@roomle/web-sdk 3.10.0-alpha.2 → 3.10.0-alpha.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 (119) hide show
  1. package/lib/{BufferGeometry-Dxcf7n9V.mjs → BufferGeometry-Dj5loCTL.mjs} +2 -2
  2. package/lib/{BufferGeometry-Dxcf7n9V.mjs.map → BufferGeometry-Dj5loCTL.mjs.map} +1 -1
  3. package/lib/ConfiguratorKernel.wasm +0 -0
  4. package/lib/{GLTFExporter-kpv1e-Ks.mjs → GLTFExporter-CquK-kkI.mjs} +1 -1
  5. package/lib/{GLTFExporter-kpv1e-Ks.mjs.map → GLTFExporter-CquK-kkI.mjs.map} +1 -1
  6. package/lib/{GaussianBlurNode-CMVlBe39.mjs → GaussianBlurNode-CDYPio-x.mjs} +3 -3
  7. package/lib/{GaussianBlurNode-CMVlBe39.mjs.map → GaussianBlurNode-CDYPio-x.mjs.map} +1 -1
  8. package/lib/{Object3D-BZaiqQIE.mjs → Object3D-YXSPdGeJ.mjs} +1 -1
  9. package/lib/{Object3D-BZaiqQIE.mjs.map → Object3D-YXSPdGeJ.mjs.map} +1 -1
  10. package/lib/{PointLightHelper-fzRB58rC.mjs → PointLightHelper-g98giMRd.mjs} +4 -4
  11. package/lib/{PointLightHelper-fzRB58rC.mjs.map → PointLightHelper-g98giMRd.mjs.map} +1 -1
  12. package/lib/RoomleCore.wasm +0 -0
  13. package/lib/RoomleToolsCore.wasm +0 -0
  14. package/lib/{SpotLightHelper-D5UFwRPb.mjs → SpotLightHelper-xR8lCZau.mjs} +3 -3
  15. package/lib/{SpotLightHelper-D5UFwRPb.mjs.map → SpotLightHelper-xR8lCZau.mjs.map} +1 -1
  16. package/lib/{USDZExporter-Y0SSGr5_.mjs → USDZExporter-BMqBymZI.mjs} +2 -2
  17. package/lib/{USDZExporter-Y0SSGr5_.mjs.map → USDZExporter-BMqBymZI.mjs.map} +1 -1
  18. package/lib/{Vector4-BfZH1ecw.mjs → Vector4-CqzXUndP.mjs} +2 -2
  19. package/lib/{Vector4-BfZH1ecw.mjs.map → Vector4-CqzXUndP.mjs.map} +1 -1
  20. package/lib/{api-BXU3pZnX.mjs → api-BlFJIGaV.mjs} +2 -2
  21. package/lib/{api-BXU3pZnX.mjs.map → api-BlFJIGaV.mjs.map} +1 -1
  22. package/lib/{asset-loader.worker-C911tbNL.mjs → asset-loader.worker-CHyN7JB1.mjs} +1 -1
  23. package/lib/{asset-loader.worker-C911tbNL.mjs.map → asset-loader.worker-CHyN7JB1.mjs.map} +1 -1
  24. package/lib/{banana-for-scale-B_LIHI9q.mjs → banana-for-scale-Cs2s9dNp.mjs} +3 -3
  25. package/lib/{banana-for-scale-B_LIHI9q.mjs.map → banana-for-scale-Cs2s9dNp.mjs.map} +1 -1
  26. package/lib/{budgeteer.sw-D3VxiASa.mjs → budgeteer.sw-BCLEIWCW.mjs} +1 -1
  27. package/lib/budgeteer.sw-BCLEIWCW.mjs.map +1 -0
  28. package/lib/{common-utils-B9PC_rvS.mjs → common-utils-DMk5jc_R.mjs} +1 -1
  29. package/lib/{common-utils-B9PC_rvS.mjs.map → common-utils-DMk5jc_R.mjs.map} +1 -1
  30. package/lib/{component-dimensioning-5iIw1f_3.mjs → component-dimensioning-DcmDM6gV.mjs} +6 -6
  31. package/lib/{component-dimensioning-5iIw1f_3.mjs.map → component-dimensioning-DcmDM6gV.mjs.map} +1 -1
  32. package/lib/{component-raycast-helper-O27_buEg.mjs → component-raycast-helper-CXN2MHtG.mjs} +4 -4
  33. package/lib/{component-raycast-helper-O27_buEg.mjs.map → component-raycast-helper-CXN2MHtG.mjs.map} +1 -1
  34. package/lib/configurator-B8jcqVX9.mjs +2 -0
  35. package/lib/{configurator-BwxEIDv7.mjs → configurator-BkQ6h239.mjs} +4 -4
  36. package/lib/{configurator-BwxEIDv7.mjs.map → configurator-BkQ6h239.mjs.map} +1 -1
  37. package/lib/{continuous-drawing-helper-D25YPUle.mjs → continuous-drawing-helper-BlGATN0C.mjs} +2 -2
  38. package/lib/{continuous-drawing-helper-D25YPUle.mjs.map → continuous-drawing-helper-BlGATN0C.mjs.map} +1 -1
  39. package/lib/{dat.gui.module-CZ-DIWHM.mjs → dat.gui.module-BLjoST8r.mjs} +1 -1
  40. package/lib/{dat.gui.module-CZ-DIWHM.mjs.map → dat.gui.module-BLjoST8r.mjs.map} +1 -1
  41. package/lib/{decorate-C9r0zXzz.mjs → decorate-CTUwswpM.mjs} +1 -1
  42. package/lib/{decorate-C9r0zXzz.mjs.map → decorate-CTUwswpM.mjs.map} +1 -1
  43. package/lib/dimensioning-helper-BwBj5QDM.mjs +2 -0
  44. package/lib/{dimensioning-helper-d6JA4UMr.mjs → dimensioning-helper-DMop5qcu.mjs} +4 -4
  45. package/lib/{dimensioning-helper-d6JA4UMr.mjs.map → dimensioning-helper-DMop5qcu.mjs.map} +1 -1
  46. package/lib/dist-DGov-RNo.mjs +438 -0
  47. package/lib/dist-DGov-RNo.mjs.map +1 -0
  48. package/lib/{fflate.module-CBz7CLOg.mjs → fflate.module-n0Jozp8Z.mjs} +1 -1
  49. package/lib/{fflate.module-CBz7CLOg.mjs.map → fflate.module-n0Jozp8Z.mjs.map} +1 -1
  50. package/lib/{glb-viewer-C0Et5SO6.mjs → glb-viewer-D58flqDh.mjs} +6 -6
  51. package/lib/{glb-viewer-C0Et5SO6.mjs.map → glb-viewer-D58flqDh.mjs.map} +1 -1
  52. package/lib/glb-viewer-Dg3F2Tz1.mjs +2 -0
  53. package/lib/{highlight-coordinator-DdQ8yNjO.mjs → highlight-coordinator-CTZ_qcde.mjs} +2 -2
  54. package/lib/{highlight-coordinator-DdQ8yNjO.mjs.map → highlight-coordinator-CTZ_qcde.mjs.map} +1 -1
  55. package/lib/{homag-intelligence-DrKayEjK.mjs → homag-intelligence-D7L2SS4z.mjs} +3 -3
  56. package/lib/{homag-intelligence-DrKayEjK.mjs.map → homag-intelligence-D7L2SS4z.mjs.map} +1 -1
  57. package/lib/{imos-ix-poc-export-helper-DU0ag-Lw.mjs → imos-ix-poc-export-helper-D2KaQu_v.mjs} +3 -3
  58. package/lib/{imos-ix-poc-export-helper-DU0ag-Lw.mjs.map → imos-ix-poc-export-helper-D2KaQu_v.mjs.map} +1 -1
  59. package/lib/{kernel-utils-Cj5B4fDD.mjs → kernel-utils-042AuCQh.mjs} +1 -1
  60. package/lib/{kernel-utils-Cj5B4fDD.mjs.map → kernel-utils-042AuCQh.mjs.map} +1 -1
  61. package/lib/{layer-C_JtkhdO.mjs → layer-CFAr2mK_.mjs} +1 -1
  62. package/lib/{layer-C_JtkhdO.mjs.map → layer-CFAr2mK_.mjs.map} +1 -1
  63. package/lib/{main-D2BulNeN.mjs → main-C2m_IBXL.mjs} +2901 -2907
  64. package/lib/main-C2m_IBXL.mjs.map +1 -0
  65. package/lib/{material-viewer-CZQwo8Nc.mjs → material-viewer-BJs0W2Gk.mjs} +6 -6
  66. package/lib/{material-viewer-CZQwo8Nc.mjs.map → material-viewer-BJs0W2Gk.mjs.map} +1 -1
  67. package/lib/packages-D6zM0aDK.mjs +4 -0
  68. package/lib/{planner-OgIPgZ1m.mjs → planner-B9YA9cmz.mjs} +3 -3
  69. package/lib/{planner-OgIPgZ1m.mjs.map → planner-B9YA9cmz.mjs.map} +1 -1
  70. package/lib/planner-DJnqYqvP.mjs +2 -0
  71. package/lib/{plugin-system-DlME_5b_.mjs → plugin-system-DRpL0Rer.mjs} +3 -3
  72. package/lib/{plugin-system-DlME_5b_.mjs.map → plugin-system-DRpL0Rer.mjs.map} +1 -1
  73. package/lib/{roomle-headless-setup-CMK-quZI.mjs → roomle-headless-setup-Cc8EAnVe.mjs} +1 -1
  74. package/lib/{roomle-headless-setup-CMK-quZI.mjs.map → roomle-headless-setup-Cc8EAnVe.mjs.map} +1 -1
  75. package/lib/roomle-headless.d.ts +69 -29
  76. package/lib/roomle-headless.js +9 -9
  77. package/lib/{roomle-renderer-DYQvV88j.mjs → roomle-renderer-BD3ZmpLS.mjs} +23 -5
  78. package/lib/roomle-renderer-BD3ZmpLS.mjs.map +1 -0
  79. package/lib/roomle-sdk.d.ts +69 -29
  80. package/lib/roomle-sdk.js +7 -7
  81. package/lib/{roomle-webgpu-renderer-5-aG3CMs.mjs → roomle-webgpu-renderer-NhCn2iM-.mjs} +386 -240
  82. package/lib/roomle-webgpu-renderer-NhCn2iM-.mjs.map +1 -0
  83. package/lib/{scene-renderer-DvXjoKHZ.mjs → scene-renderer-DbHi1plp.mjs} +367 -1467
  84. package/lib/scene-renderer-DbHi1plp.mjs.map +1 -0
