@roomle/web-sdk 3.9.0-alpha.1 → 3.9.0-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 (109) hide show
  1. package/lib/ConfiguratorKernel.wasm +0 -0
  2. package/lib/{GLTFExporter-BqjC9LhS.mjs → GLTFExporter-yfYOtLdk.mjs} +2 -2
  3. package/lib/{GLTFExporter-BqjC9LhS.mjs.map → GLTFExporter-yfYOtLdk.mjs.map} +1 -1
  4. package/lib/RoomleCore.js +3 -3
  5. package/lib/RoomleCore.wasm +0 -0
  6. package/lib/RoomleToolsCore.wasm +0 -0
  7. package/lib/{USDZExporter-qUD2VgwK.mjs → USDZExporter-DFJQYX8l.mjs} +2 -2
  8. package/lib/{USDZExporter-qUD2VgwK.mjs.map → USDZExporter-DFJQYX8l.mjs.map} +1 -1
  9. package/lib/{api-ByHTYrQ_.mjs → api-Cp8M5v8V.mjs} +12 -12
  10. package/lib/api-Cp8M5v8V.mjs.map +1 -0
  11. package/lib/asset-loader.worker-A7nEeQB4.mjs.map +1 -1
  12. package/lib/{banana-for-scale-DiBCpVNM.mjs → banana-for-scale-CFY_5rk1.mjs} +4 -4
  13. package/lib/{banana-for-scale-DiBCpVNM.mjs.map → banana-for-scale-CFY_5rk1.mjs.map} +1 -1
  14. package/lib/budgeteer.sw-CQWYbQSc.mjs.map +1 -1
  15. package/lib/{common-utils-AB4Lnet3.mjs → common-utils-L3DF6Ey5.mjs} +2 -2
  16. package/lib/{common-utils-AB4Lnet3.mjs.map → common-utils-L3DF6Ey5.mjs.map} +1 -1
  17. package/lib/{component-dimensioning-LUnZnpqG.mjs → component-dimensioning-FjlPqIvQ.mjs} +44 -38
  18. package/lib/component-dimensioning-FjlPqIvQ.mjs.map +1 -0
  19. package/lib/{component-raycast-helper-Bl0mWPcj.mjs → component-raycast-helper-1n4uXeSD.mjs} +28 -28
  20. package/lib/{component-raycast-helper-Bl0mWPcj.mjs.map → component-raycast-helper-1n4uXeSD.mjs.map} +1 -1
  21. package/lib/configurator-B9H-kPm2.mjs +45 -0
  22. package/lib/{configurator-Cf6J4eOF.mjs.map → configurator-B9H-kPm2.mjs.map} +1 -1
  23. package/lib/configurator-CWD62G9Q.mjs +2 -0
  24. package/lib/{continuous-drawing-helper-BlRy7u2t.mjs → continuous-drawing-helper-DEmx54k_.mjs} +3 -3
  25. package/lib/{continuous-drawing-helper-BlRy7u2t.mjs.map → continuous-drawing-helper-DEmx54k_.mjs.map} +1 -1
  26. package/lib/{decorate-Bck1_lG8.mjs → decorate-C9r0zXzz.mjs} +1 -1
  27. package/lib/{decorate-Bck1_lG8.mjs.map → decorate-C9r0zXzz.mjs.map} +1 -1
  28. package/lib/{dimensioning-helper-vPhGfHd-.mjs → dimensioning-helper-BXD6AEqL.mjs} +28 -21
  29. package/lib/dimensioning-helper-BXD6AEqL.mjs.map +1 -0
  30. package/lib/dimensioning-helper-Do9jwg8T.mjs +2 -0
  31. package/lib/glb-viewer-BxbH6fKg.mjs +2 -0
  32. package/lib/{glb-viewer-B95ZWAO-.mjs → glb-viewer-MuC-xMpl.mjs} +69 -69
  33. package/lib/{glb-viewer-B95ZWAO-.mjs.map → glb-viewer-MuC-xMpl.mjs.map} +1 -1
  34. package/lib/{highlight-coordinator-DeB46jQq.mjs → highlight-coordinator-BJJw_RgR.mjs} +3 -3
  35. package/lib/{highlight-coordinator-DeB46jQq.mjs.map → highlight-coordinator-BJJw_RgR.mjs.map} +1 -1
  36. package/lib/{homag-intelligence-ByOCaAFW.mjs → homag-intelligence-Bq-OZ8uy.mjs} +21 -8
  37. package/lib/homag-intelligence-Bq-OZ8uy.mjs.map +1 -0
  38. package/lib/{imos-ix-poc-export-helper-Vyv-uuNs.mjs → imos-ix-poc-export-helper-C9wPB6fl.mjs} +3 -3
  39. package/lib/{imos-ix-poc-export-helper-Vyv-uuNs.mjs.map → imos-ix-poc-export-helper-C9wPB6fl.mjs.map} +1 -1
  40. package/lib/kernel-C7YDLxq8.mjs.map +1 -1
  41. package/lib/{kernel-utils-BG1uqfT_.mjs → kernel-utils-B5QlsCwn.mjs} +15 -7
  42. package/lib/kernel-utils-B5QlsCwn.mjs.map +1 -0
  43. package/lib/{layer-BfckfWZz.mjs → layer-C_JtkhdO.mjs} +1 -1
  44. package/lib/{layer-BfckfWZz.mjs.map → layer-C_JtkhdO.mjs.map} +1 -1
  45. package/lib/{main-TlUQxOeW.mjs → main-BvkSjJpQ.mjs} +36538 -3295
  46. package/lib/main-BvkSjJpQ.mjs.map +1 -0
  47. package/lib/{material-viewer-37JiZSuS.mjs → material-viewer-xyS-wPPD.mjs} +55 -55
  48. package/lib/material-viewer-xyS-wPPD.mjs.map +1 -0
  49. package/lib/packages-C5mL8tCk.mjs +4 -0
  50. package/lib/planner-CMKaBsin.mjs +2 -0
  51. package/lib/{planner-DBhjeG6D.mjs → planner-CfxenPvQ.mjs} +14 -14
  52. package/lib/{planner-DBhjeG6D.mjs.map → planner-CfxenPvQ.mjs.map} +1 -1
  53. package/lib/{plugin-system-BEZnFUyT.mjs → plugin-system-BBgoIai2.mjs} +3 -3
  54. package/lib/{plugin-system-BEZnFUyT.mjs.map → plugin-system-BBgoIai2.mjs.map} +1 -1
  55. package/lib/roomle-headless-setup-CMK-quZI.mjs.map +1 -1
  56. package/lib/roomle-headless.d.ts +222 -36
  57. package/lib/roomle-headless.js +42 -41
  58. package/lib/roomle-headless.js.map +1 -1
  59. package/lib/{roomle-renderer-BgT28pfp.mjs → roomle-renderer-CkSFbpmg.mjs} +2 -2
  60. package/lib/{roomle-renderer-BgT28pfp.mjs.map → roomle-renderer-CkSFbpmg.mjs.map} +1 -1
  61. package/lib/roomle-sdk.d.ts +222 -36
  62. package/lib/roomle-sdk.js +8 -7
  63. package/lib/{roomle-webgpu-renderer-CdD3cYxN.mjs → roomle-webgpu-renderer-DUr1RZL6.mjs} +426 -393
  64. package/lib/roomle-webgpu-renderer-DUr1RZL6.mjs.map +1 -0
  65. package/lib/{scene-renderer-Bdl7umAf.mjs → scene-renderer-BuMnigf2.mjs} +228 -228
  66. package/lib/{scene-renderer-Bdl7umAf.mjs.map → scene-renderer-BuMnigf2.mjs.map} +1 -1
  67. package/lib/{script-loader-D3Cbc5BY.mjs → script-loader-uiPKVdkx.mjs} +9 -9
  68. package/lib/{script-loader-D3Cbc5BY.mjs.map → script-loader-uiPKVdkx.mjs.map} +1 -1
  69. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/package.json +1 -1
  70. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.d.ts +7 -3
