@react-three/postprocessing 3.0.2 → 3.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (45) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +81 -81
  3. package/dist/index.d.ts +1 -0
  4. package/dist/index.js +555 -0
  5. package/dist/index.js.map +1 -0
  6. package/package.json +66 -68
  7. package/src/EffectComposer.test.tsx +126 -126
  8. package/src/EffectComposer.tsx +200 -200
  9. package/src/Selection.tsx +46 -46
  10. package/src/effects/ASCII.tsx +135 -135
  11. package/src/effects/Autofocus.tsx +153 -153
  12. package/src/effects/Bloom.tsx +6 -6
  13. package/src/effects/BrightnessContrast.tsx +4 -4
  14. package/src/effects/ChromaticAberration.tsx +5 -5
  15. package/src/effects/ColorAverage.tsx +15 -15
  16. package/src/effects/ColorDepth.tsx +4 -4
  17. package/src/effects/Depth.tsx +4 -4
  18. package/src/effects/DepthOfField.tsx +89 -89
  19. package/src/effects/DotScreen.tsx +4 -4
  20. package/src/effects/FXAA.tsx +4 -4
  21. package/src/effects/Glitch.tsx +40 -40
  22. package/src/effects/GodRays.tsx +16 -16
  23. package/src/effects/Grid.tsx +21 -21
  24. package/src/effects/HueSaturation.tsx +4 -4
  25. package/src/effects/LUT.tsx +26 -26
  26. package/src/effects/LensFlare.tsx +611 -611
  27. package/src/effects/N8AO.tsx +81 -81
  28. package/src/effects/Noise.tsx +4 -4
  29. package/src/effects/Outline.tsx +117 -117
  30. package/src/effects/Pixelation.tsx +15 -15
  31. package/src/effects/Ramp.tsx +150 -150
  32. package/src/effects/SMAA.tsx +4 -4
  33. package/src/effects/SSAO.tsx +41 -41
  34. package/src/effects/ScanlineEffect.tsx +7 -7
  35. package/src/effects/SelectiveBloom.tsx +126 -126
  36. package/src/effects/Sepia.tsx +4 -4
  37. package/src/effects/ShockWave.tsx +4 -4
  38. package/src/effects/Texture.tsx +23 -23
  39. package/src/effects/TiltShift.tsx +4 -4
  40. package/src/effects/TiltShift2.tsx +90 -90
  41. package/src/effects/ToneMapping.tsx +6 -6
  42. package/src/effects/Vignette.tsx +4 -4
  43. package/src/effects/Water.tsx +35 -35
  44. package/src/index.ts +40 -40
  45. package/src/util.tsx +55 -55
@@ -1,135 +1,135 @@
1
- // From: https://github.com/emilwidlund/ASCII
2
- // https://twitter.com/emilwidlund/status/1652386482420609024
3
-
4
- import { forwardRef, useMemo } from 'react'
5
- import { CanvasTexture, Color, NearestFilter, RepeatWrapping, Texture, Uniform } from 'three'
6
- import { Effect } from 'postprocessing'
7
-
8
- const fragment = `
9
- uniform sampler2D uCharacters;
10
- uniform float uCharactersCount;
11
- uniform float uCellSize;
12
- uniform bool uInvert;
13
- uniform vec3 uColor;
14
-
15
- const vec2 SIZE = vec2(16.);
16
-
17
- vec3 greyscale(vec3 color, float strength) {
18
- float g = dot(color, vec3(0.299, 0.587, 0.114));
19
- return mix(color, vec3(g), strength);
20
- }
21
-
22
- vec3 greyscale(vec3 color) {
23
- return greyscale(color, 1.0);
24
- }
25
-
26
- void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
27
- vec2 cell = resolution / uCellSize;
28
- vec2 grid = 1.0 / cell;
29
- vec2 pixelizedUV = grid * (0.5 + floor(uv / grid));
30
- vec4 pixelized = texture2D(inputBuffer, pixelizedUV);
31
- float greyscaled = greyscale(pixelized.rgb).r;
32
-
33
- if (uInvert) {
34
- greyscaled = 1.0 - greyscaled;
35
- }
36
-
37
- float characterIndex = floor((uCharactersCount - 1.0) * greyscaled);
38
- vec2 characterPosition = vec2(mod(characterIndex, SIZE.x), floor(characterIndex / SIZE.y));