  85. package/lib/{script-loader-CScqyQhc.mjs → script-loader-CXa3RiUa.mjs} +3 -3
  86. package/lib/{script-loader-CScqyQhc.mjs.map → script-loader-CXa3RiUa.mjs.map} +1 -1
  87. package/lib/shading-settings-BWeccIZv.mjs +1108 -0
  88. package/lib/shading-settings-BWeccIZv.mjs.map +1 -0
  89. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/package.json +1 -1
  90. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm +0 -0
  91. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm +0 -0
  92. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm +0 -0
  93. package/lib/{stats-helper-BYi5TI_H.mjs → stats-helper-CPeojJW2.mjs} +3 -3
  94. package/lib/{stats-helper-BYi5TI_H.mjs.map → stats-helper-CPeojJW2.mjs.map} +1 -1
  95. package/lib/{three.tsl-S0OKwamA.mjs → three.tsl-Bb8l7rD7.mjs} +1 -1
  96. package/lib/{three.tsl-CAEdYyg3.mjs → three.tsl-Caqi2VRr.mjs} +2 -2
  97. package/lib/{three.tsl-CAEdYyg3.mjs.map → three.tsl-Caqi2VRr.mjs.map} +1 -1
  98. package/lib/{three.webgpu-CkP2nkXM.mjs → three.webgpu-CT4fuV2X.mjs} +1 -1
  99. package/lib/{three.webgpu-CkP2nkXM.mjs.map → three.webgpu-CT4fuV2X.mjs.map} +1 -1
  100. package/lib/{three.webgpu-qrxDA_v0.mjs → three.webgpu-CxNhl3k-.mjs} +1 -1
  101. package/lib/{threejs-utils-C4J_TZ0o.mjs → threejs-utils-E4yVZATI.mjs} +4 -4
  102. package/lib/threejs-utils-E4yVZATI.mjs.map +1 -0
  103. package/lib/{tools-core-BCkbEbim.mjs → tools-core-GNj0UaiE.mjs} +3 -3
  104. package/lib/{tools-core-BCkbEbim.mjs.map → tools-core-GNj0UaiE.mjs.map} +1 -1
  105. package/lib/workers-Dc-RTL8D.mjs +6 -0
  106. package/lib/{workers-HXGCmmZS.mjs.map → workers-Dc-RTL8D.mjs.map} +1 -1
  107. package/package.json +1 -1
  108. package/lib/budgeteer.sw-D3VxiASa.mjs.map +0 -1
  109. package/lib/configurator-BIyxKNI0.mjs +0 -2
  110. package/lib/dimensioning-helper-pPTkh8pl.mjs +0 -2
  111. package/lib/glb-viewer-DfMzLkqg.mjs +0 -2
  112. package/lib/main-D2BulNeN.mjs.map +0 -1
  113. package/lib/packages-BtLLQZLz.mjs +0 -4
  114. package/lib/planner-BF94NrwH.mjs +0 -2
  115. package/lib/roomle-renderer-DYQvV88j.mjs.map +0 -1
  116. package/lib/roomle-webgpu-renderer-5-aG3CMs.mjs.map +0 -1
  117. package/lib/scene-renderer-DvXjoKHZ.mjs.map +0 -1
  118. package/lib/threejs-utils-C4J_TZ0o.mjs.map +0 -1
  119. package/lib/workers-HXGCmmZS.mjs +0 -6
@@ -0,0 +1,1108 @@
1
+ import { Ci as e, Ei as t, En as n, Gn as r, Hr as i, Mr as a, On as o, Si as s, Ur as c, V as l, bn as u, cn as d, f, fi as p, h as m, in as h, on as g, pi as _, qt as v, sn as y, st as b, w as x, xi as S } from "./three.core-tV_4n8Wg.mjs";
2
+ import { h as C } from "./common-utils-DMk5jc_R.mjs";
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+ //#region packages/common-core/src/webgl/renderer/shader-utility.ts
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+ var w = {
5
+ uniforms: {
6
+ tDiffuse: { value: null },
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+ colorTransform: { value: new y() },
8
+ colorBase: { value: new e(0, 0, 0, 0) },
9
+ multiplyChannels: { value: 0 },
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+ uvTransform: { value: new g() }
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+ },
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+ vertexShader: "\n varying vec2 vUv;\n uniform mat3 uvTransform;\n\n void main() {\n vUv = (uvTransform * vec3(uv, 1.0)).xy;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
13
+ fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform mat4 colorTransform;\n uniform vec4 colorBase;\n uniform float multiplyChannels;\n varying vec2 vUv;\n\n void main() {\n vec4 color = texture2D(tDiffuse, vUv);\n #if PREMULTIPLIED_ALPHA == 1\n if (color.a > 0.0) color.rgb /= color.a;\n #endif\n color = colorTransform * color + colorBase;\n color.rgb = mix(color.rgb, vec3(color.r * color.g * color.b), multiplyChannels);\n #if LINEAR_TO_SRGB == 1\n color.rgb = mix(color.rgb * 12.92, 1.055 * pow(color.rgb, vec3(0.41666)) - 0.055, step(0.0031308, color.rgb));\n #endif\n gl_FragColor = color;\n }"
14
+ }, T = new y(), E = new y().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), D = new y().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), O = new y().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
15
+ new y().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new y().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
16
+ var k = new y().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), A = new e(0, 0, 0, 0), j = new e(0, 0, 0, 1), M = new g(), N = new g().set(1, 0, 0, 0, -1, 1, 0, 0, 1), P = {
17
+ DEFAULT: "default",
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+ ADDITIVE: "additive"
19
+ }, F = class extends c {
20
+ constructor(e, t = P.ADDITIVE, n = !1, r = !1) {
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+ let i = t === P.ADDITIVE ? {
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+ blendSrc: 208,
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+ blendDst: 200,
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+ blendEquation: 100,
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+ blendSrcAlpha: 206,
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+ blendDstAlpha: 200,
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+ blendEquationAlpha: 100
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+ } : {};
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+ super({
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+ uniforms: p.clone(w.uniforms),
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+ vertexShader: w.vertexShader,
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+ fragmentShader: w.fragmentShader,
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+ defines: {
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+ LINEAR_TO_SRGB: n ? 1 : 0,
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+ PREMULTIPLIED_ALPHA: r ? 1 : 0
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+ },
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+ transparent: !0,
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+ depthTest: !1,
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+ depthWrite: !1,
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+ ...i
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+ }), this.update(e);
42
+ }
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+ update(e) {