  71. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.js +2 -1
  72. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.js.map +1 -1
  73. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.d.ts +35 -2
  74. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.js +12 -1
  75. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.js.map +1 -1
  76. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm +0 -0
  77. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleCore.js +3 -3
  78. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm +0 -0
  79. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm +0 -0
  80. package/lib/{stats-helper-BvDfWWfq.mjs → stats-helper-BZnX3BX3.mjs} +3 -3
  81. package/lib/{stats-helper-BvDfWWfq.mjs.map → stats-helper-BZnX3BX3.mjs.map} +1 -1
  82. package/lib/{three.core-K1JzUaep.mjs → three.core-DNErG1F6.mjs} +1 -1
  83. package/lib/{three.core-K1JzUaep.mjs.map → three.core-DNErG1F6.mjs.map} +1 -1
  84. package/lib/{three.module-Q2K9uyhi.mjs → three.module-BZkESKo3.mjs} +2 -2
  85. package/lib/{three.module-Q2K9uyhi.mjs.map → three.module-BZkESKo3.mjs.map} +1 -1
  86. package/lib/{three.webgpu-7v7o6Pxs.mjs → three.webgpu-C8myBXe1.mjs} +2 -2
  87. package/lib/{three.webgpu-7v7o6Pxs.mjs.map → three.webgpu-C8myBXe1.mjs.map} +1 -1
  88. package/lib/three.webgpu-WIkDzwXU.mjs +3 -0
  89. package/lib/{threejs-utils-BzXU2M3w.mjs → threejs-utils-D7sinreM.mjs} +106 -88
  90. package/lib/threejs-utils-D7sinreM.mjs.map +1 -0
  91. package/lib/{tools-core-CUTTHUku.mjs → tools-core-CCIcHAKj.mjs} +5 -5
  92. package/lib/{tools-core-CUTTHUku.mjs.map → tools-core-CCIcHAKj.mjs.map} +1 -1
  93. package/package.json +5 -2
  94. package/lib/api-ByHTYrQ_.mjs.map +0 -1
  95. package/lib/component-dimensioning-LUnZnpqG.mjs.map +0 -1
  96. package/lib/configurator-Cf6J4eOF.mjs +0 -45
  97. package/lib/configurator-D5FuWg5f.mjs +0 -2
  98. package/lib/dimensioning-helper-5xsc6I7Y.mjs +0 -2
  99. package/lib/dimensioning-helper-vPhGfHd-.mjs.map +0 -1
  100. package/lib/glb-viewer-C-IBj6p6.mjs +0 -2
  101. package/lib/homag-intelligence-ByOCaAFW.mjs.map +0 -1
  102. package/lib/kernel-utils-BG1uqfT_.mjs.map +0 -1
  103. package/lib/main-TlUQxOeW.mjs.map +0 -1
  104. package/lib/material-viewer-37JiZSuS.mjs.map +0 -1
  105. package/lib/packages-BPyzoYeC.mjs +0 -4
  106. package/lib/planner-BBUr8xHt.mjs +0 -2
  107. package/lib/roomle-webgpu-renderer-CdD3cYxN.mjs.map +0 -1
  108. package/lib/three.webgpu-ChguPx4k.mjs +0 -3
  109. package/lib/threejs-utils-BzXU2M3w.mjs.map +0 -1
@@ -1,26 +1,26 @@
1
- import { $t as e, B as t, Bt as n, C as r, Dn as i, Hr as a, J as o, Kt as s, Or as c, R as l, Rt as u, Si as d, T as f, Ti as p, Tn as m, Ur as h, Vr as g, Wn as _, X as v, ai as y, an as b, bi as x, cn as S, d as C, di as w, dn as T, fi as E, gn as D, hn as O, it as ee, jr as k, kn as te, ln as ne, m as A, mi as j, mn as M, mt as N, oi as re, on as P, ot as ie, pn as ae, pt as F, q as I, rn as L, sn as R, st as oe, ti as se, v as ce, wr as le, x as z, xi as B, yn as V } from "./three.core-K1JzUaep.mjs";
2
- import { r as ue } from "./three.module-Q2K9uyhi.mjs";
3
- import { n as de, r as fe, t as pe } from "./decorate-Bck1_lG8.mjs";
4
- import "./dimensioning-helper-vPhGfHd-.mjs";
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- import { h as me } from "./common-utils-AB4Lnet3.mjs";
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- import { k as he } from "./threejs-utils-BzXU2M3w.mjs";
1
+ import { k as e } from "./threejs-utils-D7sinreM.mjs";
2
+ import { $t as t, B as n, Bt as r, C as i, Dn as a, Hr as o, J as s, Kt as c, Or as l, R as u, Rt as d, Si as f, T as p, Ti as m, Tn as h, Ur as g, Vr as _, Wn as v, X as y, ai as b, an as x, bi as S, cn as C, d as w, di as T, dn as E, fi as D, gn as O, hn as ee, it as te, jr as k, kn as ne, ln as re, m as A, mi as j, mn as ie, mt as ae, oi as oe, on as M, ot as N, pn as P, pt as F, q as I, rn as L, sn as R, st as se, ti as ce, v as le, wr as ue, x as z, xi as B, yn as V } from "./three.core-DNErG1F6.mjs";
3
+ import { r as de } from "./three.module-BZkESKo3.mjs";
4
+ import { n as fe, r as pe, t as me } from "./decorate-C9r0zXzz.mjs";
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+ import "./dimensioning-helper-BXD6AEqL.mjs";
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+ import { h as he } from "./common-utils-L3DF6Ey5.mjs";
7
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  //#region packages/common-core/src/webgl/renderer/shader-utility.ts
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  var ge = {
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  uniforms: {
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  tDiffuse: { value: null },
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- colorTransform: { value: new P() },
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- colorBase: { value: new d(0, 0, 0, 0) },
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+ colorTransform: { value: new M() },
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+ colorBase: { value: new f(0, 0, 0, 0) },
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  multiplyChannels: { value: 0 },
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- uvTransform: { value: new b() }
