@react-three/postprocessing 2.18.0 → 2.19.0

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.
@@ -1,90 +1,431 @@
1
1
  import { jsx } from "react/jsx-runtime";
2
2
  import * as THREE from "three";
3
- import { forwardRef, useContext, useState, useMemo, useEffect } from "react";
3
+ import { useContext, useState, useRef, useEffect } from "react";
4
4
  import { useThree, useFrame } from "@react-three/fiber";
5
5
  import { Effect, BlendFunction } from "postprocessing";
6
6
  import { easing } from "maath";
7
7
  import { EffectComposerContext } from "../EffectComposer.js";
8
+ import { wrapEffect } from "../util.js";
8
9
  const LensFlareShader = {
9
10
  fragmentShader: (
10
11
  /* glsl */
11
12
  `
13
+ uniform float time;
14
+ uniform vec2 lensPosition;
15
+ uniform vec2 screenRes;
16
+ uniform vec3 colorGain;
17
+ uniform float starPoints;
18
+ uniform float glareSize;
19
+ uniform float flareSize;
20
+ uniform float flareSpeed;
21
+ uniform float flareShape;
22
+ uniform float haloScale;
23
+ uniform float opacity;
24
+ uniform bool animated;
25
+ uniform bool anamorphic;
26
+ uniform bool enabled;
27
+ uniform bool secondaryGhosts;
28
+ uniform bool starBurst;
29
+ uniform float ghostScale;
30
+ uniform bool aditionalStreaks;
31
+ uniform sampler2D lensDirtTexture;
32
+ vec2 vTexCoord;
33
+
34
+ float rand(float n){return fract(sin(n) * 43758.5453123);}
12
35
 
13
- uniform float iTime;
14
- uniform vec2 lensPosition;
15
- uniform vec2 iResolution;
16
- uniform vec3 colorGain;
17
- uniform float starPoints;
18
- uniform float glareSize;
19
- uniform float flareSize;
20
- uniform float flareSpeed;
21
- uniform float flareShape;
22
- uniform float haloScale;
23
- uniform float opacity;
24
- uniform bool animated;
25
- uniform bool anamorphic;
26
- uniform bool enabled;
27
- uniform bool secondaryGhosts;
28
- uniform bool starBurst;
29
- uniform float ghostScale;
30
- uniform bool aditionalStreaks;
31
- uniform sampler2D lensDirtTexture;
32
- vec2 vxtC;
33
-
34
- float rndf(float n){return fract(sin(n) * 43758.5453123);}float niz(float p){float fl = floor(p);float fc = fract(p);return mix(rndf(fl),rndf(fl + 1.0), fc);}
35
- vec3 hsv2rgb(vec3 c){vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y);}
36
- float satU(float x){return clamp(x, 0.,1.);}vec2 rtU(vec2 naz, float rtn){return vec2(cos(rtn) * naz.x + sin(rtn) * naz.y,cos(rtn) * naz.y - sin(rtn) * naz.x);}
37
- vec3 drwF(vec2 p, float intensity, float rnd, float speed, int id){float flhos = (1. / 32.) * float(id) * 0.1;float lingrad = distance(vec2(0.), p);float expg = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33));vec3 qzTg = hsv2rgb(vec3( fract( (expg * 8.) + speed * flareSpeed + flhos), pow(1.-abs(expg*2.-1.), 0.45), 20.0 * expg * intensity));float internalStarPoints;if(anamorphic){internalStarPoints = 1.0;} else{internalStarPoints = starPoints;}float ams = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y)));float kJhg = pow(1.-satU(ams), ( anamorphic ? 100. : 12.));kJhg += satU(expg-0.9) * 3.;kJhg = pow(kJhg * expg, 8. + (1.-intensity) * 5.);if(flareSpeed > 0.0){return vec3(kJhg) * qzTg;} else{return vec3(kJhg) * flareSize * 15.;}}
38
- float ams2(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);}vec3 satU(vec3 x){return clamp(x, vec3(0.0), vec3(1.0));}
39
- float glR(vec2 naz, vec2 pos, float zsi){vec2 mni;if(animated){mni = rtU(naz-pos, iTime * 0.1);} else{mni = naz-pos;}float ang = atan(mni.y, mni.x) * (anamorphic ? 1.0 : starPoints);float ams2 = length(mni);ams2 = pow(ams2, .9);float f0 = 1.0/(length(naz-pos)*(1.0/zsi*16.0)+.2);return f0+f0*(sin((ang))*.2 +.3);}
40
- float sdHex(vec2 p){p = abs(p);vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503);return dot(step(q.xy,q.yx), 1.0-q.yx);}float fpow(float x, float k){return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0;}
41
- vec3 rHx(vec2 naz, vec2 p, float s, vec3 col){naz -= p;if (abs(naz.x) < 0.2*s && abs(naz.y) < 0.2*s){return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(naz/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(naz*20.0/s)));}return vec3(0);}