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+ return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e?.texture), e?.colorTransform !== void 0 && (this.uniforms.colorTransform.value = e?.colorTransform), e?.colorBase !== void 0 && (this.uniforms.colorBase.value = e?.colorBase), e?.multiplyChannels !== void 0 && (this.uniforms.multiplyChannels.value = e?.multiplyChannels), e?.uvTransform !== void 0 && (this.uniforms.uvTransform.value = e?.uvTransform), e?.blending !== void 0 && (this.blending = e?.blending), e?.blendSrc !== void 0 && (this.blendSrc = e?.blendSrc), e?.blendDst !== void 0 && (this.blendDst = e?.blendDst), e?.blendEquation !== void 0 && (this.blendEquation = e?.blendEquation), e?.blendSrcAlpha !== void 0 && (this.blendSrcAlpha = e?.blendSrcAlpha), e?.blendDstAlpha !== void 0 && (this.blendDstAlpha = e?.blendDstAlpha), e?.blendEquationAlpha !== void 0 && (this.blendEquationAlpha = e?.blendEquationAlpha), this;
45
+ }
46
+ }, I = {
47
+ uniforms: {
48
+ tDiffuse: { value: null },
49
+ rangeMin: { value: new S(1 / 512, 1 / 512) },
50
+ rangeMax: { value: new S(1 / 512, 1 / 512) }
51
+ },
52
+ vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }",
53
+ fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 rangeMin;\n uniform vec2 rangeMax;\n varying vec2 vUv;\n\n void main() {\n vec4 baseColor = texture2D(tDiffuse, vUv);\n vec2 blur = mix(rangeMax, rangeMin, baseColor.a);\n vec4 sum = vec4( 0.0 );\n sum += texture2D(tDiffuse, vUv - 1.0 * blur) * 0.051;\n sum += texture2D(tDiffuse, vUv - 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv - 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv - 0.25 * blur) * 0.1531;\n sum += baseColor * 0.1633;\n sum += texture2D(tDiffuse, vUv + 0.25 * blur) * 0.1531;\n sum += texture2D(tDiffuse, vUv + 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv + 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv + 1.0 * blur) * 0.051;\n gl_FragColor = sum;\n }"
54
+ };
55
+ new S(.1, .9), new S(.1, .9);
56
+ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }", te = "uniform sampler2D tDepth;\n uniform vec4 depthFilter;\n uniform float cameraNear;\n uniform float cameraFar;\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth(const in vec2 screenPosition) {\n float fragCoordZ = dot(texture2D(tDepth, screenPosition), depthFilter);\n #if PERSPECTIVE_CAMERA == 1\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return fragCoordZ;\n #endif\n }\n\n void main() {\n float depth = getLinearDepth(vUv);\n gl_FragColor = vec4(vec3(1.0 - depth), 1.0);\n }", ne = class t extends c {
57
+ static {
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+ this._linearDepthShader = {
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+ uniforms: {
60
+ tDepth: { value: null },
61
+ depthFilter: { value: new e(1, 0, 0, 0) },
62
+ cameraNear: { value: .1 },
63
+ cameraFar: { value: 1 }
64
+ },
65
+ defines: {
66
+ PERSPECTIVE_CAMERA: 1,
67
+ ALPHA_DEPTH: 0
68
+ },
69
+ vertexShader: ee,
70
+ fragmentShader: te
71
+ };
72
+ }
73
+ constructor(e) {
74
+ super({
75
+ defines: Object.assign({}, t._linearDepthShader.defines),
76
+ uniforms: p.clone(t._linearDepthShader.uniforms),
77
+ vertexShader: t._linearDepthShader.vertexShader,
78
+ fragmentShader: t._linearDepthShader.fragmentShader,
79
+ blending: 0
80
+ }), this.update(e);
81
+ }
82
+ update(e) {
83
+ if (e?.depthTexture !== void 0 && (this.uniforms.tDepth.value = e?.depthTexture), e?.camera !== void 0) {
84
+ let t = e?.camera || e?.camera;
85
+ this.uniforms.cameraNear.value = t.near, this.uniforms.cameraFar.value = t.far;
86
+ }
87
+ return e?.depthFilter !== void 0 && (this.uniforms.depthFilter.value = e?.depthFilter), this;
88
+ }
89
+ }, re = class {
90
+ constructor() {
91
+ this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
92
+ }
93
+ setSize() {}
94
+ render() {
95
+ console.error("THREE.Pass: .render() must be implemented in derived pass.");
96
+ }
97
+ dispose() {}
98
+ }, L = new n(-1, 1, 1, -1, 0, 1), R = new class extends m {
99
+ constructor() {
100
+ super(), this.setAttribute("position", new b([
101
+ -1,
102
+ 3,
103
+ 0,
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+ -1,
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+ -1,
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+ 0,
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+ 3,
108
+ -1,
109
+ 0
110
+ ], 3)), this.setAttribute("uv", new b([
111
+ 0,
112
+ 2,
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+ 0,
114
+ 0,
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+ 2,
116
+ 0
117
+ ], 2));
118
+ }
119
+ }(), z = class {
120
+ constructor(e) {
121
+ this._mesh = new d(R, e);
122
+ }
123
+ dispose() {
124
+ this._mesh.geometry.dispose();
125
+ }
126
+ render(e) {
127
+ e.render(this._mesh, L);
128
+ }
129
+ get material() {
130
+ return this._mesh.material;
131
+ }
132
+ set material(e) {
133
+ this._mesh.material = e;
134
+ }
135
+ }, B = class {
136
+ constructor(e = Math) {
137
+ this.grad3 = [
138
+ [
139
+ 1,
140
+ 1,
141
+ 0
142
+ ],
143
+ [
144
+ -1,
145
+ 1,
146
+ 0
147
+ ],
148
+ [
149
+ 1,
150
+ -1,
151
+ 0
152
+ ],
153
+ [
154
+ -1,
155
+ -1,
156
+ 0
157
+ ],
158
+ [
159
+ 1,
160
+ 0,
161
+ 1
162
+ ],
163
+ [
164
+ -1,
165
+ 0,
166
+ 1
167
+ ],
168
+ [
169
+ 1,
170
+ 0,
171
+ -1
172
+ ],
173
+ [
174
+ -1,
175
+ 0,
176
+ -1
177
+ ],
178
+ [
179
+ 0,
180
+ 1,
181
+ 1
182
+ ],
183
+ [
184
+ 0,
185
+ -1,
186
+ 1
187
+ ],
188
+ [
189
+ 0,
190
+ 1,
191
+ -1
192
+ ],
193
+ [
194
+ 0,
195
+ -1,
196
+ -1
197
+ ]
198
+ ], this.grad4 = [
199
+ [
200
+ 0,
201
+ 1,
202
+ 1,
203
+ 1
204
+ ],
205
+ [
206
+ 0,
207
+ 1,
208
+ 1,
209
+ -1
210
+ ],
211
+ [
212
+ 0,
213
+ 1,
214
+ -1,
215
+ 1
216
+ ],
217
+ [
218
+ 0,
219
+ 1,
220
+ -1,
221
+ -1
222
+ ],
223
+ [
224
+ 0,
225
+ -1,
226
+ 1,
227
+ 1
228
+ ],
229
+ [
230
+ 0,
231
+ -1,
232
+ 1,
233
+ -1
234
+ ],
235
+ [
236
+ 0,
237
+ -1,
238
+ -1,
239
+ 1
240
+ ],
241
+ [
242
+ 0,
243
+ -1,
244
+ -1,
245
+ -1
246
+ ],
247
+ [
248
+ 1,
249
+ 0,
250
+ 1,
251
+ 1
252
+ ],
253
+ [
254
+ 1,
255
+ 0,
256
+ 1,
257
+ -1
258
+ ],
259
+ [
260
+ 1,
261
+ 0,
262
+ -1,
263
+ 1
264
+ ],
265
+ [
266
+ 1,
267
+ 0,
268
+ -1,
269
+ -1
270
+ ],
271
+ [
272
+ -1,
273
+ 0,
274
+ 1,
275
+ 1
276
+ ],
277
+ [
278
+ -1,
279
+ 0,
280
+ 1,
281
+ -1
282
+ ],
283
+ [
284
+ -1,
285
+ 0,
286
+ -1,
287
+ 1
288
+ ],
289
+ [
290
+ -1,
291
+ 0,
292
+ -1,
293
+ -1
294
+ ],
295
+ [
296
+ 1,
297
+ 1,
298
+ 0,
299
+ 1
300
+ ],
301
+ [
302
+ 1,
303
+ 1,
304
+ 0,
305
+ -1
306
+ ],
307
+ [
308
+ 1,
309
+ -1,
310
+ 0,
311
+ 1
312
+ ],
313
+ [
314
+ 1,
315
+ -1,
316
+ 0,
317
+ -1
318
+ ],
319
+ [
320
+ -1,
321
+ 1,
322
+ 0,
323
+ 1
324
+ ],
325
+ [
326
+ -1,
327
+ 1,
328
+ 0,
329
+ -1
330
+ ],
331
+ [
332
+ -1,
333
+ -1,
334
+ 0,
335
+ 1
336
+ ],
337
+ [
338
+ -1,
339
+ -1,
340
+ 0,
341
+ -1
342
+ ],
343
+ [
344
+ 1,
345
+ 1,
346
+ 1,
347
+ 0
348
+ ],
349
+ [
350
+ 1,
351
+ 1,
352
+ -1,
353
+ 0
354
+ ],
355
+ [
356
+ 1,
357
+ -1,
358
+ 1,
359
+ 0
360
+ ],
361
+ [
362
+ 1,
363
+ -1,
364
+ -1,
365
+ 0
366
+ ],
367
+ [
368
+ -1,
369
+ 1,
370
+ 1,
371
+ 0
372
+ ],
373
+ [
374
+ -1,
375
+ 1,
376
+ -1,
377
+ 0
378
+ ],
379
+ [
380
+ -1,
381
+ -1,
382
+ 1,
383
+ 0
384
+ ],
385
+ [
386
+ -1,
387
+ -1,
388
+ -1,