39
- vec2 offset = vec2(characterPosition.x, -characterPosition.y) / SIZE;
40
- vec2 charUV = mod(uv * (cell / SIZE), 1.0 / SIZE) - vec2(0., 1.0 / SIZE) + offset;
41
- vec4 asciiCharacter = texture2D(uCharacters, charUV);
42
-
43
- asciiCharacter.rgb = uColor * asciiCharacter.r;
44
- asciiCharacter.a = pixelized.a;
45
- outputColor = asciiCharacter;
46
- }
47
- `
48
-
49
- interface IASCIIEffectProps {
50
- font?: string
51
- characters?: string
52
- fontSize?: number
53
- cellSize?: number
54
- color?: string
55
- invert?: boolean
56
- }
57
-
58
- class ASCIIEffect extends Effect {
59
- constructor({
60
- font = 'arial',
61
- characters = ` .:,'-^=*+?!|0#X%WM@`,
62
- fontSize = 54,
63
- cellSize = 16,
64
- color = '#ffffff',
65
- invert = false,
66
- }: IASCIIEffectProps = {}) {
67
- const uniforms = new Map<string, Uniform>([
68
- ['uCharacters', new Uniform(new Texture())],
69
- ['uCellSize', new Uniform(cellSize)],
70
- ['uCharactersCount', new Uniform(characters.length)],
71
- ['uColor', new Uniform(new Color(color))],
72
- ['uInvert', new Uniform(invert)],
73
- ])
74
-
75
- super('ASCIIEffect', fragment, { uniforms })
76
-
77
- const charactersTextureUniform = this.uniforms.get('uCharacters')
78
-
79
- if (charactersTextureUniform) {
80
- charactersTextureUniform.value = this.createCharactersTexture(characters, font, fontSize)
81
- }
82
- }
83
-
84
- /** Draws the characters on a Canvas and returns a texture */
85
- public createCharactersTexture(characters: string, font: string, fontSize: number): Texture {
86
- const canvas = document.createElement('canvas')
87
- const SIZE = 1024
88
- const MAX_PER_ROW = 16
89
- const CELL = SIZE / MAX_PER_ROW
90
-
91
- canvas.width = canvas.height = SIZE
92
- const texture = new CanvasTexture(canvas, undefined, RepeatWrapping, RepeatWrapping, NearestFilter, NearestFilter)
93
- const context = canvas.getContext('2d')
94
-
95
- if (!context) {
96
- throw new Error('Context not available')
97
- }
98
-
99
- context.clearRect(0, 0, SIZE, SIZE)
100
- context.font = `${fontSize}px ${font}`
101
- context.textAlign = 'center'
102
- context.textBaseline = 'middle'
103
- context.fillStyle = '#fff'
104
-
105
- for (let i = 0; i < characters.length; i++) {
106
- const char = characters[i]
107
- const x = i % MAX_PER_ROW
108
- const y = Math.floor(i / MAX_PER_ROW)
109
- context.fillText(char, x * CELL + CELL / 2, y * CELL + CELL / 2)
110
- }
111
-
112
- texture.needsUpdate = true
113
- return texture
114
- }
115
- }
116
-
117
- export const ASCII = /* @__PURE__ */ forwardRef<ASCIIEffect, IASCIIEffectProps>(
118
- (
119
- {
120
- font = 'arial',
121
- characters = ` .:,'-^=*+?!|0#X%WM@`,
122
- fontSize = 54,
123
- cellSize = 16,
124
- color = '#ffffff',
125
- invert = false,
126
- },
127
- fref
128
- ) => {
129
- const effect = useMemo(
130
- () => new ASCIIEffect({ characters, font, fontSize, cellSize, color, invert }),
131
- [characters, fontSize, cellSize, color, invert, font]
132
- )
133
- return <primitive ref={fref} object={effect} />
134
- }
135
- )
1
+ // From: https://github.com/emilwidlund/ASCII
2
+ // https://twitter.com/emilwidlund/status/1652386482420609024
3
+
4
+ import { forwardRef, useMemo } from 'react'
5
+ import { CanvasTexture, Color, NearestFilter, RepeatWrapping, Texture, Uniform } from 'three'
6
+ import { Effect } from 'postprocessing'