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+ uvTransform: { value: new x() }
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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 }",
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  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 }"
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- }, H = new P(), _e = new P().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), ve = new P().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), ye = new P().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
19
- new P().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new P().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
20
- var U = new P().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), W = new d(0, 0, 0, 0), G = new d(0, 0, 0, 1), K = new b(), be = new b().set(1, 0, 0, 0, -1, 1, 0, 0, 1), xe = {
18
+ }, H = new M(), _e = new M().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), ve = new M().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), ye = new M().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
19
+ new M().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new M().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
20
+ var U = new M().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), W = new f(0, 0, 0, 0), G = new f(0, 0, 0, 1), K = new x(), be = new x().set(1, 0, 0, 0, -1, 1, 0, 0, 1), xe = {
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  DEFAULT: "default",
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  ADDITIVE: "additive"
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- }, Se = class extends a {
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+ }, Se = class extends o {
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  constructor(e, t = xe.ADDITIVE, n = !1, r = !1) {
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  let i = t === xe.ADDITIVE ? {
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  blendSrc: 208,
@@ -31,7 +31,7 @@ var U = new P().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), W = new d(0
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  blendEquationAlpha: 100
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  } : {};
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  super({
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- uniforms: w.clone(ge.uniforms),
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+ uniforms: T.clone(ge.uniforms),
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  vertexShader: ge.vertexShader,
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  fragmentShader: ge.fragmentShader,
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  defines: {
@@ -50,19 +50,19 @@ var U = new P().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), W = new d(0
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  }, Ce = {
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  uniforms: {
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  tDiffuse: { value: null },
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- rangeMin: { value: new x(1 / 512, 1 / 512) },
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- rangeMax: { value: new x(1 / 512, 1 / 512) }
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+ rangeMin: { value: new S(1 / 512, 1 / 512) },
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+ rangeMax: { value: new S(1 / 512, 1 / 512) }
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  },
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  vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }",
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  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 }"
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  };
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- new x(.1, .9), new x(.1, .9);
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- var we = "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 }", Ee = class e extends a {
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+ new S(.1, .9), new S(.1, .9);
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+ var we = "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 }", Ee = class e extends o {
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  static {
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  this._linearDepthShader = {
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  uniforms: {
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  tDepth: { value: null },
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- depthFilter: { value: new d(1, 0, 0, 0) },
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+ depthFilter: { value: new f(1, 0, 0, 0) },
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  cameraNear: { value: .1 },
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  cameraFar: { value: 1 }
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  },
@@ -77,7 +77,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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  constructor(t) {
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  super({