389
+ 0
390
+ ]
391
+ ], this.p = [];
392
+ for (let t = 0; t < 256; t++) this.p[t] = Math.floor(e.random() * 256);
393
+ this.perm = [];
394
+ for (let e = 0; e < 512; e++) this.perm[e] = this.p[e & 255];
395
+ this.simplex = [
396
+ [
397
+ 0,
398
+ 1,
399
+ 2,
400
+ 3
401
+ ],
402
+ [
403
+ 0,
404
+ 1,
405
+ 3,
406
+ 2
407
+ ],
408
+ [
409
+ 0,
410
+ 0,
411
+ 0,
412
+ 0
413
+ ],
414
+ [
415
+ 0,
416
+ 2,
417
+ 3,
418
+ 1
419
+ ],
420
+ [
421
+ 0,
422
+ 0,
423
+ 0,
424
+ 0
425
+ ],
426
+ [
427
+ 0,
428
+ 0,
429
+ 0,
430
+ 0
431
+ ],
432
+ [
433
+ 0,
434
+ 0,
435
+ 0,
436
+ 0
437
+ ],
438
+ [
439
+ 1,
440
+ 2,
441
+ 3,
442
+ 0
443
+ ],
444
+ [
445
+ 0,
446
+ 2,
447
+ 1,
448
+ 3
449
+ ],
450
+ [
451
+ 0,
452
+ 0,
453
+ 0,
454
+ 0
455
+ ],
456
+ [
457
+ 0,
458
+ 3,
459
+ 1,
460
+ 2
461
+ ],
462
+ [
463
+ 0,
464
+ 3,
465
+ 2,
466
+ 1
467
+ ],
468
+ [
469
+ 0,
470
+ 0,
471
+ 0,
472
+ 0
473
+ ],
474
+ [
475
+ 0,
476
+ 0,
477
+ 0,
478
+ 0
479
+ ],
480
+ [
481
+ 0,
482
+ 0,
483
+ 0,
484
+ 0
485
+ ],
486
+ [
487
+ 1,
488
+ 3,
489
+ 2,
490
+ 0
491
+ ],
492
+ [
493
+ 0,
494
+ 0,
495
+ 0,
496
+ 0
497
+ ],
498
+ [
499
+ 0,
500
+ 0,
501
+ 0,
502
+ 0
503
+ ],
504
+ [
505
+ 0,
506
+ 0,
507
+ 0,
508
+ 0
509
+ ],
510
+ [
511
+ 0,
512
+ 0,
513
+ 0,
514
+ 0
515
+ ],
516
+ [
517
+ 0,
518
+ 0,
519
+ 0,
520
+ 0
521
+ ],
522
+ [
523
+ 0,
524
+ 0,
525
+ 0,
526
+ 0
527
+ ],
528
+ [
529
+ 0,
530
+ 0,
531
+ 0,
532
+ 0
533
+ ],
534
+ [
535
+ 0,
536
+ 0,
537
+ 0,
538
+ 0
539
+ ],
540
+ [
541
+ 1,
542
+ 2,
543
+ 0,
544
+ 3
545
+ ],
546
+ [
547
+ 0,
548
+ 0,
549
+ 0,
550
+ 0
551
+ ],
552
+ [
553
+ 1,
554
+ 3,
555
+ 0,
556
+ 2
557
+ ],
558
+ [
559
+ 0,
560
+ 0,
561
+ 0,
562
+ 0
563
+ ],
564
+ [
565
+ 0,
566
+ 0,
567
+ 0,
568
+ 0
569
+ ],
570
+ [
571
+ 0,
572
+ 0,
573
+ 0,
574
+ 0
575
+ ],
576
+ [
577
+ 2,
578
+ 3,
579
+ 0,
580
+ 1
581
+ ],
582
+ [
583
+ 2,
584
+ 3,
585
+ 1,
586
+ 0
587
+ ],
588
+ [
589
+ 1,
590
+ 0,
591
+ 2,
592
+ 3
593
+ ],
594
+ [
595
+ 1,
596
+ 0,
597
+ 3,
598
+ 2
599
+ ],
600
+ [
601
+ 0,
602
+ 0,
603
+ 0,
604
+ 0
605
+ ],
606
+ [
607
+ 0,
608
+ 0,
609
+ 0,
610
+ 0
611
+ ],
612
+ [
613
+ 0,
614
+ 0,
615
+ 0,
616
+ 0
617
+ ],
618
+ [
619
+ 2,
620
+ 0,
621
+ 3,
622
+ 1
623
+ ],
624
+ [
625
+ 0,
626
+ 0,
627
+ 0,
628
+ 0
629
+ ],
630
+ [
631
+ 2,
632
+ 1,
633
+ 3,
634
+ 0
635
+ ],
636
+ [
637
+ 0,
638
+ 0,
639
+ 0,
640
+ 0
641
+ ],
642
+ [
643
+ 0,
644
+ 0,
645
+ 0,
646
+ 0
647
+ ],
648
+ [
649
+ 0,
650
+ 0,
651
+ 0,
652
+ 0
653
+ ],
654
+ [
655
+ 0,
656
+ 0,
657
+ 0,
658
+ 0
659
+ ],
660
+ [
661
+ 0,
662
+ 0,
663
+ 0,
664
+ 0
665
+ ],
666
+ [
667
+ 0,
668
+ 0,
669
+ 0,
670
+ 0
671
+ ],
672
+ [
673
+ 0,
674
+ 0,
675
+ 0,
676
+ 0
677
+ ],
678
+ [
679
+ 0,
680
+ 0,
681
+ 0,
682
+ 0
683
+ ],
684
+ [
685
+ 2,
686
+ 0,
687
+ 1,
688
+ 3
689
+ ],
690
+ [
691
+ 0,
692
+ 0,
693
+ 0,
694
+ 0
695
+ ],
696
+ [
697
+ 0,
698
+ 0,
699
+ 0,
700
+ 0
701
+ ],
702
+ [
703
+ 0,
704
+ 0,
705
+ 0,
706
+ 0
707
+ ],
708
+ [
709
+ 3,
710
+ 0,
711
+ 1,
712
+ 2
713
+ ],
714
+ [
715
+ 3,
716
+ 0,
717
+ 2,
718
+ 1
719
+ ],
720
+ [
721
+ 0,
722
+ 0,
723
+ 0,
724
+ 0
725
+ ],
726
+ [
727
+ 3,
728
+ 1,
729
+ 2,
730
+ 0
731
+ ],
732
+ [
733
+ 2,
734
+ 1,
735
+ 0,
736
+ 3
737
+ ],
738
+ [
739
+ 0,
740
+ 0,
741
+ 0,
742
+ 0
743
+ ],
744
+ [
745
+ 0,
746
+ 0,
747
+ 0,
748
+ 0
749
+ ],
750
+ [
751
+ 0,
752
+ 0,
753
+ 0,
754
+ 0
755
+ ],
756
+ [
757
+ 3,
758
+ 1,
759
+ 0,
760
+ 2
761
+ ],
762
+ [
763
+ 0,
764
+ 0,
765
+ 0,
766
+ 0
767
+ ],
768
+ [
769
+ 3,
770
+ 2,
771
+ 0,
772
+ 1
773
+ ],
774
+ [
775
+ 3,
776
+ 2,
777
+ 1,
778
+ 0
779
+ ]
780
+ ];
781
+ }
782
+ noise(e, t) {
783
+ let n, r, i, a = .5 * (Math.sqrt(3) - 1), o = (e + t) * a, s = Math.floor(e + o), c = Math.floor(t + o), l = (3 - Math.sqrt(3)) / 6, u = (s + c) * l, d = s - u, f = c - u, p = e - d, m = t - f, h, g;
784
+ p > m ? (h = 1, g = 0) : (h = 0, g = 1);
785
+ let _ = p - h + l, v = m - g + l, y = p - 1 + 2 * l, b = m - 1 + 2 * l, x = s & 255, S = c & 255, C = this.perm[x + this.perm[S]] % 12, w = this.perm[x + h + this.perm[S + g]] % 12, T = this.perm[x + 1 + this.perm[S + 1]] % 12, E = .5 - p * p - m * m;
786
+ E < 0 ? n = 0 : (E *= E, n = E * E * this._dot(this.grad3[C], p, m));
787
+ let D = .5 - _ * _ - v * v;
788
+ D < 0 ? r = 0 : (D *= D, r = D * D * this._dot(this.grad3[w], _, v));
789
+ let O = .5 - y * y - b * b;
790
+ return O < 0 ? i = 0 : (O *= O, i = O * O * this._dot(this.grad3[T], y, b)), 70 * (n + r + i);
791
+ }
792
+ noise3d(e, t, n) {
793
+ let r, i, a, o, s = (e + t + n) * (1 / 3), c = Math.floor(e + s), l = Math.floor(t + s), u = Math.floor(n + s), d = 1 / 6, f = (c + l + u) * d, p = c - f, m = l - f, h = u - f, g = e - p, _ = t - m, v = n - h, y, b, x, S, C, w;
794
+ g >= _ ? _ >= v ? (y = 1, b = 0, x = 0, S = 1, C = 1, w = 0) : g >= v ? (y = 1, b = 0, x = 0, S = 1, C = 0, w = 1) : (y = 0, b = 0, x = 1, S = 1, C = 0, w = 1) : _ < v ? (y = 0, b = 0, x = 1, S = 0, C = 1, w = 1) : g < v ? (y = 0, b = 1, x = 0, S = 0, C = 1, w = 1) : (y = 0, b = 1, x = 0, S = 1, C = 1, w = 0);
795
+ let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, k = _ - C + 2 * d, A = v - w + 2 * d, j = g - 1 + 3 * d, M = _ - 1 + 3 * d, N = v - 1 + 3 * d, P = c & 255, F = l & 255, I = u & 255, ee = this.perm[P + this.perm[F + this.perm[I]]] % 12, te = this.perm[P + y + this.perm[F + b + this.perm[I + x]]] % 12, ne = this.perm[P + S + this.perm[F + C + this.perm[I + w]]] % 12, re = this.perm[P + 1 + this.perm[F + 1 + this.perm[I + 1]]] % 12, L = .6 - g * g - _ * _ - v * v;
796
+ L < 0 ? r = 0 : (L *= L, r = L * L * this._dot3(this.grad3[ee], g, _, v));
797
+ let R = .6 - T * T - E * E - D * D;
798
+ R < 0 ? i = 0 : (R *= R, i = R * R * this._dot3(this.grad3[te], T, E, D));
799
+ let z = .6 - O * O - k * k - A * A;
800
+ z < 0 ? a = 0 : (z *= z, a = z * z * this._dot3(this.grad3[ne], O, k, A));
801
+ let B = .6 - j * j - M * M - N * N;
802
+ return B < 0 ? o = 0 : (B *= B, o = B * B * this._dot3(this.grad3[re], j, M, N)), 32 * (r + i + a + o);
803
+ }
804
+ noise4d(e, t, n, r) {
805
+ let i = this.grad4, a = this.simplex, o = this.perm, s = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20, l, u, d, f, p, m = (e + t + n + r) * s, h = Math.floor(e + m), g = Math.floor(t + m), _ = Math.floor(n + m), v = Math.floor(r + m), y = (h + g + _ + v) * c, b = h - y, x = g - y, S = _ - y, C = v - y, w = e - b, T = t - x, E = n - S, D = r - C, O = w > T ? 32 : 0, k = w > E ? 16 : 0, A = T > E ? 8 : 0, j = w > D ? 4 : 0, M = T > D ? 2 : 0, N = E > D ? 1 : 0, P = O + k + A + j + M + N, F = a[P][0] >= 3 ? 1 : 0, I = a[P][1] >= 3 ? 1 : 0, ee = a[P][2] >= 3 ? 1 : 0, te = a[P][3] >= 3 ? 1 : 0, ne = a[P][0] >= 2 ? 1 : 0, re = a[P][1] >= 2 ? 1 : 0, L = a[P][2] >= 2 ? 1 : 0, R = a[P][3] >= 2 ? 1 : 0, z = a[P][0] >= 1 ? 1 : 0, B = a[P][1] >= 1 ? 1 : 0, ie = a[P][2] >= 1 ? 1 : 0, ae = a[P][3] >= 1 ? 1 : 0, oe = w - F + c, se = T - I + c, ce = E - ee + c, le = D - te + c, V = w - ne + 2 * c, ue = T - re + 2 * c, H = E - L + 2 * c, U = D - R + 2 * c, W = w - z + 3 * c, G = T - B + 3 * c, de = E - ie + 3 * c, K = D - ae + 3 * c, q = w - 1 + 4 * c, fe = T - 1 + 4 * c, J = E - 1 + 4 * c, pe = D - 1 + 4 * c, Y = h & 255, X = g & 255, Z = _ & 255, Q = v & 255, me = o[Y + o[X + o[Z + o[Q]]]] % 32, he = o[Y + F + o[X + I + o[Z + ee + o[Q + te]]]] % 32, ge = o[Y + ne + o[X + re + o[Z + L + o[Q + R]]]] % 32, _e = o[Y + z + o[X + B + o[Z + ie + o[Q + ae]]]] % 32, ve = o[Y + 1 + o[X + 1 + o[Z + 1 + o[Q + 1]]]] % 32, $ = .6 - w * w - T * T - E * E - D * D;