7
+
8
+ const fragment = `
9
+ uniform sampler2D uCharacters;
10
+ uniform float uCharactersCount;
11
+ uniform float uCellSize;
12
+ uniform bool uInvert;
13
+ uniform vec3 uColor;
14
+
15
+ const vec2 SIZE = vec2(16.);
16
+
17
+ vec3 greyscale(vec3 color, float strength) {
18
+ float g = dot(color, vec3(0.299, 0.587, 0.114));
19
+ return mix(color, vec3(g), strength);
20
+ }
21
+
22
+ vec3 greyscale(vec3 color) {
23
+ return greyscale(color, 1.0);
24
+ }
25
+
26
+ void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
27
+ vec2 cell = resolution / uCellSize;
28
+ vec2 grid = 1.0 / cell;
29
+ vec2 pixelizedUV = grid * (0.5 + floor(uv / grid));
30
+ vec4 pixelized = texture2D(inputBuffer, pixelizedUV);
31
+ float greyscaled = greyscale(pixelized.rgb).r;
32
+
33
+ if (uInvert) {
34
+ greyscaled = 1.0 - greyscaled;
35
+ }
36
+
37
+ float characterIndex = floor((uCharactersCount - 1.0) * greyscaled);
38
+ vec2 characterPosition = vec2(mod(characterIndex, SIZE.x), floor(characterIndex / SIZE.y));
39
+ vec2 offset = vec2(characterPosition.x, -characterPosition.y) / SIZE;
40
+ vec2 charUV = mod(uv * (cell / SIZE), 1.0 / SIZE) - vec2(0., 1.0 / SIZE) + offset;
41
+ vec4 asciiCharacter = texture2D(uCharacters, charUV);
42
+
43
+ asciiCharacter.rgb = uColor * asciiCharacter.r;
44
+ asciiCharacter.a = pixelized.a;
45
+ outputColor = asciiCharacter;
46
+ }
47
+ `
48
+
49
+ interface IASCIIEffectProps {
50
+ font?: string
51
+ characters?: string
52
+ fontSize?: number
53
+ cellSize?: number
54
+ color?: string
55
+ invert?: boolean
56
+ }
57
+
58
+ class ASCIIEffect extends Effect {
59
+ constructor({
60
+ font = 'arial',
61
+ characters = ` .:,'-^=*+?!|0#X%WM@`,
62
+ fontSize = 54,
63
+ cellSize = 16,
64
+ color = '#ffffff',
65
+ invert = false,
66
+ }: IASCIIEffectProps = {}) {
67
+ const uniforms = new Map<string, Uniform>([
68
+ ['uCharacters', new Uniform(new Texture())],
69
+ ['uCellSize', new Uniform(cellSize)],
70
+ ['uCharactersCount', new Uniform(characters.length)],
71
+ ['uColor', new Uniform(new Color(color))],
72
+ ['uInvert', new Uniform(invert)],
73
+ ])
74
+
75
+ super('ASCIIEffect', fragment, { uniforms })
76
+
77
+ const charactersTextureUniform = this.uniforms.get('uCharacters')
78
+
79
+ if (charactersTextureUniform) {
80
+ charactersTextureUniform.value = this.createCharactersTexture(characters, font, fontSize)
81
+ }
82
+ }
83
+
84
+ /** Draws the characters on a Canvas and returns a texture */
85
+ public createCharactersTexture(characters: string, font: string, fontSize: number): Texture {
86
+ const canvas = document.createElement('canvas')
87
+ const SIZE = 1024
88
+ const MAX_PER_ROW = 16
89
+ const CELL = SIZE / MAX_PER_ROW
90
+
91
+ canvas.width = canvas.height = SIZE
92
+ const texture = new CanvasTexture(canvas, undefined, RepeatWrapping, RepeatWrapping, NearestFilter, NearestFilter)
93
+ const context = canvas.getContext('2d')
94
+
95
+ if (!context) {
96
+ throw new Error('Context not available')
97
+ }
98
+
99
+ context.clearRect(0, 0, SIZE, SIZE)
100
+ context.font = `${fontSize}px ${font}`
101
+ context.textAlign = 'center'
102
+ context.textBaseline = 'middle'
103
+ context.fillStyle = '#fff'
104
+
105
+ for (let i = 0; i < characters.length; i++) {
106
+ const char = characters[i]
107
+ const x = i % MAX_PER_ROW
108
+ const y = Math.floor(i / MAX_PER_ROW)
109