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  defines: Object.assign({}, e._linearDepthShader.defines),
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- uniforms: w.clone(e._linearDepthShader.uniforms),
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+ uniforms: T.clone(e._linearDepthShader.uniforms),
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  vertexShader: e._linearDepthShader.vertexShader,
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  fragmentShader: e._linearDepthShader.fragmentShader,
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  blending: 0
@@ -99,9 +99,9 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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  console.error("THREE.Pass: .render() must be implemented in derived pass.");
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  }
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  dispose() {}
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- }, De = new m(-1, 1, 1, -1, 0, 1), Oe = new class extends A {
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+ }, De = new h(-1, 1, 1, -1, 0, 1), Oe = new class extends A {
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  constructor() {
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- super(), this.setAttribute("position", new ie([
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+ super(), this.setAttribute("position", new N([
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  -1,
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  3,
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107
  0,
@@ -111,7 +111,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
111
111
  3,
112
112
  -1,
113
113
  0
114
- ], 3)), this.setAttribute("uv", new ie([
114
+ ], 3)), this.setAttribute("uv", new N([
115
115
  0,
116
116
  2,
117
117
  0,
@@ -796,22 +796,22 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
796
796
  noise3d(e, t, n) {
797
797
  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;
798
798
  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);
799
- let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, ee = _ - C + 2 * d, k = v - w + 2 * d, te = g - 1 + 3 * d, ne = _ - 1 + 3 * d, A = v - 1 + 3 * d, j = c & 255, M = l & 255, N = u & 255, re = this.perm[j + this.perm[M + this.perm[N]]] % 12, P = this.perm[j + y + this.perm[M + b + this.perm[N + x]]] % 12, ie = this.perm[j + S + this.perm[M + C + this.perm[N + w]]] % 12, ae = this.perm[j + 1 + this.perm[M + 1 + this.perm[N + 1]]] % 12, F = .6 - g * g - _ * _ - v * v;
800
- F < 0 ? r = 0 : (F *= F, r = F * F * this._dot3(this.grad3[re], g, _, v));
801
- let I = .6 - T * T - E * E - D * D;
802
- I < 0 ? i = 0 : (I *= I, i = I * I * this._dot3(this.grad3[P], T, E, D));
803
- let L = .6 - O * O - ee * ee - k * k;
804
- L < 0 ? a = 0 : (L *= L, a = L * L * this._dot3(this.grad3[ie], O, ee, k));
805
- let R = .6 - te * te - ne * ne - A * A;
806
- return R < 0 ? o = 0 : (R *= R, o = R * R * this._dot3(this.grad3[ae], te, ne, A)), 32 * (r + i + a + o);
799
+ let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, ee = _ - C + 2 * d, te = v - w + 2 * d, k = g - 1 + 3 * d, ne = _ - 1 + 3 * d, re = v - 1 + 3 * d, A = c & 255, j = l & 255, ie = u & 255, ae = this.perm[A + this.perm[j + this.perm[ie]]] % 12, oe = this.perm[A + y + this.perm[j + b + this.perm[ie + x]]] % 12, M = this.perm[A + S + this.perm[j + C + this.perm[ie + w]]] % 12, N = this.perm[A + 1 + this.perm[j + 1 + this.perm[ie + 1]]] % 12, P = .6 - g * g - _ * _ - v * v;
800
+ P < 0 ? r = 0 : (P *= P, r = P * P * this._dot3(this.grad3[ae], g, _, v));
801
+ let F = .6 - T * T - E * E - D * D;
802
+ F < 0 ? i = 0 : (F *= F, i = F * F * this._dot3(this.grad3[oe], T, E, D));
803
+ let I = .6 - O * O - ee * ee - te * te;
804
+ I < 0 ? a = 0 : (I *= I, a = I * I * this._dot3(this.grad3[M], O, ee, te));
805
+ let L = .6 - k * k - ne * ne - re * re;
806
+ return L < 0 ? o = 0 : (L *= L, o = L * L * this._dot3(this.grad3[N], k, ne, re)), 32 * (r + i + a + o);
807
807
  }
808
808
  noise4d(e, t, n, r) {
809
- 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, ee = w > E ? 16 : 0, k = T > E ? 8 : 0, te = w > D ? 4 : 0, ne = T > D ? 2 : 0, A = E > D ? 1 : 0, j = O + ee + k + te + ne + A, M = a[j][0] >= 3 ? 1 : 0, N = a[j][1] >= 3 ? 1 : 0, re = a[j][2] >= 3 ? 1 : 0, P = a[j][3] >= 3 ? 1 : 0, ie = a[j][0] >= 2 ? 1 : 0, ae = a[j][1] >= 2 ? 1 : 0, F = a[j][2] >= 2 ? 1 : 0, I = a[j][3] >= 2 ? 1 : 0, L = a[j][0] >= 1 ? 1 : 0, R = a[j][1] >= 1 ? 1 : 0, oe = a[j][2] >= 1 ? 1 : 0, se = a[j][3] >= 1 ? 1 : 0, ce = w - M + c, le = T - N + c, z = E - re + c, B = D - P + c, V = w - ie + 2 * c, ue = T - ae + 2 * c, de = E - F + 2 * c, fe = D - I + 2 * c, pe = w - L + 3 * c, me = T - R + 3 * c, he = E - oe + 3 * c, ge = D - se + 3 * c, H = w - 1 + 4 * c, _e = T - 1 + 4 * c, ve = E - 1 + 4 * c, ye = D - 1 + 4 * c, U = h & 255, W = g & 255, G = _ & 255, K = v & 255, be = o[U + o[W + o[G + o[K]]]] % 32, xe = o[U + M + o[W + N + o[G + re + o[K + P]]]] % 32, Se = o[U + ie + o[W + ae + o[G + F + o[K + I]]]] % 32, Ce = o[U + L + o[W + R + o[G + oe + o[K + se]]]] % 32, we = o[U + 1 + o[W + 1 + o[G + 1 + o[K + 1]]]] % 32, Te = .6 - w * w - T * T - E * E - D * D;
809