806
+ $ < 0 ? l = 0 : ($ *= $, l = $ * $ * this._dot4(i[me], w, T, E, D));
807
+ let ye = .6 - oe * oe - se * se - ce * ce - le * le;
808
+ ye < 0 ? u = 0 : (ye *= ye, u = ye * ye * this._dot4(i[he], oe, se, ce, le));
809
+ let be = .6 - V * V - ue * ue - H * H - U * U;
810
+ be < 0 ? d = 0 : (be *= be, d = be * be * this._dot4(i[ge], V, ue, H, U));
811
+ let xe = .6 - W * W - G * G - de * de - K * K;
812
+ xe < 0 ? f = 0 : (xe *= xe, f = xe * xe * this._dot4(i[_e], W, G, de, K));
813
+ let Se = .6 - q * q - fe * fe - J * J - pe * pe;
814
+ return Se < 0 ? p = 0 : (Se *= Se, p = Se * Se * this._dot4(i[ve], q, fe, J, pe)), 27 * (l + u + d + f + p);
815
+ }
816
+ _dot(e, t, n) {
817
+ return e[0] * t + e[1] * n;
818
+ }
819
+ _dot3(e, t, n, r) {
820
+ return e[0] * t + e[1] * n + e[2] * r;
821
+ }
822
+ _dot4(e, t, n, r, i) {
823
+ return e[0] * t + e[1] * n + e[2] * r + e[3] * i;
824
+ }
825
+ }, ie = (e, t) => {
826
+ e.left = t.min.x, e.right = t.max.x, e.bottom = t.min.y, e.top = t.max.y, e.near = Math.min(-t.min.z, -t.max.z), e.far = Math.max(-t.min.z, -t.max.z), e.updateProjectionMatrix();
827
+ }, ae = (e, t) => {
828
+ let n = Math.min(-t.min.z, -t.max.z), r = Math.max(-t.min.z, -t.max.z);
829
+ if (n < .001) return;
830
+ let i = Math.max(Math.abs(t.min.x), Math.abs(t.max.x)), a = Math.max(Math.abs(t.min.y), Math.abs(t.max.y));
831
+ e.aspect = i / a, e.fov = h.radToDeg(Math.atan2(a, n) * 2), e.near = n, e.far = r, e.updateProjectionMatrix();
832
+ }, oe = class {
833
+ constructor() {
834
+ this.bounds = new f(new s(-1, -1, -1), new s(1, 1, 1)), this.size = new s(2, 2, 2), this.center = new s(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
835
+ }
836
+ updateFromBox(e) {
837
+ this.bounds !== e && this.bounds.copy(e), this.bounds.getSize(this.size), this.bounds.getCenter(this.center), this.maxSceneDistanceFromCenter = this.size.length() / 2, this.maxSceneDistanceFrom0 = new s(Math.max(Math.abs(this.bounds.min.x), Math.abs(this.bounds.max.x)), Math.max(Math.abs(this.bounds.min.y), Math.abs(this.bounds.max.y)), Math.max(Math.abs(this.bounds.min.z), Math.abs(this.bounds.max.z))).length();
838
+ }
839
+ updateCameraViewVolumeFromBounds(e) {
840
+ e.updateMatrixWorld();
841
+ let t = this.bounds.clone().applyMatrix4(e.matrixWorldInverse);
842
+ e instanceof n ? ie(e, t) : e instanceof o && ae(e, t);
843
+ }
844
+ getNearAndFarForPerspectiveCamera(e, t = 1) {
845
+ let n = e.clone().sub(this.center).length();
846
+ return [Math.max(.01, n - this.maxSceneDistanceFromCenter - .01), n + this.maxSceneDistanceFromCenter * t + .01];
847
+ }
848
+ }, se = class {
849
+ changed(e) {
850
+ let t = !this._lastCameraProjection?.equals(e.projectionMatrix) || !this._lastCameraWorld?.equals(e.matrixWorld);
851
+ return this._lastCameraProjection = e.projectionMatrix?.clone(), this._lastCameraWorld = e.matrixWorld?.clone(), t;
852
+ }
853
+ }, ce = (e) => {
854
+ let t = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), n = t * t, r = Array(n).fill(0), i = Math.floor(t / 2), a = t - 1;
855
+ for (let e = 1; e <= n;) {
856
+ if (i === -1 && a === t ? (a = t - 2, i = 0) : (a === t && (a = 0), i < 0 && (i = t - 1)), r[i * t + a] !== 0) {
857
+ a -= 2, i++;
858
+ continue;
859
+ } else r[i * t + a] = e++;
860
+ a++, i--;
861
+ }
862
+ return r;
863
+ }, le = (e) => {
864
+ let t = new B(), n = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), r = ce(n), i = r.length, o = new Uint8Array(i * 4);
865
+ for (let n = 0; n < i; ++n) {
866
+ let a = r[n], c = 2 * Math.PI * a / i, l = new s(Math.cos(c), Math.sin(c), 0).normalize();
867
+ o[n * 4] = (l.x * .5 + .5) * 255, o[n * 4 + 1] = (l.y * .5 + .5) * 255, o[n * 4 + 2] = 127, o[n * 4 + 3] = (t.noise(n / e, n % e) * .5 + .5) * 255;
868
+ }
869
+ let c = new l(o, n, n);
870
+ return c.wrapS = a, c.wrapT = a, c.needsUpdate = !0, c;
871
+ }, V = class {
872
+ constructor() {
873
+ this._originalClearColor = new x(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new z(void 0), this._emptyScene = new i(), this._defaultCamera = new o();
874
+ }
875
+ renderWithOverrideMaterial(e, t, n, r, i, a, o) {
876
+ this._backup(e), this._prepareRenderer(e, i, a, o);
877
+ let s = t.overrideMaterial;
878
+ t.overrideMaterial = r, e.render(t, n), t.overrideMaterial = s, this._restore(e);
879
+ }
880
+ clear(e, t, n, r) {
881
+ this._backup(e), this._prepareRenderer(e, t, n, r), e.render(this._emptyScene, this._defaultCamera), this._restore(e);
882
+ }
883
+ render(e, t, n, r, i, a) {
884
+ this._backup(e), this._prepareRenderer(e, r, i, a), e.render(t, n), this._restore(e);
885
+ }
886
+ renderScreenSpace(e, t, n, r, i) {
887
+ this._backup(e), this._prepareRenderer(e, n, r, i), this._screenSpaceQuad.material = t, this._screenSpaceQuad.render(e), this._restore(e);
888
+ }
889
+ _prepareRenderer(e, t, n, r) {
890
+ e.setRenderTarget(t), e.autoClear = !1, n != null && (e.setClearColor(n), e.setClearAlpha(r || 0), e.clear());
891
+ }
892
+ _backup(e) {
893
+ e.getClearColor(this._originalClearColor), this._originalClearAlpha = e.getClearAlpha(), this._originalAutoClear = e.autoClear, this._originalRenderTarget = e.getRenderTarget();
894
+ }
895
+ _restore(e) {
896
+ e.setClearColor(this._originalClearColor), e.setClearAlpha(this._originalClearAlpha), e.setRenderTarget(this._originalRenderTarget), e.autoClear = this._originalAutoClear;
897
+ }
898
+ }, ue = class {
899
+ constructor(e, t) {
900
+ this._passRenderer = t?.passRenderer ?? new V(), this._blurMaterial = new c(e ?? I), this._blurMaterial.depthTest = !1;
901
+ }
902
+ dispose() {
903
+ this._blurMaterial.dispose();
904
+ }
905
+ render(e, t, n, r) {
906
+ this._blurMaterial.uniforms.tDiffuse.value = t[0].texture, this._blurMaterial.uniforms.rangeMin.value.x = n[0], this._blurMaterial.uniforms.rangeMin.value.y = 0, this._blurMaterial.uniforms.rangeMax.value.x = r[0], this._blurMaterial.uniforms.rangeMax.value.y = 0, this._passRenderer.renderScreenSpace(e, this._blurMaterial, t[1]), this._blurMaterial.uniforms.tDiffuse.value = t[1].texture, this._blurMaterial.uniforms.rangeMin.value.x = 0, this._blurMaterial.uniforms.rangeMin.value.y = n[1], this._blurMaterial.uniforms.rangeMax.value.x = 0, this._blurMaterial.uniforms.rangeMax.value.y = r[1], this._passRenderer.renderScreenSpace(e, this._blurMaterial, t[2]);