42
- vec3 mLs(vec2 naz, vec2 pos){vec2 mni = naz-pos;vec2 zxMp = naz*(length(naz));float ang = atan(mni.x,mni.y);float f0 = .3/(length(naz-pos)*16.0+1.0);f0 = f0*(sin(niz(sin(ang*3.9-(animated ? iTime : 0.0) * 0.3) * starPoints))*.2 );float f1 = max(0.01-pow(length(naz+1.2*pos),1.9),.0)*7.0;float f2 = max(.9/(10.0+32.0*pow(length(zxMp+0.99*pos),2.0)),.0)*0.35;float f22 = max(.9/(11.0+32.0*pow(length(zxMp+0.85*pos),2.0)),.0)*0.23;float f23 = max(.9/(12.0+32.0*pow(length(zxMp+0.95*pos),2.0)),.0)*0.6;vec2 ztX = mix(naz,zxMp, 0.1);float f4 = max(0.01-pow(length(ztX+0.4*pos),2.9),.0)*4.02;float f42 = max(0.0-pow(length(ztX+0.45*pos),2.9),.0)*4.1;float f43 = max(0.01-pow(length(ztX+0.5*pos),2.9),.0)*4.6;ztX = mix(naz,zxMp,-.4);float f5 = max(0.01-pow(length(ztX+0.1*pos),5.5),.0)*2.0;float f52 = max(0.01-pow(length(ztX+0.2*pos),5.5),.0)*2.0;float f53 = max(0.01-pow(length(ztX+0.1*pos),5.5),.0)*2.0;ztX = mix(naz,zxMp, 2.1);float f6 = max(0.01-pow(length(ztX-0.3*pos),1.61),.0)*3.159;float f62 = max(0.01-pow(length(ztX-0.325*pos),1.614),.0)*3.14;float f63 = max(0.01-pow(length(ztX-0.389*pos),1.623),.0)*3.12;vec3 c = vec3(glR(naz,pos, glareSize));vec2 prot;if(animated){prot = rtU(naz - pos, (iTime * 0.1));} else if(anamorphic){prot = rtU(naz - pos, 1.570796);} else {prot = naz - pos;}c += drwF(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, iTime, 1);c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63;c = c*1.3 * vec3(length(zxMp)+.09);c+=vec3(f0);return c;}
43
- vec3 cc(vec3 clr, float fct,float fct2){float w = clr.x+clr.y+clr.z;return mix(clr,vec3(w)*fct,w*fct2);}float rnd(vec2 p){float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2));return f;}float rnd(float w){float f = fract(sin(w)*1000.);return f;}
44
- float rShp(vec2 p, int N){float f;float a=atan(p.x,p.y)+.2;float b=6.28319/float(N);f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale);return f;}
45
- vec3 drC(vec2 p, float zsi, float dCy, vec3 clr, vec3 clr2, float ams2, vec2 esom){float l = length(p + esom*(ams2*2.))+zsi/2.;float l2 = length(p + esom*(ams2*4.))+zsi/3.;float c = max(0.01-pow(length(p + esom*ams2), zsi*ghostScale), 0.0)*10.;float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.;float c2 = max(0.09/pow(length(p-esom*ams2/.5)*1., .95), 0.0)/20.;float s = max(0.02-pow(rShp(p*5. + esom*ams2*5. + dCy, 6) , 1.), 0.0)*1.5;clr = cos(vec3(0.44, .24, .2)*8. + ams2*4.)*0.5+.5;vec3 f = c*clr;f += c1*clr;f += c2*clr;f += s*clr;return f-0.01;}
46
- vec4 geLC(float x){return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.),vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)),vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)),vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)),vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)),vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)),vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)),vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)),vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)),vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)),vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)),vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)),vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)),vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)),vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)),vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))),1.0);}
47
- float diTN(vec2 p){vec2 f = fract(p);f = (f * f) * (3.0 - (2.0 * f));float n = dot(floor(p), vec2(1.0, 157.0));vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123);return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y);}
48
- float fbm(vec2 p){const mat2 m = mat2(0.80, -0.60, 0.60, 0.80);float f = 0.0;f += 0.5000*diTN(p); p = m*p*2.02;f += 0.2500*diTN(p); p = m*p*2.03;f += 0.1250*diTN(p); p = m*p*2.01;f += 0.0625*diTN(p);return f/0.9375;}
49