+ context.fillText(char, x * CELL + CELL / 2, y * CELL + CELL / 2)
110
+ }
111
+
112
+ texture.needsUpdate = true
113
+ return texture
114
+ }
115
+ }
116
+
117
+ export const ASCII = /* @__PURE__ */ forwardRef<ASCIIEffect, IASCIIEffectProps>(
118
+ (
119
+ {
120
+ font = 'arial',
121
+ characters = ` .:,'-^=*+?!|0#X%WM@`,
122
+ fontSize = 54,
123
+ cellSize = 16,
124
+ color = '#ffffff',
125
+ invert = false,
126
+ },
127
+ fref
128
+ ) => {
129
+ const effect = useMemo(
130
+ () => new ASCIIEffect({ characters, font, fontSize, cellSize, color, invert }),
131
+ [characters, fontSize, cellSize, color, invert, font]
132
+ )
133
+ return <primitive ref={fref} object={effect} />
134
+ }
135
+ )
@@ -1,153 +1,153 @@
1
- import * as THREE from 'three'
2
- import React, {
3
- useRef,
4
- useContext,
5
- useState,
6
- useEffect,
7
- useCallback,
8
- forwardRef,
9
- useImperativeHandle,
10
- RefObject,
11
- useMemo,
12
- } from 'react'
13
- import { useThree, useFrame, createPortal, type Vector3 } from '@react-three/fiber'
14
- import { CopyPass, DepthPickingPass, DepthOfFieldEffect } from 'postprocessing'
15
- import { easing } from 'maath'
16
-
17
- import { DepthOfField } from './DepthOfField'
18
- import { EffectComposerContext } from '../EffectComposer'
19
-
20
- export type AutofocusProps = React.ComponentProps<typeof DepthOfField> & {
21
- target?: Vector3
22
- /** should the target follow the pointer */
23
- mouse?: boolean
24
- /** size of the debug green point */
25
- debug?: number
26
- /** manual update */
27
- manual?: boolean
28
- /** approximate time to reach the target */
29
- smoothTime?: number
30
- }
31
-
32
- export type AutofocusApi = {
33
- dofRef: RefObject<DepthOfFieldEffect | null>
34
- hitpoint: THREE.Vector3
35
- update: (delta: number, updateTarget: boolean) => void
36
- }
37
-
38
- export const Autofocus = /* @__PURE__ */ forwardRef<AutofocusApi, AutofocusProps>(
39
- (
40
- { target = undefined, mouse: followMouse = false, debug = undefined, manual = false, smoothTime = 0.25, ...props },
41
- fref
42
- ) => {
43
- const dofRef = useRef<DepthOfFieldEffect>(null)
44
- const hitpointRef = useRef<THREE.Mesh>(null)
45
- const targetRef = useRef<THREE.Mesh>(null)
46
-
47
- const scene = useThree(({ scene }) => scene)
48
- const pointer = useThree(({ pointer }) => pointer)
49
- const { composer, camera } = useContext(EffectComposerContext)
50
-
51
- // see: https://codesandbox.io/s/depthpickingpass-x130hg
52
- const [depthPickingPass] = useState(() => new DepthPickingPass())
53
- const [copyPass] = useState(() => new CopyPass())
54
- useEffect(() => {
55
- composer.addPass(depthPickingPass)
56
- composer.addPass(copyPass)
57
- return () => {
58
- composer.removePass(depthPickingPass)
59
- composer.removePass(copyPass)
60
- }
61
- }, [composer, depthPickingPass, copyPass])
62
-
63
- useEffect(() => {
64
- return () => {
65
- depthPickingPass.dispose()
66
- copyPass.dispose()
67
- }
68
- }, [depthPickingPass, copyPass])
69
-
70
- const [hitpoint] = useState(() => new THREE.Vector3(0, 0, 0))
71
-
72
- const [ndc] = useState(() => new THREE.Vector3(0, 0, 0))
73
- const getHit = useCallback(
74
- async (x: number, y: number) => {
75
- ndc.x = x
76
- ndc.y = y
77
- ndc.z = await depthPickingPass.readDepth(ndc)
78
- ndc.z = ndc.z * 2.0 - 1.0
79
- const hit = 1 - ndc.z > 0.0000001 // it is missed if ndc.z is close to 1
80
- return hit ? ndc.unproject(camera) : false