+ 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, ee = w > E ? 16 : 0, te = T > E ? 8 : 0, k = w > D ? 4 : 0, ne = T > D ? 2 : 0, re = E > D ? 1 : 0, A = O + ee + te + k + ne + re, j = a[A][0] >= 3 ? 1 : 0, ie = a[A][1] >= 3 ? 1 : 0, ae = a[A][2] >= 3 ? 1 : 0, oe = a[A][3] >= 3 ? 1 : 0, M = a[A][0] >= 2 ? 1 : 0, N = a[A][1] >= 2 ? 1 : 0, P = a[A][2] >= 2 ? 1 : 0, F = a[A][3] >= 2 ? 1 : 0, I = a[A][0] >= 1 ? 1 : 0, L = a[A][1] >= 1 ? 1 : 0, R = a[A][2] >= 1 ? 1 : 0, se = a[A][3] >= 1 ? 1 : 0, ce = w - j + c, le = T - ie + c, ue = E - ae + c, z = D - oe + c, B = w - M + 2 * c, V = T - N + 2 * c, de = E - P + 2 * c, fe = D - F + 2 * c, pe = w - I + 3 * c, me = T - L + 3 * c, he = E - R + 3 * c, ge = D - se + 3 * c, H = w - 1 + 4 * c, _e = T - 1 + 4 * c, ve = E - 1 + 4 * c, ye = D - 1 + 4 * c, U = h & 255, W = g & 255, G = _ & 255, K = v & 255, be = o[U + o[W + o[G + o[K]]]] % 32, xe = o[U + j + o[W + ie + o[G + ae + o[K + oe]]]] % 32, Se = o[U + M + o[W + N + o[G + P + o[K + F]]]] % 32, Ce = o[U + I + o[W + L + o[G + R + o[K + se]]]] % 32, we = o[U + 1 + o[W + 1 + o[G + 1 + o[K + 1]]]] % 32, Te = .6 - w * w - T * T - E * E - D * D;
810
810
  Te < 0 ? l = 0 : (Te *= Te, l = Te * Te * this._dot4(i[be], w, T, E, D));
811
- let Ee = .6 - ce * ce - le * le - z * z - B * B;
812
- Ee < 0 ? u = 0 : (Ee *= Ee, u = Ee * Ee * this._dot4(i[xe], ce, le, z, B));
813
- let q = .6 - V * V - ue * ue - de * de - fe * fe;
814
- q < 0 ? d = 0 : (q *= q, d = q * q * this._dot4(i[Se], V, ue, de, fe));
811
+ let Ee = .6 - ce * ce - le * le - ue * ue - z * z;
812
+ Ee < 0 ? u = 0 : (Ee *= Ee, u = Ee * Ee * this._dot4(i[xe], ce, le, ue, z));
813
+ let q = .6 - B * B - V * V - de * de - fe * fe;
814
+ q < 0 ? d = 0 : (q *= q, d = q * q * this._dot4(i[Se], B, V, de, fe));
815
815
  let De = .6 - pe * pe - me * me - he * he - ge * ge;
816
816
  De < 0 ? f = 0 : (De *= De, f = De * De * this._dot4(i[Ce], pe, me, he, ge));
817
817
  let Oe = .6 - H * H - _e * _e - ve * ve - ye * ye;
@@ -835,7 +835,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
835
835
  e.aspect = i / a, e.fov = L.radToDeg(Math.atan2(a, n) * 2), e.near = n, e.far = r, e.updateProjectionMatrix();
836
836
  }, Ne = class {
837
837
  constructor() {
838
- this.bounds = new C(new B(-1, -1, -1), new B(1, 1, 1)), this.size = new B(2, 2, 2), this.center = new B(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
838
+ this.bounds = new w(new B(-1, -1, -1), new B(1, 1, 1)), this.size = new B(2, 2, 2), this.center = new B(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
839
839
  }
840
840
  updateFromBox(e) {
841
841
  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 B(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();
@@ -843,7 +843,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
843
843
  updateCameraViewVolumeFromBounds(e) {
844
844
  e.updateMatrixWorld();
845
845
  let t = this.bounds.clone().applyMatrix4(e.matrixWorldInverse);
846
- e instanceof m ? je(e, t) : e instanceof i && Me(e, t);
846
+ e instanceof h ? je(e, t) : e instanceof a && Me(e, t);
847
847
  }
848
848
  getNearAndFarForPerspectiveCamera(e, t = 1) {
849
849
  let n = e.clone().sub(this.center).length();
@@ -865,16 +865,16 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
865
865
  }
866
866
  return r;
867
867
  }, Ie = (e) => {
868
- let n = new Ae(), r = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), i = Fe(r), a = i.length, o = new Uint8Array(a * 4);
869
- for (let t = 0; t < a; ++t) {
870
- let r = i[t], s = 2 * Math.PI * r / a, c = new B(Math.cos(s), Math.sin(s), 0).normalize();
871
- o[t * 4] = (c.x * .5 + .5) * 255, o[t * 4 + 1] = (c.y * .5 + .5) * 255, o[t * 4 + 2] = 127, o[t * 4 + 3] = (n.noise(t / e, t % e) * .5 + .5) * 255;
868
+ let t = new Ae(), r = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), i = Fe(r), a = i.length, o = new Uint8Array(a * 4);
869
+ for (let n = 0; n < a; ++n) {
870
+ let r = i[n], s = 2 * Math.PI * r / a, c = new B(Math.cos(s), Math.sin(s), 0).normalize();
871
+ o[n * 4] = (c.x * .5 + .5) * 255, o[n * 4 + 1] = (c.y * .5 + .5) * 255, o[n * 4 + 2] = 127, o[n * 4 + 3] = (t.noise(n / e, n % e) * .5 + .5) * 255;
872
872
  }
873
- let s = new t(o, r, r);
873
+ let s = new n(o, r, r);
874
874
  return s.wrapS = k, s.wrapT = k, s.needsUpdate = !0, s;
875
875
  }, Le = class {
876
876
  constructor() {
877
- this._originalClearColor = new r(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new ke(void 0), this._emptyScene = new g(), this._defaultCamera = new i();
877
+ this._originalClearColor = new i(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new ke(void 0), this._emptyScene = new _(), this._defaultCamera = new a();
878
878
  }
879
879
  renderWithOverrideMaterial(e, t, n, r, i, a, o) {
880
880
  this._backup(e), this._prepareRenderer(e, i, a, o);
@@ -901,7 +901,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
901
901
  }
902
902
  }, Re = class {
903
903
  constructor(e, t) {
904
- this._passRenderer = t?.passRenderer ?? new Le(), this._blurMaterial = new a(e ?? Ce), this._blurMaterial.depthTest = !1;
904
+ this._passRenderer = t?.passRenderer ?? new Le(), this._blurMaterial = new o(e ?? Ce), this._blurMaterial.depthTest = !1;
905
905
  }
906
906
  dispose() {
907
907
  this._blurMaterial.dispose();