907
+ }
908
+ }, H = {
909
+ INPUT_RGB_NORMAL: "inputRgbNormal",
910
+ FLOAT_BUFFER_NORMAL: "floatBufferNormal",
911
+ CONSTANT_Z: "constantZ"
912
+ }, U = {
913
+ SEPARATE_BUFFER: "separateBuffer",
914
+ NORMAL_VECTOR_ALPHA: "normalVectorAlpha"
915
+ }, W = {
916
+ SSAO: 0,
917
+ SAO: 1,
918
+ N8AO: 2,
919
+ HBAO: 3,
920
+ GTAO: 4
921
+ }, G = (e, t) => {
922
+ let n = de(e, t), r = "vec4[SAMPLES](";
923
+ for (let t = 0; t < e; t++) {
924
+ let i = n[t];
925
+ r += `vec4(${i.x}, ${i.y}, ${i.z}, ${i.w})${t < e - 1 ? "," : ")"}`;
926
+ }
927
+ return r;
928
+ }, de = (t, n) => {
929
+ let r = [];
930
+ for (let i = 0; i < t; i++) {
931
+ let a = i * Math.PI * (3 - Math.sqrt(5)), o = .01 + i / (t - 1) * .99, s = n ? Math.sqrt(1 - o * o) : 1 - o, c = Math.cos(a) * s, l = Math.sin(a) * s, u = Math.floor(t / 4), d = 1 - (Math.floor(i / 4) + i % 4 * u) / t;
932
+ d = .1 + .9 * d, r.push(new e(c, l, o, d));
933
+ }
934
+ return r;
935
+ }, K = {
936
+ name: "AOShader",
937
+ defines: {
938
+ PERSPECTIVE_CAMERA: 1,
939
+ SAMPLES: 16,
940
+ SAMPLE_VECTORS: G(16, !1),
941
+ NORMAL_VECTOR_TYPE: 1,
942
+ DEPTH_SWIZZLING: "x",
943
+ AO_ALGORITHM: W.GTAO,
944
+ NV_ALIGNED_SAMPLES: 1,
945
+ SCREEN_SPACE_RADIUS: 0,
946
+ SCREEN_SPACE_RADIUS_SCALE: 100,
947
+ SCENE_CLIP_BOX: 0,
948
+ NORMAL_VECTOR_ANTIALIAS: 2,
949
+ DEPTH_BUFFER_ANTIALIAS: 1
950
+ },
951
+ uniforms: {
952
+ tNormal: { value: null },
953
+ tDepth: { value: null },
954
+ tNoise: { value: null },
955
+ resolution: { value: new S() },
956
+ cameraNear: { value: null },
957
+ cameraFar: { value: null },
958
+ cameraProjectionMatrix: { value: new y() },
959
+ cameraProjectionMatrixInverse: { value: new y() },
960
+ cameraWorldMatrix: { value: new y() },
961
+ radius: { value: 1 },
962
+ distanceExponent: { value: 1 },
963
+ thickness: { value: 1 },
964
+ distanceFallOff: { value: 1 },
965
+ bias: { value: .001 },
966
+ scale: { value: 1 },
967
+ sceneBoxMin: { value: new s(-1, -1, -1) },
968
+ sceneBoxMax: { value: new s(1, 1, 1) }
969
+ },
970
+ vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
971
+ fragmentShader: "\n\n varying vec2 vUv;\n uniform highp sampler2D tNormal;\n uniform highp sampler2D tDepth;\n uniform sampler2D tNoise;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraProjectionMatrixInverse;\n uniform mat4 cameraWorldMatrix;\n uniform float radius;\n uniform float distanceExponent;\n uniform float thickness;\n uniform float distanceFallOff;\n uniform float bias;\n uniform float scale;\n #if SCENE_CLIP_BOX == 1\n uniform vec3 sceneBoxMin;\n uniform vec3 sceneBoxMax;\n #endif\n\n #include <common>\n #include <packing>\n\n #ifndef FRAGMENT_OUTPUT\n #define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)\n #endif\n\n const vec4 sampleKernel[SAMPLES] = SAMPLE_VECTORS;\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n return viewSpacePosition.xyz / viewSpacePosition.w;\n }\n\n float getDepth(const vec2 uv) {\n #if DEPTH_BUFFER_ANTIALIAS == 1\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float d0 = texelFetch(tDepth, p, 0).DEPTH_SWIZZLING;\n vec2 depth = vec2(d0, 1.0);\n float d1 = texelFetch(tDepth, p + ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d1, 1.0) * step(abs(d1 - d0), 0.1);\n float d2 = texelFetch(tDepth, p - ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d2, 1.0) * step(abs(d2 - d0), 0.1);\n float d3 = texelFetch(tDepth, p + ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d3, 1.0) * step(abs(d3 - d0), 0.1);\n float d4 = texelFetch(tDepth, p - ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d4, 1.0) * step(abs(d4 - d0), 0.1);\n return depth.x / depth.y;\n #else\n return textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;\n #endif\n }\n\n float fetchDepth(const ivec2 uv) {\n return texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 computeNormalFromDepth(const vec2 uv) {\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float c0 = fetchDepth(p);\n float l2 = fetchDepth(p - ivec2(2, 0));\n float l1 = fetchDepth(p - ivec2(1, 0));\n float r1 = fetchDepth(p + ivec2(1, 0));\n float r2 = fetchDepth(p + ivec2(2, 0));\n float b2 = fetchDepth(p - ivec2(0, 2));\n float b1 = fetchDepth(p - ivec2(0, 1));\n float t1 = fetchDepth(p + ivec2(0, 1));\n float t2 = fetchDepth(p + ivec2(0, 2));\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n }\n\n vec3 getViewNormal(const vec2 uv) {\n #if NORMAL_VECTOR_TYPE == 2\n return normalize(textureLod(tNormal, uv, 0.).rgb);\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n #else\n return computeNormalFromDepth(uv);\n #endif\n }\n\n vec3 getAntiAliasedViewNormal(const in vec2 screenPosition) {\n #if NORMAL_VECTOR_TYPE == 2\n #if NORMAL_VECTOR_ANTIALIAS == 1\n vec2 uv = screenPosition;\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n float c0 = texelFetch(tNormal, p, 0).a;\n float l2 = texelFetch(tNormal, p - ivec2(2, 0), 0).a;\n float l1 = texelFetch(tNormal, p - ivec2(1, 0), 0).a;\n float r1 = texelFetch(tNormal, p + ivec2(1, 0), 0).a;\n float r2 = texelFetch(tNormal, p + ivec2(2, 0), 0).a;\n float b2 = texelFetch(tNormal, p - ivec2(0, 2), 0).a;\n float b1 = texelFetch(tNormal, p - ivec2(0, 1), 0).a;\n float t1 = texelFetch(tNormal, p + ivec2(0, 1), 0).a;\n float t2 = texelFetch(tNormal, p + ivec2(0, 2), 0).a;\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n #elif NORMAL_VECTOR_ANTIALIAS == 2\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n vec3 normalVector = texelFetch(tNormal, p, 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(0, 1), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(0, 1), 0).xyz;\n return normalize(normalVector);\n #else\n return texture2D(tNormal, screenPosition).xyz;\n #endif\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, screenPosition, 0.).rgb);\n #else\n return computeNormalFromDepth(screenPosition);\n #endif\n }\n\n vec3 getSceneUvAndDepth(vec3 sampleViewPos) {\n vec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);\n vec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;\n float sampleSceneDepth = getDepth(sampleUv);\n return vec3(sampleUv, sampleSceneDepth);\n }\n\n float sinusToPlane(vec3 pointOnPlane, vec3 planeNormal, vec3 point) {\n vec3 delta = point - pointOnPlane;\n float sinV = dot(planeNormal, normalize(delta));\n return sinV;\n }\n\n float getFallOff(float delta, float falloffDistance) {\n float fallOff = smoothstep(0., 1., 1. - distanceFallOff * abs(delta) / falloffDistance);\n return fallOff;\n }\n\n void main() {\n float depth = getDepth(vUv.xy);\n if (depth >= 1.0) {\n discard;\n return;\n }\n vec3 viewPos = getViewPosition(vUv, depth);\n vec3 viewNormal = getAntiAliasedViewNormal(vUv);\n\n float radiusToUse = radius;\n float distanceFalloffToUse = thickness;\n #if SCREEN_SPACE_RADIUS == 1\n float radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;\n radiusToUse *= radiusScale;\n distanceFalloffToUse *= radiusScale;\n #endif\n\n #if SCENE_CLIP_BOX == 1\n vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n if (boxDistance > radiusToUse) {\n discard;\n return;\n }\n #endif\n\n vec2 noiseResolution = vec2(textureSize(tNoise, 0));\n vec2 noiseUv = vUv * resolution / noiseResolution;\n vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n vec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;\n\n #if NV_ALIGNED_SAMPLES == 1\n vec3 tangent = normalize(randomVec - viewNormal * dot(randomVec, viewNormal));\n vec3 bitangent = cross(viewNormal, tangent);\n mat3 kernelMatrix = mat3(tangent, bitangent, viewNormal);\n #else\n vec3 tangent = normalize(vec3(randomVec.xy, 0.));\n vec3 bitangent = vec3(-tangent.y, tangent.x, 0.);\n mat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));\n #endif\n\n #if AO_ALGORITHM == 4\n const int DIRECTIONS = SAMPLES < 30 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #elif AO_ALGORITHM == 3\n const int DIRECTIONS = SAMPLES < 16 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #else\n const int DIRECTIONS = SAMPLES;\n const int STEPS = 1;\n #endif\n\n float ao = 0.0, totalWeight = 0.0;\n for (int i = 0; i < DIRECTIONS; ++i) {\n\n #if AO_ALGORITHM == 4\n float angle = float(i) / float(DIRECTIONS) * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #elif AO_ALGORITHM == 3\n float angle = float(i) / float(DIRECTIONS) * 2. * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #else\n vec4 sampleDir = sampleKernel[i];\n #endif\n sampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);\n\n vec3 viewDir = normalize(-viewPos.xyz);\n vec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));\n vec3 sliceTangent = cross(sliceBitangent, viewDir);\n vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n #if AO_ALGORITHM == 4\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));\n #else\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice));\n #endif\n for (int j = 0; j < STEPS; ++j) {\n vec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);\n vec3 sampleViewPos = viewPos + sampleViewOffset;\n #else\n vec3 sampleViewPos = viewPos + sampleDir.xyz * radiusToUse * pow(sampleDir.w, distanceExponent);\n #endif\n\n vec3 sampleSceneUvDepth = getSceneUvAndDepth(sampleViewPos);\n vec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n float sceneSampleDist = abs(sampleSceneViewPos.z);\n float sampleDist = abs(sampleViewPos.z);\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n // HBAO || GTAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #if AO_ALGORITHM == 4\n sampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);\n sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #endif\n #elif AO_ALGORITHM == 2\n // N8AO\n float weight = dot(viewNormal, sampleDir.xyz);\n float occlusion = weight * step(sceneSampleDist + bias, sampleDist);\n #elif AO_ALGORITHM == 1\n // SAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n float minResolution = 0.; // ?\n float scaledViewDist = length( viewDelta ) / scale;\n float weight = 1.;\n float occlusion = max(0., (dot(viewNormal, viewDelta) - minResolution) / scaledViewDist - bias) / (1. + scaledViewDist * scaledViewDist );\n #else\n // SSAO\n float weight = 1.;\n float occlusion = step(sceneSampleDist + bias, sampleDist);\n #endif\n\n #if AO_ALGORITHM == 4\n }\n // GTAO\n vec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);\n float nx = dot(normalInSlice, sliceTangent);\n float ny = dot(normalInSlice, viewDir);\n float nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n float nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n float occlusion = nx * nxb + ny * nyb;\n ao += occlusion;\n }\n ao = clamp(ao / float(DIRECTIONS), 0., 1.);\n #elif AO_ALGORITHM == 3\n }\n totalWeight += 1.;\n ao += max(0., cosHorizons.x - max(0., cosHorizons.y));\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #else\n\n float fallOff = getFallOff(sceneSampleDist - sampleDist, distanceFalloffToUse);\n occlusion *= fallOff;\n vec2 diff = (vUv - sampleSceneUvDepth.xy) * resolution;\n occlusion *= step(1., dot(diff, diff));\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n occlusion *= clipRangeCheck.x * clipRangeCheck.y;\n weight *= clipRangeCheck.x * clipRangeCheck.y;\n totalWeight += weight;\n ao += occlusion;\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #endif\n\n #if SCENE_CLIP_BOX == 1\n ao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));\n #endif\n #if AO_ALGORITHM != 1\n ao = pow(ao, scale);\n #endif\n gl_FragColor = FRAGMENT_OUTPUT;\n }"
972
+ }, q = {
973
+ resolutionScale: 1,
974
+ algorithm: W.SSAO,
975
+ samples: 32,
976
+ radius: .25,
977
+ distanceExponent: 2,
978
+ thickness: .5,
979
+ distanceFallOff: .5,
980
+ scale: 1,
981
+ bias: .01,
982
+ screenSpaceRadius: !1
983
+ }, fe = class {
984
+ get texture() {
985
+ return this._renderTarget ? this._renderTarget?.texture : null;
986
+ }
987
+ constructor(e, t, n, r, i) {
988
+ this.needsUpdate = !0, this.parameters = { ...q }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = H.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = U.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new V(), this._sceneClipBox = new f(new s(-1, -1, -1), new s(1, 1, 1)), this._sceneScale = 1, this._width = e, this._height = t, this._samples = n, this._gBufferAntiAliasing = r, this._normalVectorSourceType = i?.normalVectorSourceType || H.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = i?.depthValueSourceType || U.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = i?.modulateRedChannel || !1, i?.aoParameters && (this.parameters = i.aoParameters), i && this.updateTextures(i);
989
+ }
990
+ _getNoiseTexture(e = 64) {
991
+ if (!this._noiseTexture) {
992
+ let t = new B(), n = new Uint8Array(e * e * 4);
993
+ for (let r = 0; r < e; r++) for (let i = 0; i < e; i++) {
994
+ let a = r, o = i;
995
+ n[(r * e + i) * 4] = (t.noise(a, o) + 1) * 127.5, n[(r * e + i) * 4 + 1] = (t.noise(a + e, o) + 1) * 127.5, n[(r * e + i) * 4 + 2] = (t.noise(a, o + e) + 1) * 127.5, n[(r * e + i) * 4 + 3] = (t.noise(a + e, o + e) + 1) * 127.5;
996
+ }
997
+ this._noiseTexture = new l(n, e, e, r, _), this._noiseTexture.wrapS = a, this._noiseTexture.wrapT = a, this._noiseTexture.needsUpdate = !0;
998
+ }
999
+ return this._noiseTexture;
1000
+ }
1001
+ _getMaterial(e, t) {
1002
+ let n = t;
1003
+ return this._aoMaterial || (this._aoMaterial = this._newAoMaterial(), n = !0), n && (this._updateShader(this._aoMaterial, e), this._aoMaterial.needsUpdate = !0), this._updateUniforms(this._aoMaterial, e, n), this._aoMaterial;