- vec4 geLS(vec2 p){vec2 pp = (p - vec2(0.5)) * 2.0;float a = atan(pp.y, pp.x);vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0));float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159);vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6));c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275;return vec4(vec3(c * 1.0), d);}
50
- vec4 geLD(vec2 p){p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825;vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))),smoothstep(0.4, 0.0, length(p - vec2(0.75)))),smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125))))));o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5;o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5;o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25;o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0;o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75;o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5;return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0);}
51
- vec4 txL(sampler2D tex, vec2 xtC){if(((xtC.x < 0.) || (xtC.y < 0.)) || ((xtC.x > 1.) || (xtC.y > 1.))){return vec4(0.0);}else{return texture(tex, xtC); }}
52
- vec4 txD(sampler2D tex, vec2 xtC, vec2 dir, vec3 ditn) {return vec4(txL(tex, (xtC + (dir * ditn.r))).r,txL(tex, (xtC + (dir * ditn.g))).g,txL(tex, (xtC + (dir * ditn.b))).b,1.0);}
53
- vec4 strB(){vec2 aspXtc = vec2(1.0) - (((vxtC - vec2(0.5)) * vec2(1.0)) + vec2(0.5)); vec2 xtC = vec2(1.0) - vxtC; vec2 ghvc = (vec2(0.5) - xtC) * 0.3 - lensPosition; vec2 ghNm = normalize(ghvc * vec2(1.0)) * vec2(1.0);vec2 haloVec = normalize(ghvc) * 0.6;vec2 hlNm = ghNm * 0.6;vec2 texelSize = vec2(1.0) / vec2(iResolution.xy);vec3 ditn = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5);vec4 c = vec4(0.0);for (int i = 0; i < 8; i++) {vec2 offset = xtC + (ghvc * float(i));c += txD(lensDirtTexture, offset, ghNm, ditn) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0);}vec2 uyTrz = xtC + hlNm; return (c * geLC((length(vec2(0.5) - aspXtc) / length(vec2(haloScale))))) +(txD(lensDirtTexture, uyTrz, ghNm, ditn) * pow(max(0.0, 1.0 - (length(vec2(0.5) - uyTrz) / length(vec2(0.5)))), 10.0));}
54
- void mainImage(vec4 v,vec2 r,out vec4 i){vec2 g=r-.5;g.y*=iResolution.y/iResolution.x;vec2 l=lensPosition*.5;l.y*=iResolution.y/iResolution.x;vec3 f=mLs(g,l)*20.*colorGain/256.;if(aditionalStreaks){vec3 o=vec3(.9,.2,.1),p=vec3(.3,.1,.9);for(float n=0.;n<10.;n++)f+=drC(g,pow(rnd(n*2e3)*2.8,.1)+1.41,0.,o+n,p+n,rnd(n*20.)*3.+.2-.5,lensPosition);}if(secondaryGhosts){vec3 n=vec3(0);n+=rHx(g,-lensPosition*.25,ghostScale*1.4,vec3(.25,.35,0));n+=rHx(g,lensPosition*.25,ghostScale*.5,vec3(1,.5,.5));n+=rHx(g,lensPosition*.1,ghostScale*1.6,vec3(1));n+=rHx(g,lensPosition*1.8,ghostScale*2.,vec3(0,.5,.75));n+=rHx(g,lensPosition*1.25,ghostScale*.8,vec3(1,1,.5));n+=rHx(g,-lensPosition*1.25,ghostScale*5.,vec3(.5,.5,.25));n+=fpow(1.-abs(distance(lensPosition*.8,g)-.7),.985)*colorGain/2100.;f+=n;}if(starBurst){vxtC=g+.5;vec4 n=geLD(g);float o=1.-clamp(0.5,0.,.5)*2.;n+=mix(n,pow(n*2.,vec4(2))*.5,o);float s=(g.x+g.y)*(1./6.);vec2 d=mat2(cos(s),-sin(s),sin(s),cos(s))*vxtC;n+=geLS(d)*2.;f+=clamp(n.xyz*strB().xyz,.01,1.);}i=enabled?vec4(mix(f,vec3(0),opacity)+v.xyz,v.w):vec4(v);}
55
- `
36
+ float noise(float p){
37
+ float fl = floor(p);
38
+ float fc = fract(p);
39
+ return mix(rand(fl),rand(fl + 1.0), fc);
40
+ }
41
+
42
+ vec3 hsv2rgb(vec3 c)
43
+ {
44
+ vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
45
+ vec3 p = abs(fract(c.xxx + k.xyz) * 6.0 - k.www);
46
+ return c.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), c.y);
47
+ }
48
+
49
+ float saturate(float x)
50
+ {
51
+ return clamp(x, 0.,1.);
52
+ }
53
+
54
+ vec2 rotateUV(vec2 uv, float rotation)
55
+ {
56
+ return vec2(
57
+ cos(rotation) * uv.x + sin(rotation) * uv.y,
58
+ cos(rotation) * uv.y - sin(rotation) * uv.x
59
+ );
60
+ }
61
+
62
+ // Based on https://www.shadertoy.com/view/XtKfRV
63
+ vec3 drawflare(vec2 p, float intensity, float rnd, float speed, int id)
64
+ {
65
+ float flarehueoffset = (1. / 32.) * float(id) * 0.1;
66
+ float lingrad = distance(vec2(0.), p);
67
+ float expgrad = 1. / exp(lingrad * (fract(rnd) * 0.66 + 0.33));
68