@@ -914,7 +914,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
914
914
  this.alphaMap = !0;
915
915
  }
916
916
  constructor(t, n) {
917
- super(new te(1, 1, 10, 10), new O({
917
+ super(new ne(1, 1, 10, 10), new ee({
918
918
  color: e.alphaMap ? 0 : 16777215,
919
919
  transparent: !0,
920
920
  depthWrite: !1,
@@ -992,7 +992,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
992
992
  let n = [];
993
993
  for (let r = 0; r < e; r++) {
994
994
  let i = r * Math.PI * (3 - Math.sqrt(5)), a = .01 + r / (e - 1) * .99, o = t ? Math.sqrt(1 - a * a) : 1 - a, s = Math.cos(i) * o, c = Math.sin(i) * o, l = Math.floor(e / 4), u = 1 - (Math.floor(r / 4) + r % 4 * l) / e;
995
- u = .1 + .9 * u, n.push(new d(s, c, a, u));
995
+ u = .1 + .9 * u, n.push(new f(s, c, a, u));
996
996
  }
997
997
  return n;
998
998
  }, Ue = {
@@ -1015,12 +1015,12 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1015
1015
  tNormal: { value: null },
1016
1016
  tDepth: { value: null },
1017
1017
  tNoise: { value: null },
1018
- resolution: { value: new x() },
1018
+ resolution: { value: new S() },
1019
1019
  cameraNear: { value: null },
1020
1020
  cameraFar: { value: null },
1021
- cameraProjectionMatrix: { value: new P() },
1022
- cameraProjectionMatrixInverse: { value: new P() },
1023
- cameraWorldMatrix: { value: new P() },
1021
+ cameraProjectionMatrix: { value: new M() },
1022
+ cameraProjectionMatrixInverse: { value: new M() },
1023
+ cameraWorldMatrix: { value: new M() },
1024
1024
  radius: { value: 1 },
1025
1025
  distanceExponent: { value: 1 },
1026
1026
  thickness: { value: 1 },
@@ -1048,16 +1048,16 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1048
1048
  return this._renderTarget ? this._renderTarget?.texture : null;
1049
1049
  }
1050
1050
  constructor(e, t, n, r, i) {
1051
- this.needsUpdate = !0, this.parameters = { ...We }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new Le(), this._sceneClipBox = new C(new B(-1, -1, -1), new B(1, 1, 1)), this._sceneScale = 1, this._width = e, this._height = t, this._samples = n, this._gBufferAntiAliasing = r, this._normalVectorSourceType = i?.normalVectorSourceType || Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = i?.depthValueSourceType || X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = i?.modulateRedChannel || !1, i?.aoParameters && (this.parameters = i.aoParameters), i && this.updateTextures(i);
1051
+ this.needsUpdate = !0, this.parameters = { ...We }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new Le(), this._sceneClipBox = new w(new B(-1, -1, -1), new B(1, 1, 1)), this._sceneScale = 1, this._width = e, this._height = t, this._samples = n, this._gBufferAntiAliasing = r, this._normalVectorSourceType = i?.normalVectorSourceType || Y.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = i?.depthValueSourceType || X.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = i?.modulateRedChannel || !1, i?.aoParameters && (this.parameters = i.aoParameters), i && this.updateTextures(i);
1052
1052
  }
1053
1053
  _getNoiseTexture(e = 64) {
1054
1054
  if (!this._noiseTexture) {
1055
- let n = new Ae(), r = new Uint8Array(e * e * 4);
1056
- for (let t = 0; t < e; t++) for (let i = 0; i < e; i++) {
1057
- let a = t, o = i;
1058
- r[(t * e + i) * 4] = (n.noise(a, o) + 1) * 127.5, r[(t * e + i) * 4 + 1] = (n.noise(a + e, o) + 1) * 127.5, r[(t * e + i) * 4 + 2] = (n.noise(a, o + e) + 1) * 127.5, r[(t * e + i) * 4 + 3] = (n.noise(a + e, o + e) + 1) * 127.5;
1055
+ let t = new Ae(), r = new Uint8Array(e * e * 4);
1056
+ for (let n = 0; n < e; n++) for (let i = 0; i < e; i++) {
1057
+ let a = n, o = i;
1058
+ r[(n * e + i) * 4] = (t.noise(a, o) + 1) * 127.5, r[(n * e + i) * 4 + 1] = (t.noise(a + e, o) + 1) * 127.5, r[(n * e + i) * 4 + 2] = (t.noise(a, o + e) + 1) * 127.5, r[(n * e + i) * 4 + 3] = (t.noise(a + e, o + e) + 1) * 127.5;
1059
1059
  }
1060
- this._noiseTexture = new t(r, e, e, _, E), this._noiseTexture.wrapS = k, this._noiseTexture.wrapT = k, this._noiseTexture.needsUpdate = !0;
1060
+ this._noiseTexture = new n(r, e, e, v, D), this._noiseTexture.wrapS = k, this._noiseTexture.wrapT = k, this._noiseTexture.needsUpdate = !0;
1061
1061
  }
1062
1062
  return this._noiseTexture;
1063
1063
  }
@@ -1066,9 +1066,9 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1066
1066
  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;
1067
1067
  }
1068
1068
  _newAoMaterial() {
1069
- let e = new a({
1069
+ let e = new o({
1070
1070
  defines: Object.assign({}, Ue.defines),
1071
- uniforms: w.clone(Ue.uniforms),
1071
+ uniforms: T.clone(Ue.uniforms),
1072
1072
  vertexShader: Ue.vertexShader,
1073
1073
  fragmentShader: Ue.fragmentShader,
1074
1074
  depthTest: !1,
@@ -1086,10 +1086,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1086
1086
  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)));
1087
1087
  }
1088
1088
  _getRenderTargets() {
1089
- return this._renderTarget ||= new p(this._width, this._height, {
1089
+ return this._renderTarget ||= new m(this._width, this._height, {
1090
1090
  samples: this._samples,
1091
- magFilter: this._samples > 1 ? s : V,
1092
- minFilter: this._samples > 1 ? s : V
1091
+ magFilter: this._samples > 1 ? c : V,
1092