1004
+ }
1005
+ _newAoMaterial() {
1006
+ let e = new c({
1007
+ defines: Object.assign({}, K.defines),
1008
+ uniforms: p.clone(K.uniforms),
1009
+ vertexShader: K.vertexShader,
1010
+ fragmentShader: K.fragmentShader,
1011
+ depthTest: !1,
1012
+ depthWrite: !1
1013
+ });
1014
+ return this._modulateRedChannel && (e.blending = 5, e.blendEquation = 103, e.blendEquationAlpha = null, e.blendSrc = 201, e.blendSrcAlpha = null, e.blendDst = 201, e.blendDstAlpha = null), e.defines.FRAGMENT_OUTPUT = this._modulateRedChannel ? "vec4(ao, 1., 1., 1.)" : void 0, e.uniforms.tNoise.value = le(5), e;
1015
+ }
1016
+ _updateShader(e, t) {
1017
+ e.defines.PERSPECTIVE_CAMERA = t.isPerspectiveCamera ? 1 : 0, e.defines.SAMPLES = this.parameters.samples, e.defines.SAMPLE_VECTORS = G(this.parameters.samples, this.parameters.algorithm === W.SSAO), e.defines.NORMAL_VECTOR_TYPE = this._normalVectorSourceType === H.FLOAT_BUFFER_NORMAL ? 2 : 1, e.defines.DEPTH_SWIZZLING = this._depthValueSourceType === U.NORMAL_VECTOR_ALPHA ? "a" : "x", e.defines.AO_ALGORITHM = this.parameters.algorithm, e.defines.NV_ALIGNED_SAMPLES = this.parameters.algorithm === W.HBAO || this.parameters.algorithm === W.GTAO ? 0 : 1, e.defines.SCREEN_SPACE_RADIUS = this.parameters.screenSpaceRadius ? 1 : 0, e.defines.SCENE_CLIP_BOX = 1, e.defines.NORMAL_VECTOR_ANTIALIAS = this._gBufferAntiAliasing ? 2 : 0, e.defines.DEPTH_BUFFER_ANTIALIAS = this._gBufferAntiAliasing ? 1 : 0;
1018
+ }
1019
+ _updateUniforms(e, t, n) {
1020
+ let r = this.parameters.screenSpaceRadius ? 1 : this._sceneScale, i = this._depthValueSourceType === U.NORMAL_VECTOR_ALPHA ? this.normalTexture : this.depthTexture;
1021
+ e.uniforms.tNormal.value = this.normalTexture, e.uniforms.tDepth.value = i, e.uniforms.resolution.value.set(this._width, this._height), e.uniforms.cameraProjectionMatrix.value.copy(t.projectionMatrix), e.uniforms.cameraProjectionMatrixInverse.value.copy(t.projectionMatrixInverse), e.uniforms.cameraWorldMatrix.value.copy(t.matrixWorld);
1022
+ let a = t;
1023
+ e.uniforms.cameraNear.value = a.near, e.uniforms.cameraFar.value = a.far, n && (e.uniforms.radius.value = this.parameters.radius * r, e.uniforms.distanceExponent.value = this.parameters.distanceExponent, e.uniforms.thickness.value = this.parameters.thickness * r, e.uniforms.distanceFallOff.value = this.parameters.distanceFallOff, e.uniforms.scale.value = this.parameters.scale, this._sceneClipBox && (e.uniforms.sceneBoxMin.value.copy(this._sceneClipBox.min), e.uniforms.sceneBoxMax.value.copy(this._sceneClipBox.max)));
1024
+ }
1025
+ _getRenderTargets() {
1026
+ return this._renderTarget ||= new t(this._width, this._height, {
1027
+ samples: this._samples,
1028
+ magFilter: this._samples > 1 ? v : u,
1029
+ minFilter: this._samples > 1 ? v : u
1030
+ }), this._renderTarget;
1031
+ }
1032
+ dispose() {
1033
+ this._noiseTexture?.dispose(), this._aoMaterial?.dispose(), this._renderTarget?.dispose();
1034
+ }
1035
+ setSize(e, t) {
1036
+ this._width = e, this._height = t, this._renderTarget?.setSize(e, t), this.needsUpdate = !0;
1037
+ }
1038
+ updateBounds(e, t) {
1039
+ this._sceneClipBox = new f().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
1040
+ }
1041
+ updateParameters(e) {
1042
+ for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
1043
+ }
1044
+ updateTextures(e) {
1045
+ e.depthTexture && (this.depthTexture = e.depthTexture, this.needsUpdate = !0), e.normalTexture && (this.normalTexture = e.normalTexture, this.needsUpdate = !0);
1046
+ }
1047
+ clear(e, t) {
1048
+ this._passRenderer.clear(e, t || this._getRenderTargets(), 16777215, 1);
1049
+ }
1050
+ render(e, t, n, r) {
1051
+ let i = this._getMaterial(t, this.needsUpdate);
1052
+ this.needsUpdate = !1, this._passRenderer.renderScreenSpace(e, i, r || this._getRenderTargets());
1053
+ }
1054
+ }, J = {
1055
+ DEFAULT: "default",
1056
+ BRIGHT: "bright"
1057
+ }, pe = {
1058
+ shadowType: "PCFShadowMap",
1059
+ shAndAoPassParameters: {
1060
+ aoIntensity: .3,
1061
+ shadow: { shadowRadius: .1 },
1062
+ ao: {
1063
+ algorithm: W.SSAO,
1064
+ samples: 32,
1065
+ radius: .02,
1066
+ distanceExponent: 2,
1067
+ thickness: .1,
1068
+ distanceFallOff: 1,
1069
+ bias: .01
1070
+ },
1071
+ poissonDenoise: {
1072
+ iterations: 2,
1073
+ samples: 16,
1074
+ rings: 2.89,
1075
+ radius: 4,
1076
+ radiusExponent: 1.3,
1077
+ depthPhi: 2.5,
1078
+ normalPhi: .5
1079
+ }
1080
+ },
1081
+ groundReflectionParameters: { brightness: .5 }
1082
+ }, Y = (...e) => {
1083
+ if (e.length === 0) return null;
1084
+ if (e.length === 1) return e[0];
1085
+ let t = e[0];
1086
+ for (let n = 1; n < e.length; n++) t = C(t, e[n]);
1087
+ return t;
1088
+ }, X = (e) => e ? { groundReflectionParameters: { enabled: !1 } } : null, Z = (e) => !e || e === J.DEFAULT ? null : e === J.BRIGHT ? pe : null, Q = (e) => Math.max(0, Math.min(1, e)), me = (e) => {
1089
+ let t = {
1090
+ shAndAoPassParameters: {
1091
+ ao: {},
1092
+ shadow: {}
1093
+ },
1094
+ groundReflectionParameters: {},
1095
+ bakedGroundContactShadowParameters: {}
1096
+ };
1097
+ return he(t, e), ge(t, e), _e(t, e), t;
1098
+ }, he = (e, t) => {
1099
+ t.aoIntensity !== void 0 && (e.shAndAoPassParameters.aoIntensity = Q(t.aoIntensity)), t.aoExtent !== void 0 && (e.shAndAoPassParameters.ao.radius = Q(t.aoExtent) * .3, e.shAndAoPassParameters.ao.thickness = .1 + Q(t.aoExtent) * .2);
1100
+ }, ge = (e, t) => {
1101
+ t.shBakedOnGround ? (e.bakedGroundContactShadowParameters.enabled = !0, e.shAndAoPassParameters.shadowIntensity = 0, t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.opacity = Q(t.shadowIntensity)), t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.blurMax = Q(t.shadowIntensity) * .1, e.bakedGroundContactShadowParameters.blurMin = e.bakedGroundContactShadowParameters.blurMax * .01)) : (t.shBakedOnGround !== void 0 && (e.bakedGroundContactShadowParameters.enabled = !1), t.shadowIntensity !== void 0 && (e.shAndAoPassParameters.shadowIntensity = Q(t.shadowIntensity)), t.shadowSoftening !== void 0 && (e.shAndAoPassParameters.shadow.shadowRadius = .001 + Q(t.shadowSoftening) * .2));
1102
+ }, _e = (e, t) => {
1103
+ t.grReflectIntensity !== void 0 && (e.groundReflectionParameters.enabled = t.grReflectIntensity > 0, e.groundReflectionParameters.intensity = Q(t.grReflectIntensity)), t.grReflectFadeOut !== void 0 && (e.groundReflectionParameters.fadeOutDistance = (1 - Q(t.grReflectFadeOut)) * 4);
1104
+ };
1105
+ //#endregion
1106
+ export { A, T as C, ne as D, k as E, O, F as S, N as T, re as _, Y as a, I as b, W as c, ue as d, se as f, z as g, B as h, me as i, E as k, U as l, oe as m, X as n, fe as o, V as p, Z as r, q as s, J as t, H as u, j as v, M as w, P as x, D as y };
1107
+
1108
+ //# sourceMappingURL=shading-settings-BWeccIZv.mjs.map