81
- },
82
- [ndc, depthPickingPass, camera]
83
- )
84
-
85
- const update = useCallback(
86
- async (delta: number, updateTarget = true) => {
87
- // Update hitpoint
88
- if (target) {
89
- hitpoint.set(...(target as [number, number, number]))
90
- } else {
91
- const { x, y } = followMouse ? pointer : { x: 0, y: 0 }
92
- const hit = await getHit(x, y)
93
- if (hit) hitpoint.copy(hit)
94
- }
95
-
96
- // Update target
97
- if (updateTarget && dofRef.current?.target) {
98
- if (smoothTime > 0 && delta > 0) {
99
- easing.damp3(dofRef.current.target, hitpoint, smoothTime, delta)
100
- } else {
101
- dofRef.current.target.copy(hitpoint)
102
- }
103
- }
104
- },
105
- [target, hitpoint, followMouse, getHit, smoothTime, pointer]
106
- )
107
-
108
- useFrame(async (_, delta) => {
109
- if (!manual) {
110
- update(delta)
111
- }
112
- if (hitpointRef.current) {
113
- hitpointRef.current.position.copy(hitpoint)
114
- }
115
- if (targetRef.current && dofRef.current?.target) {
116
- targetRef.current.position.copy(dofRef.current.target)
117
- }
118
- })
119
-
120
- // Ref API
121
- const api = useMemo<AutofocusApi>(
122
- () => ({
123
- dofRef,
124
- hitpoint,
125
- update,
126
- }),
127
- [hitpoint, update]
128
- )
129
- useImperativeHandle(fref, () => api, [api])
130
-
131
- return (
132
- <>
133
- {debug
134
- ? createPortal(
135
- <>
136
- <mesh ref={hitpointRef}>
137
- <sphereGeometry args={[debug, 16, 16]} />
138
- <meshBasicMaterial color="#00ff00" opacity={1} transparent depthWrite={false} />
139
- </mesh>
140
- <mesh ref={targetRef}>
141
- <sphereGeometry args={[debug / 2, 16, 16]} />
142
- <meshBasicMaterial color="#00ff00" opacity={0.5} transparent depthWrite={false} />
143
- </mesh>
144
- </>,
145
- scene
146
- )
147
- : null}
148
-
149
- <DepthOfField ref={dofRef} {...props} target={hitpoint} />
150
- </>
151
- )
152
- }
153
- )
1
+ import * as THREE from 'three'
2
+ import React, {
3
+ useRef,
4
+ useContext,
5
+ useState,
6
+ useEffect,
7
+ useCallback,
8
+ forwardRef,
9
+ useImperativeHandle,
10
+ RefObject,
11
+ useMemo,
12
+ } from 'react'
13
+ import { useThree, useFrame, createPortal, type Vector3 } from '@react-three/fiber'
14
+ import { CopyPass, DepthPickingPass, DepthOfFieldEffect } from 'postprocessing'
15
+ import { easing } from 'maath'
16
+
17
+ import { DepthOfField } from './DepthOfField'
18
+ import { EffectComposerContext } from '../EffectComposer'
19
+
20
+ export type AutofocusProps = React.ComponentProps<typeof DepthOfField> & {
21
+ target?: Vector3
22
+ /** should the target follow the pointer */
23
+ mouse?: boolean
24
+ /** size of the debug green point */
25
+ debug?: number
26
+ /** manual update */
27
+ manual?: boolean
28
+ /** approximate time to reach the target */
29
+ smoothTime?: number
30
+ }
31
+
32
+ export type AutofocusApi = {
33
+ dofRef: RefObject<DepthOfFieldEffect | null>
34
+ hitpoint: THREE.Vector3
35
+ update: (delta: number, updateTarget: boolean) => void
36
+ }
37
+
38
+ export const Autofocus = /* @__PURE__ */ forwardRef<AutofocusApi, AutofocusProps>(
39
+ (
40
+ { target = undefined, mouse: followMouse = false, debug = undefined, manual = false, smoothTime = 0.25, ...props },
41
+ fref
42
+ ) => {
43
+ const dofRef = useRef<DepthOfFieldEffect>(null)
44
+ const hitpointRef = useRef<THREE.Mesh>(null)
45
+ const targetRef = useRef<THREE.Mesh>(null)
46
+
47