+ minFilter: this._samples > 1 ? c : V
1093
1093
  }), this._renderTarget;
1094
1094
  }
1095
1095
  dispose() {
@@ -1099,7 +1099,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1099
1099
  this._width = e, this._height = t, this._renderTarget?.setSize(e, t), this.needsUpdate = !0;
1100
1100
  }
1101
1101
  updateBounds(e, t) {
1102
- this._sceneClipBox = new C().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
1102
+ this._sceneClipBox = new w().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
1103
1103
  }
1104
1104
  updateParameters(e) {
1105
1105
  for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
@@ -1117,14 +1117,14 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1117
1117
  }, Ke = {
1118
1118
  uniforms: {
1119
1119
  tDiffuse: { value: null },
1120
- intensity: { value: new x(1, 1) }
1120
+ intensity: { value: new S(1, 1) }
1121
1121
  },
1122
1122
  vertexShader: "\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
1123
1123
  fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 intensity;\n varying vec2 vUv;\n\n void main() {\n vec4 textureColor = texture2D(tDiffuse, vUv);\n vec2 aoAndShadow = vec2(1.0) - intensity + intensity * textureColor.rg;\n gl_FragColor = vec4(vec3(aoAndShadow.r * aoAndShadow.g), 1.0);\n }"
1124
- }, qe = class extends a {
1124
+ }, qe = class extends o {
1125
1125
  constructor(e) {
1126
1126
  super({
1127
- uniforms: w.clone(Ke.uniforms),
1127
+ uniforms: T.clone(Ke.uniforms),
1128
1128
  vertexShader: Ke.vertexShader,
1129
1129
  fragmentShader: Ke.fragmentShader,
1130
1130
  transparent: !0,
@@ -1136,7 +1136,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1136
1136
  blendSrcAlpha: 206,
1137
1137
  blendDstAlpha: 200,
1138
1138
  blendEquationAlpha: 100
1139
- }), this._intensity = new x(1, 1), this.uniforms.intensity.value = this._intensity, this.update(e);
1139
+ }), this._intensity = new S(1, 1), this.uniforms.intensity.value = this._intensity, this.update(e);
1140
1140
  }
1141
1141
  update(e) {
1142
1142
  return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e.texture), e?.blending !== void 0 && (this.blending = e.blending), e?.aoIntensity !== void 0 && (this._intensity.x = e.aoIntensity), e?.shadowIntensity !== void 0 && (this._intensity.y = e.shadowIntensity), this;
@@ -1174,10 +1174,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1174
1174
  tNormal: { value: null },
1175
1175
  tDepth: { value: null },
1176
1176
  tNoise: { value: null },
1177
- resolution: { value: new x() },
1178
- cameraProjectionMatrix: { value: new P() },
1179
- cameraProjectionMatrixInverse: { value: new P() },
1180
- cameraWorldMatrix: { value: new P() },
1177
+ resolution: { value: new S() },
1178
+ cameraProjectionMatrix: { value: new M() },
1179
+ cameraProjectionMatrixInverse: { value: new M() },
1180
+ cameraWorldMatrix: { value: new M() },
1181
1181
  lumaPhi: { value: 5 },
1182
1182
  depthPhi: { value: 1 },
1183
1183
  normalPhi: { value: 1 },
@@ -1212,20 +1212,20 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1212
1212
  }
1213
1213
  _getNoiseTexture(e = 64) {
1214
1214
  if (!this._noiseTexture) {
1215
- let n = new Ae(), r = new Uint8Array(e * e * 4);
1216
- for (let t = 0; t < e; t++) for (let i = 0; i < e; i++) {
1217
- let a = t, o = i;
1218
- r[(t * e + i) * 4] = (n.noise(a, o) + 1) * 127.5, r[(t * e + i) * 4 + 1] = (n.noise(a + e, o) + 1) * 127.5, r[(t * e + i) * 4 + 2] = (n.noise(a, o + e) + 1) * 127.5, r[(t * e + i) * 4 + 3] = (n.noise(a + e, o + e) + 1) * 127.5;
1215
+ let t = new Ae(), r = new Uint8Array(e * e * 4);
1216
+ for (let n = 0; n < e; n++) for (let i = 0; i < e; i++) {
1217
+ let a = n, o = i;
1218
+ r[(n * e + i) * 4] = (t.noise(a, o) + 1) * 127.5, r[(n * e + i) * 4 + 1] = (t.noise(a + e, o) + 1) * 127.5, r[(n * e + i) * 4 + 2] = (t.noise(a, o + e) + 1) * 127.5, r[(n * e + i) * 4 + 3] = (t.noise(a + e, o + e) + 1) * 127.5;
1219
1219
  }
1220
- this._noiseTexture = new t(r, e, e, _, E), this._noiseTexture.wrapS = k, this._noiseTexture.wrapT = k, this._noiseTexture.needsUpdate = !0;
1220
+ this._noiseTexture = new n(r, e, e, v, D), this._noiseTexture.wrapS = k, this._noiseTexture.wrapT = k, this._noiseTexture.needsUpdate = !0;
1221
1221
  }
1222
1222
  return this._noiseTexture;
1223
1223
  }
1224
1224
  _getMaterial(e, t) {
1225
1225
  let n = t;
1226
- return this._pdMaterial || (this._pdMaterial = new a({
1226
+ return this._pdMaterial || (this._pdMaterial = new o({
1227
1227
  defines: Object.assign({}, Xe.defines),
1228
- uniforms: w.clone(Xe.uniforms),
1228
+ uniforms: T.clone(Xe.uniforms),
1229
1229
  vertexShader: Xe.vertexShader,
1230
1230
  fragmentShader: Xe.fragmentShader,
1231
1231
  depthTest: !1,
@@ -1240,16 +1240,16 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1240
1240
  e.uniforms.tDiffuse.value = this._inputTexture, e.uniforms.tNormal.value = this.normalTexture, e.uniforms.tDepth.value = r, e.uniforms.resolution.value.set(this._width, this._height), t.projectionMatrix && e.uniforms.cameraProjectionMatrix.value.copy(t.projectionMatrix), t.projectionMatrixInverse && e.uniforms.cameraProjectionMatrixInverse.value.copy(t.projectionMatrixInverse), t.matrixWorld && e.uniforms.cameraWorldMatrix.value.copy(t.matrixWorld), n && (e.uniforms.lumaPhi.value = this.parameters.lumaPhi, e.uniforms.depthPhi.value = this.parameters.depthPhi, e.uniforms.normalPhi.value = this.parameters.normalPhi, e.uniforms.radius.value = this.parameters.radius, e.uniforms.radiusExponent.value = this.parameters.radiusExponent, this._sceneClipBox && (e.uniforms.sceneBoxMin.value.copy(this._sceneClipBox.min), e.uniforms.sceneBoxMax.value.copy(this._sceneClipBox.max)));