+ vec3 colgrad = hsv2rgb(vec3( fract( (expgrad * 8.) + speed * flareSpeed + flarehueoffset), pow(1.-abs(expgrad*2.-1.), 0.45), 20.0 * expgrad * intensity)); //rainbow spectrum effect
69
+
70
+ float internalStarPoints;
71
+
72
+ if(anamorphic){
73
+ internalStarPoints = 1.0;
74
+ } else{
75
+ internalStarPoints = starPoints;
76
+ }
77
+
78
+ float blades = length(p * flareShape * sin(internalStarPoints * atan(p.x, p.y)));
79
+
80
+ float comp = pow(1.-saturate(blades), ( anamorphic ? 100. : 12.));
81
+ comp += saturate(expgrad-0.9) * 3.;
82
+ comp = pow(comp * expgrad, 8. + (1.-intensity) * 5.);
83
+
84
+ if(flareSpeed > 0.0){
85
+ return vec3(comp) * colgrad;
86
+ } else{
87
+ return vec3(comp) * flareSize * 15.;
88
+ }
89
+ }
90
+
91
+ float dist(vec3 a, vec3 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); }
92
+
93
+ vec3 saturate(vec3 x)
94
+ {
95
+ return clamp(x, vec3(0.0), vec3(1.0));
96
+ }
97
+
98
+ // Based on https://www.shadertoy.com/view/XtKfRV
99
+ float glare(vec2 uv, vec2 pos, float size)
100
+ {
101
+ vec2 main;
102
+
103
+ if(animated){
104
+ main = rotateUV(uv-pos, time * 0.1);
105
+ } else{
106
+ main = uv-pos;
107
+ }
108
+
109
+ float ang = atan(main.y, main.x) * (anamorphic ? 1.0 : starPoints);
110
+ float dist = length(main);
111
+ dist = pow(dist, .9);
112
+
113
+ float f0 = 1.0/(length(uv-pos)*(1.0/size*16.0)+.2);
114
+
115
+ return f0+f0*(sin((ang))*.2 +.3);
116
+ }
117
+
118
+ float sdHex(vec2 p){
119
+ p = abs(p);
120
+ vec2 q = vec2(p.x*2.0*0.5773503, p.y + p.x*0.5773503);
121
+ return dot(step(q.xy,q.yx), 1.0-q.yx);
122
+ }
123
+
124
+ //Based on https://www.shadertoy.com/view/dllSRX
125
+ float fpow(float x, float k){
126
+ return x > k ? pow((x-k)/(1.0-k),2.0) : 0.0;
127
+ }
128
+
129
+ vec3 renderhex(vec2 uv, vec2 p, float s, vec3 col){
130
+ uv -= p;
131
+ if (abs(uv.x) < 0.2*s && abs(uv.y) < 0.2*s){
132
+ return mix(vec3(0),mix(vec3(0),col,0.1 + fpow(length(uv/s),0.1)*10.0),smoothstep(0.0,0.1,sdHex(uv*20.0/s)));
133
+ }
134
+ return vec3(0);
135
+ }
136
+
137
+ // Based on https://www.shadertoy.com/view/4sX3Rs
138
+ vec3 LensFlare(vec2 uv, vec2 pos)
139
+ {
140
+ vec2 main = uv-pos;
141
+ vec2 uvd = uv*(length(uv));
142
+
143
+ float ang = atan(main.x,main.y);
144
+
145
+ float f0 = .3/(length(uv-pos)*16.0+1.0);
146
+
147
+ f0 = f0*(sin(noise(sin(ang*3.9-(animated ? time : 0.0) * 0.3) * starPoints))*.2 );
148
+
149
+ float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0;
150
+
151
+ float f2 = max(.9/(10.0+32.0*pow(length(uvd+0.99*pos),2.0)),.0)*0.35;
152
+ float f22 = max(.9/(11.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*0.23;
153
+ float f23 = max(.9/(12.0+32.0*pow(length(uvd+0.95*pos),2.0)),.0)*0.6;
154
+
155
+ vec2 uvx = mix(uv,uvd, 0.1);
156
+
157
+ float f4 = max(0.01-pow(length(uvx+0.4*pos),2.9),.0)*4.02;
158
+ float f42 = max(0.0-pow(length(uvx+0.45*pos),2.9),.0)*4.1;
159
+ float f43 = max(0.01-pow(length(uvx+0.5*pos),2.9),.0)*4.6;
160
+
161
+ uvx = mix(uv,uvd,-.4);
162
+
163
+ float f5 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
164
+ float f52 = max(0.01-pow(length(uvx+0.2*pos),5.5),.0)*2.0;
165
+ float f53 = max(0.01-pow(length(uvx+0.1*pos),5.5),.0)*2.0;
166
+
167
+ uvx = mix(uv,uvd, 2.1);
168
+
169
+ float f6 = max(0.01-pow(length(uvx-0.3*pos),1.61),.0)*3.159;
170
+ float f62 = max(0.01-pow(length(uvx-0.325*pos),1.614),.0)*3.14;
171
+ float f63 = max(0.01-pow(length(uvx-0.389*pos),1.623),.0)*3.12;
172
+
173
+ vec3 c = vec3(glare(uv,pos, glareSize));
174
+
175
+ vec2 prot;
176
+
177
+ if(animated){
178
+ prot = rotateUV(uv - pos, (time * 0.1));
179
+ } else if(anamorphic){
180
+ prot = rotateUV(uv - pos, 1.570796);
181
+ } else {
182
+ prot = uv - pos;
183
+ }
184
+
185
+ c += drawflare(prot, (anamorphic ? flareSize * 10. : flareSize), 0.1, time, 1);
186
+
187
+ c.r+=f1+f2+f4+f5+f6; c.g+=f1+f22+f42+f52+f62; c.b+=f1+f23+f43+f53+f63;
188
+ c = c*1.3 * vec3(length(uvd)+.09);
189
+ c+=vec3(f0);
190
+
191
+ return c;
192
+ }
193
+
194
+ vec3 cc(vec3 color, float factor,float factor2)
195
+ {
196
+ float w = color.x+color.y+color.z;
197
+ return mix(color,vec3(w)*factor,w*factor2);