+ const scene = useThree(({ scene }) => scene)
48
+ const pointer = useThree(({ pointer }) => pointer)
49
+ const { composer, camera } = useContext(EffectComposerContext)
50
+
51
+ // see: https://codesandbox.io/s/depthpickingpass-x130hg
52
+ const [depthPickingPass] = useState(() => new DepthPickingPass())
53
+ const [copyPass] = useState(() => new CopyPass())
54
+ useEffect(() => {
55
+ composer.addPass(depthPickingPass)
56
+ composer.addPass(copyPass)
57
+ return () => {
58
+ composer.removePass(depthPickingPass)
59
+ composer.removePass(copyPass)
60
+ }
61
+ }, [composer, depthPickingPass, copyPass])
62
+
63
+ useEffect(() => {
64
+ return () => {
65
+ depthPickingPass.dispose()
66
+ copyPass.dispose()
67
+ }
68
+ }, [depthPickingPass, copyPass])
69
+
70
+ const [hitpoint] = useState(() => new THREE.Vector3(0, 0, 0))
71
+
72
+ const [ndc] = useState(() => new THREE.Vector3(0, 0, 0))
73
+ const getHit = useCallback(
74
+ async (x: number, y: number) => {
75
+ ndc.x = x
76
+ ndc.y = y
77
+ ndc.z = await depthPickingPass.readDepth(ndc)
78
+ ndc.z = ndc.z * 2.0 - 1.0
79
+ const hit = 1 - ndc.z > 0.0000001 // it is missed if ndc.z is close to 1
80
+ return hit ? ndc.unproject(camera) : false
81
+ },
82
+ [ndc, depthPickingPass, camera]
83
+ )
84
+
85
+ const update = useCallback(
86
+ async (delta: number, updateTarget = true) => {
87
+ // Update hitpoint
88
+ if (target) {
89
+ hitpoint.set(...(target as [number, number, number]))
90
+ } else {
91
+ const { x, y } = followMouse ? pointer : { x: 0, y: 0 }
92
+ const hit = await getHit(x, y)
93
+ if (hit) hitpoint.copy(hit)
94
+ }
95
+
96
+ // Update target
97
+ if (updateTarget && dofRef.current?.target) {
98
+ if (smoothTime > 0 && delta > 0) {
99
+ easing.damp3(dofRef.current.target, hitpoint, smoothTime, delta)
100
+ } else {
101
+ dofRef.current.target.copy(hitpoint)
102
+ }
103
+ }
104
+ },
105
+ [target, hitpoint, followMouse, getHit, smoothTime, pointer]
106
+ )
107
+
108
+ useFrame(async (_, delta) => {
109
+ if (!manual) {
110
+ update(delta)
111
+ }
112
+ if (hitpointRef.current) {
113
+ hitpointRef.current.position.copy(hitpoint)
114
+ }
115
+ if (targetRef.current && dofRef.current?.target) {
116
+ targetRef.current.position.copy(dofRef.current.target)
117
+ }
118
+ })
119
+
120
+ // Ref API
121
+ const api = useMemo<AutofocusApi>(
122
+ () => ({
123
+ dofRef,
124
+ hitpoint,
125
+ update,
126
+ }),
127
+ [hitpoint, update]
128
+ )
129
+ useImperativeHandle(fref, () => api, [api])
130
+
131
+ return (
132
+ <>
133
+ {debug
134
+ ? createPortal(
135
+ <>
136
+ <mesh ref={hitpointRef}>
137
+ <sphereGeometry args={[debug, 16, 16]} />
138
+ <meshBasicMaterial color="#00ff00" opacity={1} transparent depthWrite={false} />
139
+ </mesh>
140
+ <mesh ref={targetRef}>
141
+ <sphereGeometry args={[debug / 2, 16, 16]} />
142
+ <meshBasicMaterial color="#00ff00" opacity={0.5} transparent depthWrite={false} />
143
+ </mesh>
144
+ </>,
145
+ scene
146
+ )
147
+ : null}
148
+
149
+ <DepthOfField ref={dofRef} {...props} target={hitpoint} />
150
+ </>
151
+ )
152
+ }
153
+ )
@@ -1,6 +1,6 @@
1
- import { BloomEffect, BlendFunction } from 'postprocessing'
2
- import { wrapEffect } from '../util'
3
-
4
- export const Bloom = /* @__PURE__ */ wrapEffect(BloomEffect, {
5
- blendFunction: BlendFunction.ADD,
6
- })
1
+ import { BloomEffect, BlendFunction } from 'postprocessing'
2
