba = texture2D(inputBuffer, vUv);
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- outputColor = rgba;
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- }`
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+ uniform float factor;
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+
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+ void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
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+ vec2 vUv = uv;
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+ float frequency = 6.0 * factor;
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+ float amplitude = 0.015 * factor;
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+ float x = vUv.y * frequency + time * 0.7;
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+ float y = vUv.x * frequency + time * 0.3;
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+ vUv.x += cos(x + y) * amplitude * cos(y);
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+ vUv.y += sin(x - y) * amplitude * cos(y);
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+ vec4 rgba = texture(inputBuffer, vUv);
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+ outputColor = rgba;
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+ }
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+ `
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+ )
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  };
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  class WaterEffectImpl extends postprocessing.Effect {
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  constructor({ blendFunction = postprocessing.BlendFunction.NORMAL, factor = 0 } = {}) {
@@ -1 +1 @@
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- {"version":3,"file":"Water.cjs","sources":["../../src/effects/Water.tsx"],"sourcesContent":["import { Uniform } from 'three'\nimport { BlendFunction, Effect, EffectAttribute } from 'postprocessing'\nimport { wrapEffect } from '../util'\n\nconst WaterShader = {\n fragmentShader: `\n uniform float factor;\n void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\n vec2 vUv = uv;\n float frequency = 6.0 * factor;\n float amplitude = 0.015 * factor;\n float x = vUv.y * frequency + time * .7; \n float y = vUv.x * frequency + time * .3;\n vUv.x += cos(x+y) * amplitude * cos(y);\n vUv.y += sin(x-y) * amplitude * cos(y);\n vec4 rgba = texture2D(inputBuffer, vUv);\n outputColor = rgba;\n }`\n}\n\nexport class WaterEffectImpl extends Effect {\n constructor({ blendFunction = BlendFunction.NORMAL, factor = 0 } = {}) {\n super('WaterEffect', WaterShader.fragmentShader, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: new Map<string, Uniform<number | number[]>>([['factor', new Uniform(factor)]])\n })\n }\n}\n\nexport const WaterEffect = wrapEffect(WaterEffectImpl, { blendFunction: BlendFunction.NORMAL })\n"],"names":["Effect","BlendFunction","EffectAttribute","Uniform","wrapEffect"],"mappings":";;;;;AAIA,MAAM,cAAc;AAAA,EAClB,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAalB;AAEO,MAAM,wBAAwBA,eAAAA,OAAO;AAAA,EAC1C,YAAY,EAAE,gBAAgBC,eAAA,cAAc,QAAQ,SAAS,EAAM,IAAA,IAAI;AAC/D,UAAA,eAAe,YAAY,gBAAgB;AAAA,MAC/C;AAAA,MACA,YAAYC,eAAgB,gBAAA;AAAA,MAC5B,UAAc,oBAAA,IAAwC,CAAC,CAAC,UAAU,IAAIC,cAAQ,MAAM,CAAC,CAAC,CAAC;AAAA,IAAA,CACxF;AAAA,EACH;AACF;AAEO,MAAM,cAAcC,KAAW,WAAA,iBAAiB,EAAE,eAAeH,eAAAA,cAAc,OAAQ,CAAA;;;"}
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+ {"version":3,"file":"Water.cjs","sources":["../../src/effects/Water.tsx"],"sourcesContent":["import { Uniform } from 'three'\nimport { BlendFunction, Effect, EffectAttribute } from 'postprocessing'\nimport { wrapEffect } from '../util'\n\nconst WaterShader = {\n fragmentShader: /* glsl */ `\n uniform float factor;\n\n void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\n vec2 vUv = uv;\n float frequency = 6.0 * factor;\n float amplitude = 0.015 * factor;\n float x = vUv.y * frequency + time * 0.7; \n float y = vUv.x * frequency + time * 0.3;\n vUv.x += cos(x + y) * amplitude * cos(y);\n vUv.y += sin(x - y) * amplitude * cos(y);\n vec4 rgba = texture(inputBuffer, vUv);\n outputColor = rgba;\n }\n `,\n}\n\nexport class WaterEffectImpl extends Effect {\n constructor({ blendFunction = BlendFunction.NORMAL, factor = 0 } = {}) {\n super('WaterEffect', WaterShader.fragmentShader, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: new Map<string, Uniform<number | number[]>>([['factor', new Uniform(factor)]]),\n })\n }\n}\n\nexport const WaterEffect = wrapEffect(WaterEffectImpl, { blendFunction: BlendFunction.NORMAL })\n"],"names":["Effect","BlendFunction","EffectAttribute","Uniform","wrapEffect"],"mappings":";;;;;AAIA,MAAM,cAAc;AAAA,EAClB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAe7B;AAEO,MAAM,wBAAwBA,eAAAA,OAAO;AAAA,EAC1C,YAAY,EAAE,gBAAgBC,eAAA,cAAc,QAAQ,SAAS,EAAM,IAAA,IAAI;AAC/D,UAAA,eAAe,YAAY,gBAAgB;AAAA,MAC/C;AAAA,MACA,YAAYC,eAAgB,gBAAA;AAAA,MAC5B,UAAc,oBAAA,IAAwC,CAAC,CAAC,UAAU,IAAIC,cAAQ,MAAM,CAAC,CAAC,CAAC;AAAA,IAAA,CACxF;AAAA,EACH;AACF;AAEO,MAAM,cAAcC,KAAW,WAAA,iBAAiB,EAAE,eAAeH,eAAAA,cAAc,OAAQ,CAAA;;;"}
@@ -2,19 +2,24 @@ import { Uniform } from "three";
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  import { Effect, EffectAttribute, BlendFunction } from "postprocessing";
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  import { wrapEffect } from "../util.js";
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  const WaterShader = {
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- fragmentShader: `
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- uniform float factor;
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- void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
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- vec2 vUv = uv;
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- float frequency = 6.0 * factor;
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- float amplitude = 0.015 * factor;
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- float x = vUv.y * frequency + time * .7;
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- float y = vUv.x * frequency + time * .3;
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- vUv.x += cos(x+y) * amplitude * cos(y);
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- vUv.y += sin(x-y) * amplitude * cos(y);
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- vec4 rgba = texture2D(inputBuffer, vUv);
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- outputColor = rgba;
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- }`
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+ uniform float factor;
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+
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+ void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
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+ vec2 vUv = uv;
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+ float frequency = 6.0 * factor;
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+ float amplitude = 0.015 * factor;
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+ float x = vUv.y * frequency + time * 0.7;
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+ float y = vUv.x * frequency + time * 0.3;
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+ vUv.x += cos(x + y) * amplitude * cos(y);
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+ vUv.y += sin(x - y) * amplitude * cos(y);
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+ vec4 rgba = texture(inputBuffer, vUv);
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+ outputColor = rgba;
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+ }
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+ `
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+ )
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  };
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  class WaterEffectImpl extends Effect {
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  constructor({ blendFunction = BlendFunction.NORMAL, factor = 0 } = {}) {
@@ -1 +1 @@
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- {"version":3,"file":"Water.js","sources":["../../src/effects/Water.tsx"],"sourcesContent":["import { Uniform } from 'three'\nimport { BlendFunction, Effect, EffectAttribute } from 'postprocessing'\nimport { wrapEffect } from '../util'\n\nconst WaterShader = {\n fragmentShader: `\n uniform float factor;\n void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\n vec2 vUv = uv;\n float frequency = 6.0 * factor;\n float amplitude = 0.015 * factor;\n float x = vUv.y * frequency + time * .7; \n float y = vUv.x * frequency + time * .3;\n vUv.x += cos(x+y) * amplitude * cos(y);\n vUv.y += sin(x-y) * amplitude * cos(y);\n vec4 rgba = texture2D(inputBuffer, vUv);\n outputColor = rgba;\n }`\n}\n\nexport class WaterEffectImpl extends Effect {\n constructor({ blendFunction = BlendFunction.NORMAL, factor = 0 } = {}) {\n super('WaterEffect', WaterShader.fragmentShader, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: new Map<string, Uniform<number | number[]>>([['factor', new Uniform(factor)]])\n })\n }\n}\n\nexport const WaterEffect = wrapEffect(WaterEffectImpl, { blendFunction: BlendFunction.NORMAL })\n"],"names":[],"mappings":";;;AAIA,MAAM,cAAc;AAAA,EAClB,gBAAgB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAalB;AAEO,MAAM,wBAAwB,OAAO;AAAA,EAC1C,YAAY,EAAE,gBAAgB,cAAc,QAAQ,SAAS,EAAM,IAAA,IAAI;AAC/D,UAAA,eAAe,YAAY,gBAAgB;AAAA,MAC/C;AAAA,MACA,YAAY,gBAAgB;AAAA,MAC5B,UAAc,oBAAA,IAAwC,CAAC,CAAC,UAAU,IAAI,QAAQ,MAAM,CAAC,CAAC,CAAC;AAAA,IAAA,CACxF;AAAA,EACH;AACF;AAEO,MAAM,cAAc,WAAW,iBAAiB,EAAE,eAAe,cAAc,OAAQ,CAAA;"}
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+ {"version":3,"file":"Water.js","sources":["../../src/effects/Water.tsx"],"sourcesContent":["import { Uniform } from 'three'\nimport { BlendFunction, Effect, EffectAttribute } from 'postprocessing'\nimport { wrapEffect } from '../util'\n\nconst WaterShader = {\n fragmentShader: /* glsl */ `\n uniform float factor;\n\n void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {\n vec2 vUv = uv;\n float frequency = 6.0 * factor;\n float amplitude = 0.015 * factor;\n float x = vUv.y * frequency + time * 0.7; \n float y = vUv.x * frequency + time * 0.3;\n vUv.x += cos(x + y) * amplitude * cos(y);\n vUv.y += sin(x - y) * amplitude * cos(y);\n vec4 rgba = texture(inputBuffer, vUv);\n outputColor = rgba;\n }\n `,\n}\n\nexport class WaterEffectImpl extends Effect {\n constructor({ blendFunction = BlendFunction.NORMAL, factor = 0 } = {}) {\n super('WaterEffect', WaterShader.fragmentShader, {\n blendFunction,\n attributes: EffectAttribute.CONVOLUTION,\n uniforms: new Map<string, Uniform<number | number[]>>([['factor', new Uniform(factor)]]),\n })\n }\n}\n\nexport const WaterEffect = wrapEffect(WaterEffectImpl, { blendFunction: BlendFunction.NORMAL })\n"],"names":[],"mappings":";;;AAIA,MAAM,cAAc;AAAA,EAClB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAe7B;AAEO,MAAM,wBAAwB,OAAO;AAAA,EAC1C,YAAY,EAAE,gBAAgB,cAAc,QAAQ,SAAS,EAAM,IAAA,IAAI;AAC/D,UAAA,eAAe,YAAY,gBAAgB;AAAA,MAC/C;AAAA,MACA,YAAY,gBAAgB;AAAA,MAC5B,UAAc,oBAAA,IAAwC,CAAC,CAAC,UAAU,IAAI,QAAQ,MAAM,CAAC,CAAC,CAAC;AAAA,IAAA,CACxF;AAAA,EACH;AACF;AAEO,MAAM,cAAc,WAAW,iBAAiB,EAAE,eAAe,cAAc,OAAQ,CAAA;"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@react-three/postprocessing",
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- "version": "2.16.3",
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+ "version": "2.16.5",
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  "description": "postprocessing wrapper for React and @react-three/fiber",
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  "keywords": [
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  "postprocessing",
@@ -39,7 +39,7 @@
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  "prepare": "yarn build",
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  "eslint": "eslint . --fix --ext=js,ts,jsx,tsx",
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  "eslint:ci": "eslint . --ext=js,ts,jsx,tsx",
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- "test": "echo no tests yet",
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+ "test": "vitest run",
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  "typecheck": "tsc --noEmit false --strict --jsx react",
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  "release": "semantic-release",
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  "storybook": "storybook dev -p 6006",
@@ -85,7 +85,8 @@
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  "storybook": "^7.0.10",
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  "three": "^0.151.3",
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  "typescript": "^5.0.4",
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- "vite": "^4.3.5"
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+ "vite": "^4.3.5",
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+ "vitest": "^2.1.8"
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  },
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  "peerDependencies": {
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  "@react-three/fiber": ">=8.0",