198
+ }
199
+
200
+ float rnd(vec2 p)
201
+ {
202
+ float f = fract(sin(dot(p, vec2(12.1234, 72.8392) )*45123.2));
203
+ return f;
204
+ }
205
+
206
+ float rnd(float w)
207
+ {
208
+ float f = fract(sin(w)*1000.);
209
+ return f;
210
+ }
211
+
212
+ float regShape(vec2 p, int N)
213
+ {
214
+ float f;
215
+
216
+ float a=atan(p.x,p.y)+.2;
217
+ float b=6.28319/float(N);
218
+ f=smoothstep(.5,.51, cos(floor(.5+a/b)*b-a)*length(p.xy)* 2.0 -ghostScale);
219
+
220
+ return f;
221
+ }
222
+
223
+ // Based on https://www.shadertoy.com/view/Xlc3D2
224
+ vec3 circle(vec2 p, float size, float decay, vec3 color, vec3 color2, float dist, vec2 position)
225
+ {
226
+ float l = length(p + position*(dist*2.))+size/2.;
227
+ float l2 = length(p + position*(dist*4.))+size/3.;
228
+
229
+ float c = max(0.01-pow(length(p + position*dist), size*ghostScale), 0.0)*10.;
230
+ float c1 = max(0.001-pow(l-0.3, 1./40.)+sin(l*20.), 0.0)*3.;
231
+ float c2 = max(0.09/pow(length(p-position*dist/.5)*1., .95), 0.0)/20.;
232
+ float s = max(0.02-pow(regShape(p*5. + position*dist*5. + decay, 6) , 1.), 0.0)*1.5;
233
+
234
+ color = cos(vec3(0.44, .24, .2)*16. + dist/8.)*0.5+.5;
235
+ vec3 f = c*color;
236
+ f += c1*color;
237
+ f += c2*color;
238
+ f += s*color;
239
+ return f;
240
+ }
241
+
242
+ vec4 getLensColor(float x){
243
+ return vec4(vec3(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(mix(vec3(0., 0., 0.),
244
+ vec3(0., 0., 0.), smoothstep(0.0, 0.063, x)),
245
+ vec3(0., 0., 0.), smoothstep(0.063, 0.125, x)),
246
+ vec3(0.0, 0., 0.), smoothstep(0.125, 0.188, x)),
247
+ vec3(0.188, 0.131, 0.116), smoothstep(0.188, 0.227, x)),
248
+ vec3(0.31, 0.204, 0.537), smoothstep(0.227, 0.251, x)),
249
+ vec3(0.192, 0.106, 0.286), smoothstep(0.251, 0.314, x)),
250
+ vec3(0.102, 0.008, 0.341), smoothstep(0.314, 0.392, x)),
251
+ vec3(0.086, 0.0, 0.141), smoothstep(0.392, 0.502, x)),
252
+ vec3(1.0, 0.31, 0.0), smoothstep(0.502, 0.604, x)),
253
+ vec3(.1, 0.1, 0.1), smoothstep(0.604, 0.643, x)),
254
+ vec3(1.0, 0.929, 0.0), smoothstep(0.643, 0.761, x)),
255
+ vec3(1.0, 0.086, 0.424), smoothstep(0.761, 0.847, x)),
256
+ vec3(1.0, 0.49, 0.0), smoothstep(0.847, 0.89, x)),
257
+ vec3(0.945, 0.275, 0.475), smoothstep(0.89, 0.941, x)),
258
+ vec3(0.251, 0.275, 0.796), smoothstep(0.941, 1.0, x))),
259
+ 1.0);
260
+ }
261
+
262
+ float dirtNoise(vec2 p){
263
+ vec2 f = fract(p);
264
+ f = (f * f) * (3.0 - (2.0 * f));
265
+ float n = dot(floor(p), vec2(1.0, 157.0));
266
+ vec4 a = fract(sin(vec4(n + 0.0, n + 1.0, n + 157.0, n + 158.0)) * 43758.5453123);
267
+ return mix(mix(a.x, a.y, f.x), mix(a.z, a.w, f.x), f.y);
268
+ }
269
+
270
+ float fbm(vec2 p){
271
+ const mat2 m = mat2(0.80, -0.60, 0.60, 0.80);
272
+ float f = 0.0;
273
+ f += 0.5000*dirtNoise(p); p = m*p*2.02;
274
+ f += 0.2500*dirtNoise(p); p = m*p*2.03;
275
+ f += 0.1250*dirtNoise(p); p = m*p*2.01;
276
+ f += 0.0625*dirtNoise(p);
277
+ return f/0.9375;
278
+ }
279
+
280
+ vec4 getLensStar(vec2 p){
281
+ vec2 pp = (p - vec2(0.5)) * 2.0;
282
+ float a = atan(pp.y, pp.x);
283
+ vec4 cp = vec4(sin(a * 1.0), length(pp), sin(a * 13.0), sin(a * 53.0));
284
+ float d = sin(clamp(pow(length(vec2(0.5) - p) * 0.5 + haloScale /2., 5.0), 0.0, 1.0) * 3.14159);
285
+ vec3 c = vec3(d) * vec3(fbm(cp.xy * 16.0) * fbm(cp.zw * 9.0) * max(max(max(max(0.5, sin(a * 1.0)), sin(a * 3.0) * 0.8), sin(a * 7.0) * 0.8), sin(a * 9.0) * 10.6));
286
+ c *= vec3(mix(2.0, (sin(length(pp.xy) * 256.0) * 0.5) + 0.5, sin((clamp((length(pp.xy) - 0.875) / 0.1, 0.0, 1.0) + 0.0) * 2.0 * 3.14159) * 1.5) + 0.5) * 0.3275;
287
+ return vec4(vec3(c * 1.0), d);
288
+ }
289
+
290
+ vec4 getLensDirt(vec2 p){
291
+ p.xy += vec2(fbm(p.yx * 3.0), fbm(p.yx * 2.0)) * 0.0825;
292
+ vec3 o = vec3(mix(0.125, 0.25, max(max(smoothstep(0.1, 0.0, length(p - vec2(0.25))),
293
+ smoothstep(0.4, 0.0, length(p - vec2(0.75)))),
294
+ smoothstep(0.8, 0.0, length(p - vec2(0.875, 0.125))))));
295
+ o += vec3(max(fbm(p * 1.0) - 0.5, 0.0)) * 0.5;
296
+ o += vec3(max(fbm(p * 2.0) - 0.5, 0.0)) * 0.5;
297
+ o += vec3(max(fbm(p * 4.0) - 0.5, 0.0)) * 0.25;