+ import { wrapEffect } from '../util'
3
+
4
+ export const Bloom = /* @__PURE__ */ wrapEffect(BloomEffect, {
5
+ blendFunction: BlendFunction.ADD,
6
+ })
@@ -1,4 +1,4 @@
1
- import { BrightnessContrastEffect } from 'postprocessing'
2
- import { wrapEffect } from '../util'
3
-
4
- export const BrightnessContrast = /* @__PURE__ */ wrapEffect(BrightnessContrastEffect)
1
+ import { BrightnessContrastEffect } from 'postprocessing'
2
+ import { wrapEffect } from '../util'
3
+
4
+ export const BrightnessContrast = /* @__PURE__ */ wrapEffect(BrightnessContrastEffect)
@@ -1,5 +1,5 @@
1
- import { ChromaticAberrationEffect } from 'postprocessing'
2
- import { type EffectProps, wrapEffect } from '../util'
3
-
4
- export type ChromaticAberrationProps = EffectProps<typeof ChromaticAberrationEffect>
5
- export const ChromaticAberration = /* @__PURE__ */ wrapEffect(ChromaticAberrationEffect)
1
+ import { ChromaticAberrationEffect } from 'postprocessing'
2
+ import { type EffectProps, wrapEffect } from '../util'
3
+
4
+ export type ChromaticAberrationProps = EffectProps<typeof ChromaticAberrationEffect>
5
+ export const ChromaticAberration = /* @__PURE__ */ wrapEffect(ChromaticAberrationEffect)
@@ -1,15 +1,15 @@
1
- import { ColorAverageEffect, BlendFunction } from 'postprocessing'
2
- import React, { Ref, forwardRef, useMemo } from 'react'
3
-
4
- export type ColorAverageProps = Partial<{
5
- blendFunction: BlendFunction
6
- }>
7
-
8
- export const ColorAverage = /* @__PURE__ */ forwardRef<ColorAverageEffect, ColorAverageProps>(function ColorAverage(
9
- { blendFunction = BlendFunction.NORMAL }: ColorAverageProps,
10
- ref: Ref<ColorAverageEffect>
11
- ) {
12
- /** Because ColorAverage blendFunction is not an object but a number, we have to define a custom prop "blendFunction" */
13
- const effect = useMemo(() => new ColorAverageEffect(blendFunction), [blendFunction])
14
- return <primitive ref={ref} object={effect} dispose={null} />
15
- })
1
+ import { ColorAverageEffect, BlendFunction } from 'postprocessing'
2
+ import React, { Ref, forwardRef, useMemo } from 'react'
3
+
4
+ export type ColorAverageProps = Partial<{
5
+ blendFunction: BlendFunction
6
+ }>
7
+
8
+ export const ColorAverage = /* @__PURE__ */ forwardRef<ColorAverageEffect, ColorAverageProps>(function ColorAverage(
9
+ { blendFunction = BlendFunction.NORMAL }: ColorAverageProps,
10
+ ref: Ref<ColorAverageEffect>
11
+ ) {
12
+ /** Because ColorAverage blendFunction is not an object but a number, we have to define a custom prop "blendFunction" */
13
+ const effect = useMemo(() => new ColorAverageEffect(blendFunction), [blendFunction])
14
+ return <primitive ref={ref} object={effect} dispose={null} />
15
+ })
@@ -1,4 +1,4 @@
1
- import { ColorDepthEffect } from 'postprocessing'
2
- import { wrapEffect } from '../util'
3
-
4
- export const ColorDepth = /* @__PURE__ */ wrapEffect(ColorDepthEffect)
1
+ import { ColorDepthEffect } from 'postprocessing'
2
+ import { wrapEffect } from '../util'
3
+
4
+ export const ColorDepth = /* @__PURE__ */ wrapEffect(ColorDepthEffect)
@@ -1,4 +1,4 @@
1
- import { DepthEffect } from 'postprocessing'
2
- import { wrapEffect } from '../util'
3
-
4
- export const Depth = /* @__PURE__ */ wrapEffect(DepthEffect)
1
+ import { DepthEffect } from 'postprocessing'
2
+ import { wrapEffect } from '../util'
3
+
4
+ export const Depth = /* @__PURE__ */ wrapEffect(DepthEffect)