298
+ o += vec3(max(fbm(p * 8.0) - 0.75, 0.0)) * 1.0;
299
+ o += vec3(max(fbm(p * 16.0) - 0.75, 0.0)) * 0.75;
300
+ o += vec3(max(fbm(p * 64.0) - 0.75, 0.0)) * 0.5;
301
+ return vec4(clamp(o, vec3(0.15), vec3(1.0)), 1.0);
302
+ }
303
+
304
+ vec4 textureLimited(sampler2D tex, vec2 texCoord){
305
+ if(((texCoord.x < 0.) || (texCoord.y < 0.)) || ((texCoord.x > 1.) || (texCoord.y > 1.))){
306
+ return vec4(0.0);
307
+ }else{
308
+ return texture(tex, texCoord);
309
+ }
310
+ }
311
+
312
+ vec4 textureDistorted(sampler2D tex, vec2 texCoord, vec2 direction, vec3 distortion) {
313
+ return vec4(textureLimited(tex, (texCoord + (direction * distortion.r))).r,
314
+ textureLimited(tex, (texCoord + (direction * distortion.g))).g,
315
+ textureLimited(tex, (texCoord + (direction * distortion.b))).b,
316
+ 1.0);
317
+ }
318
+
319
+ // Based on https://www.shadertoy.com/view/4sK3W3
320
+ vec4 getStartBurst(){
321
+ vec2 aspectTexCoord = vec2(1.0) - (((vTexCoord - vec2(0.5)) * vec2(1.0)) + vec2(0.5));
322
+ vec2 texCoord = vec2(1.0) - vTexCoord;
323
+ vec2 ghostVec = (vec2(0.5) - texCoord) * 0.3 - lensPosition;
324
+ vec2 ghostVecAspectNormalized = normalize(ghostVec * vec2(1.0)) * vec2(1.0);
325
+ vec2 haloVec = normalize(ghostVec) * 0.6;
326
+ vec2 haloVecAspectNormalized = ghostVecAspectNormalized * 0.6;
327
+ vec2 texelSize = vec2(1.0) / vec2(screenRes.xy);
328
+ vec3 distortion = vec3(-(texelSize.x * 1.5), 0.2, texelSize.x * 1.5);
329
+ vec4 c = vec4(0.0);
330
+ for (int i = 0; i < 8; i++) {
331
+ vec2 offset = texCoord + (ghostVec * float(i));
332
+ c += textureDistorted(lensDirtTexture, offset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - offset) / length(vec2(0.5)))), 10.0);
333
+ }
334
+ vec2 haloOffset = texCoord + haloVecAspectNormalized;
335
+ return (c * getLensColor((length(vec2(0.5) - aspectTexCoord) / length(vec2(haloScale))))) +
336
+ (textureDistorted(lensDirtTexture, haloOffset, ghostVecAspectNormalized, distortion) * pow(max(0.0, 1.0 - (length(vec2(0.5) - haloOffset) / length(vec2(0.5)))), 10.0));
337
+ }
338
+
339
+ void mainImage(vec4 inputColor, vec2 uv, out vec4 outputColor)
340
+ {
341
+ vec2 myUV = uv -0.5;
342
+ myUV.y *= screenRes.y/screenRes.x;
343
+ vec2 finalLensPosition = lensPosition * 0.5;
344
+ finalLensPosition.y *= screenRes.y/screenRes.x;
345
+
346
+ //First Lens flare pass
347
+ vec3 finalColor = LensFlare(myUV, finalLensPosition) * 20.0 * colorGain / 256.;
348
+
349
+ //Aditional streaks
350
+ if(aditionalStreaks){
351
+ vec3 circColor = vec3(0.9, 0.2, 0.1);
352
+ vec3 circColor2 = vec3(0.3, 0.1, 0.9);
353
+
354
+ for(float i=0.;i<10.;i++){
355
+ finalColor += circle(myUV, pow(rnd(i*2000.)*2.8, .1)+1.41, 0.0, circColor+i , circColor2+i, rnd(i*20.)*3.+0.2-.5, lensPosition);
356
+ }
357
+ }
358
+
359
+ //Alternative ghosts
360
+ if(secondaryGhosts){
361
+ vec3 altGhosts = vec3(0);
362
+ altGhosts += renderhex(myUV, -lensPosition*0.25, ghostScale * 1.4, vec3(0.25,0.35,0));
363
+ altGhosts += renderhex(myUV, lensPosition*0.25, ghostScale * 0.5, vec3(1,0.5,0.5));
364
+ altGhosts += renderhex(myUV, lensPosition*0.1, ghostScale * 1.6, vec3(1,1,1));
365
+ altGhosts += renderhex(myUV, lensPosition*1.8, ghostScale * 2.0, vec3(0,0.5,0.75));
366
+ altGhosts += renderhex(myUV, lensPosition*1.25, ghostScale * 0.8, vec3(1,1,0.5));
367
+ altGhosts += renderhex(myUV, -lensPosition*1.25, ghostScale * 5.0, vec3(0.5,0.5,0.25));
368
+
369
+ //Circular ghosts
370
+ altGhosts += fpow(1.0 - abs(distance(lensPosition*0.8,myUV) - 0.7),0.985)*colorGain / 2100.;
371
+ finalColor += altGhosts;
372
+ }
373
+
374
+
375
+ //Starburst
376
+ if(starBurst){
377
+ vTexCoord = myUV + 0.5;
378
+ vec4 lensMod = getLensDirt(myUV);
379
+ float tooBright = 1.0 - (clamp(0.5, 0.0, 0.5) * 2.0);
380
+ float tooDark = clamp(0.5 - 0.5, 0.0, 0.5) * 2.0;
381
+ lensMod += mix(lensMod, pow(lensMod * 2.0, vec4(2.0)) * 0.5, tooBright);
382
+ float lensStarRotationAngle = ((myUV.x + myUV.y)) * (1.0 / 6.0);
383
+ vec2 lensStarTexCoord = (mat2(cos(lensStarRotationAngle), -sin(lensStarRotationAngle), sin(lensStarRotationAngle), cos(lensStarRotationAngle)) * vTexCoord);
384
+ lensMod += getLensStar(lensStarTexCoord) * 2.;
385
+
386
+ finalColor += clamp((lensMod.rgb * getStartBurst().rgb ), 0.01, 1.0);
387
+ }
388
+
389
+ //Final composed output
390
+ if(enabled){
391
+ outputColor = vec4(mix(finalColor, vec3(.0), opacity) + inputColor.rgb, inputColor.a);
392
+ } else {
393
+ outputColor = vec4(inputColor);
394
+ }
395
+ }
396
+ `
56
397
  )
57
398
  };
58
399
  class LensFlareEffect extends Effect {
59
400
  constructor({
60
- blendFunction = BlendFunction.NORMAL,
61
- enabled = true,
62
- glareSize = 0.2,
63
- lensPosition = [0.01, 0.01],
64
- iResolution = [0, 0],
65
- starPoints = 6,
66
- flareSize = 0.01,
67
- flareSpeed = 0.01,
68
- flareShape = 0.01,
69
- animated = true,
70
- anamorphic = false,
71
- colorGain = new THREE.Color(20, 20, 20),
72
- lensDirtTexture = null,
73
- haloScale = 0.5,
74
- secondaryGhosts = true,
75
- aditionalStreaks = true,
76
- ghostScale = 0,
77
- opacity = 1,
78
- starBurst = false
79
- } = {}) {
401
+ blendFunction,
402
+ enabled,
403
+ glareSize,
404
+ lensPosition,
405
+ screenRes,
406
+ starPoints,
407
+ flareSize,
408
+ flareSpeed,
409
+ flareShape,
410
+ animated,
411
+ anamorphic,
412
+ colorGain,
413
+ lensDirtTexture,
414
+ haloScale,
415
+ secondaryGhosts,
416
+ aditionalStreaks,
417
+ ghostScale,
418
+ opacity,
419
+ starBurst
420
+ }) {
80
421
  super("LensFlareEffect", LensFlareShader.fragmentShader, {
81
422
  blendFunction,
82
423
  uniforms: /* @__PURE__ */ new Map([
83
424
  ["enabled", new THREE.Uniform(enabled)],
84
425
  ["glareSize", new THREE.Uniform(glareSize)],
85
426
  ["lensPosition", new THREE.Uniform(lensPosition)],
86
- ["iTime", new THREE.Uniform(0)],
87
- ["iResolution", new THREE.Uniform(iResolution)],
427
+ ["time", new THREE.Uniform(0)],
428
+ ["screenRes", new THREE.Uniform(screenRes)],
88
429
  ["starPoints", new THREE.Uniform(starPoints)],
89
430
  ["flareSize", new THREE.Uniform(flareSize)],
90
431
  ["flareSpeed", new THREE.Uniform(flareSpeed)],
@@ -103,68 +444,111 @@ class LensFlareEffect extends Effect {
103
444
  });
104
445
  }
105
446
  update(_renderer, _inputBuffer, deltaTime) {
106
- const iTime = this.uniforms.get("iTime");
107
- if (iTime) {
108
- iTime.value += deltaTime;
447
+ const time = this.uniforms.get("time");
448
+ if (time) {
449
+ time.value += deltaTime;
109
450
  }
110
451
  }
111
452
  }
112
- const LensFlare = forwardRef(
113
- ({ position = new THREE.Vector3(-25, 6, -60), followMouse = false, smoothTime = 0.07, ...props }, ref) => {
114
- const viewport = useThree(({ viewport: viewport2 }) => viewport2);
115
- const raycaster = useThree(({ raycaster: raycaster2 }) => raycaster2);
116
- const pointer = useThree(({ pointer: pointer2 }) => pointer2);
117
- const { scene, camera } = useContext(EffectComposerContext);
118
- const [projectedPosition] = useState(() => new THREE.Vector3());
119
- const [mouse2d] = useState(() => new THREE.Vector2());
120
- const effect = useMemo(() => new LensFlareEffect(props), [props]);
121
- useFrame((_, delta) => {
122
- var _a, _b, _c;
123
- const uLensPosition = effect.uniforms.get("lensPosition");
124
- const uOpacity = effect.uniforms.get("opacity");
125
- if (!uLensPosition || !uOpacity)
126
- return;
127
- let target = 1;
128
- if (followMouse) {
129
- uLensPosition.value.x = pointer.x;
130
- uLensPosition.value.y = pointer.y;
453
+ const LensFlareWrapped = /* @__PURE__ */ wrapEffect(LensFlareEffect);
454
+ const LensFlare = ({
455
+ smoothTime = 0.07,
456
+ //
457
+ blendFunction = BlendFunction.NORMAL,
458
+ enabled = true,
459
+ glareSize = 0.2,
460
+ lensPosition = new THREE.Vector3(-25, 6, -60),
461
+ screenRes = new THREE.Vector2(0, 0),
462
+ starPoints = 6,
463
+ flareSize = 0.01,
464
+ flareSpeed = 0.01,
465
+ flareShape = 0.01,
466
+ animated = true,
467
+ anamorphic = false,
468
+ colorGain = new THREE.Color(20, 20, 20),
469
+ lensDirtTexture = null,
470
+ haloScale = 0.5,
471
+ secondaryGhosts = true,
472
+ aditionalStreaks = true,
473
+ ghostScale = 0,
474
+ opacity = 1,
475
+ starBurst = false
476
+ }) => {
477
+ const viewport = useThree(({ viewport: viewport2 }) => viewport2);
478
+ const raycaster = useThree(({ raycaster: raycaster2 }) => raycaster2);
479
+ const { scene, camera } = useContext(EffectComposerContext);
480
+ const [raycasterPos] = useState(() => new THREE.Vector2());
481
+ const [projectedPosition] = useState(() => new THREE.Vector3());
482
+ const ref = useRef(null);
483
+ useFrame((_, delta) => {
484
+ var _a, _b, _c;
485
+ if (!(ref == null ? void 0 : ref.current))
486
+ return;
487
+ const uLensPosition = ref.current.uniforms.get("lensPosition");
488
+ const uOpacity = ref.current.uniforms.get("opacity");
489
+ if (!uLensPosition || !uOpacity)
490
+ return;
491
+ let target = 1;
492
+ projectedPosition.copy(lensPosition).project(camera);
493
+ if (projectedPosition.z > 1)
494
+ return;
495
+ uLensPosition.value.x = projectedPosition.x;
496
+ uLensPosition.value.y = projectedPosition.y;
497
+ raycasterPos.x = projectedPosition.x;
498
+ raycasterPos.y = projectedPosition.y;
499
+ raycaster.setFromCamera(raycasterPos, camera);
500
+ const intersects = raycaster.intersectObjects(scene.children, true);
501
+ const { object } = intersects[0] || {};
502
+ if (object) {
503
+ if (((_a = object.userData) == null ? void 0 : _a.lensflare) === "no-occlusion") {
131
504
  target = 0;
132
- } else {
133
- projectedPosition.copy(position).project(camera);
134
- if (projectedPosition.z > 1)
135
- return;
136
- uLensPosition.value.x = projectedPosition.x;
137
- uLensPosition.value.y = projectedPosition.y;
138
- mouse2d.set(projectedPosition.x, projectedPosition.y);
139
- raycaster.setFromCamera(mouse2d, camera);
140
- const intersects = raycaster.intersectObjects(scene.children, true);
141
- const { object } = intersects[0];
142
- if (object) {
143
- if (((_a = object.userData) == null ? void 0 : _a.lensflare) === "no-occlusion") {
144
- target = 0;
145
- } else if (object instanceof THREE.Mesh) {
146
- if (((_c = (_b = object.material.uniforms) == null ? void 0 : _b._transmission) == null ? void 0 : _c.value) > 0.2) {
147
- target = 0.2;
148
- } else if (object.material._transmission && object.material._transmission > 0.2) {
149
- target = 0.2;
150
- } else if (object.material.transparent) {
151
- target = object.material.opacity;
152
- }
153
- }
505
+ } else if (object instanceof THREE.Mesh) {
506
+ if (((_c = (_b = object.material.uniforms) == null ? void 0 : _b._transmission) == null ? void 0 : _c.value) > 0.2) {
507
+ target = 0.2;
508
+ } else if (object.material._transmission && object.material._transmission > 0.2) {
509
+ target = 0.2;
510
+ } else if (object.material.transparent) {
511
+ target = object.material.opacity;
154
512
  }
155
513
  }
156
- easing.damp(uOpacity, "value", target, smoothTime, delta);
157
- });
158
- useEffect(() => {
159
- const iResolution = effect.uniforms.get("iResolution");
160
- if (iResolution) {
161
- iResolution.value.x = viewport.width;
162
- iResolution.value.y = viewport.height;
163
- }
164
- }, [effect, viewport]);
165
- return /* @__PURE__ */ jsx("primitive", { ref, object: effect, dispose: null });
166
- }
167
- );
514
+ }
515
+ easing.damp(uOpacity, "value", target, smoothTime, delta);
516
+ });
517
+ useEffect(() => {
518
+ if (!(ref == null ? void 0 : ref.current))
519
+ return;
520
+ const screenRes2 = ref.current.uniforms.get("screenRes");
521
+ if (screenRes2) {
522
+ screenRes2.value.x = viewport.width;
523
+ screenRes2.value.y = viewport.height;
524
+ }
525
+ }, [viewport]);
526
+ return /* @__PURE__ */ jsx(
527
+ LensFlareWrapped,
528
+ {
529
+ ref,
530
+ blendFunction,
531
+ enabled,
532
+ glareSize,
533
+ lensPosition,
534
+ screenRes,
535
+ starPoints,
536
+ flareSize,
537
+ flareSpeed,
538
+ flareShape,
539
+ animated,
540
+ anamorphic,
541
+ colorGain,
542
+ lensDirtTexture,
543
+ haloScale,
544
+ secondaryGhosts,
545
+ aditionalStreaks,
546
+ ghostScale,
547
+ opacity,
548
+ starBurst
549
+ }
550
+ );
551
+ };
168
552
  export {
169
553
  LensFlare,
170
554
  LensFlareEffect