1241
1241
  }
1242
1242
  _getRenderTargets() {
1243
- return this._renderTargets.length < 2 && (this._renderTargets = [new p(this._width, this._height, {
1243
+ return this._renderTargets.length < 2 && (this._renderTargets = [new m(this._width, this._height, {
1244
1244
  samples: this._samples,
1245
- format: _,
1246
- type: N,
1245
+ format: v,
1246
+ type: ae,
1247
1247
  magFilter: V,
1248
1248
  minFilter: V
1249
- }), new p(this._width, this._height, {
1249
+ }), new m(this._width, this._height, {
1250
1250
  samples: this._samples,
1251
- format: _,
1252
- type: N,
1251
+ format: v,
1252
+ type: ae,
1253
1253
  magFilter: V,
1254
1254
  minFilter: V
1255
1255
  })]), this._renderTargets;
@@ -1261,7 +1261,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1261
1261
  this._width = e, this._height = t, this._renderTargets.forEach((n) => n.setSize(e, t)), this.needsUpdate = !0;
1262
1262
  }
1263
1263
  updateBounds(e) {
1264
- this._sceneClipBox = new C().copy(e), this.needsUpdate = !0;
1264
+ this._sceneClipBox = new w().copy(e), this.needsUpdate = !0;
1265
1265
  }
1266
1266
  updateParameters(e) {
1267
1267
  for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
@@ -1301,10 +1301,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1301
1301
  progressiveDenoiseIterations: 0
1302
1302
  }, et = class extends J {
1303
1303
  static {
1304
- this.shadowTransform = new P().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1);
1304
+ this.shadowTransform = new M().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1);
1305
1305
  }
1306
1306
  get aoAndSoftShadowRenderTarget() {
1307
- return this._aoAndSoftShadowRenderTarget = this._aoAndSoftShadowRenderTarget ?? new p(this._width, this._height, {
1307
+ return this._aoAndSoftShadowRenderTarget = this._aoAndSoftShadowRenderTarget ?? new m(this._width, this._height, {
1308
1308
  samples: this._samples,
1309
1309
  format: 1030,
1310
1310
  magFilter: this._samples > 1 ? 1006 : 1003,
@@ -1348,7 +1348,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1348
1348
  return this._softShadowPass;
1349
1349
  }
1350
1350
  get fadeRenderTarget() {
1351
- return this._fadeRenderTarget = this._fadeRenderTarget ?? new p(this._width, this._height, {
1351
+ return this._fadeRenderTarget = this._fadeRenderTarget ?? new m(this._width, this._height, {
1352
1352
  samples: this._samples,
1353
1353
  format: 1030,
1354
1354
  magFilter: this._samples > 1 ? 1006 : 1003,
@@ -1473,7 +1473,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1473
1473
  }), this.passRenderer.renderScreenSpace(e, this._copyMaterial, this.fadeRenderTarget)), r > .001 && (this._blendMaterial.update({
1474
1474
  texture: n,
1475
1475
  blending: i ? 5 : 0,
1476
- colorTransform: new P().set(0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, i ? r : 1),
1476
+ colorTransform: new M().set(0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, i ? r : 1),
1477
1477
  multiplyChannels: 0
1478
1478
  }), this.passRenderer.renderScreenSpace(e, this._blendMaterial, this.fadeRenderTarget)), this.fadeRenderTarget.texture;
1479
1479
  }
@@ -1562,7 +1562,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1562
1562
  if (e.length === 0) return null;
1563
1563
  if (e.length === 1) return e[0];
1564
1564
  let t = e[0];
1565
- for (let n = 1; n < e.length; n++) t = me(t, e[n]);
1565
+ for (let n = 1; n < e.length; n++) t = he(t, e[n]);
1566
1566
  return t;
1567
1567
  }, at = (e) => e ? { groundReflectionParameters: { enabled: !1 } } : null, ot = (e) => !e || e === nt.DEFAULT ? null : e === nt.BRIGHT ? rt : null, $ = (e) => Math.max(0, Math.min(1, e)), st = (e) => {
1568
1568
  let t = {
@@ -1580,7 +1580,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1580
1580
  t.shBakedOnGround ? (e.bakedGroundContactShadowParameters.enabled = !0, e.shAndAoPassParameters.shadowIntensity = 0, t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.opacity = $(t.shadowIntensity)), t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.blurMax = $(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 = $(t.shadowIntensity)), t.shadowSoftening !== void 0 && (e.shAndAoPassParameters.shadow.shadowRadius = .001 + $(t.shadowSoftening) * .2));
1581
1581
  }, ut = (e, t) => {
1582
1582
  t.grReflectIntensity !== void 0 && (e.groundReflectionParameters.enabled = t.grReflectIntensity > 0, e.groundReflectionParameters.intensity = $(t.grReflectIntensity)), t.grReflectFadeOut !== void 0 && (e.groundReflectionParameters.fadeOutDistance = (1 - $(t.grReflectFadeOut)) * 4);
1583
- }, dt = (e, t) => Array.isArray(e) ? e.some((e) => dt(e, t)) : e.transparent && e.opacity < t || e.alphaTest > 0, ft = (e) => Array.isArray(e) ? e.some((e) => ft(e)) : e instanceof O && e.transmission > 0, pt = class {
1583
+ }, dt = (e, t) => Array.isArray(e) ? e.some((e) => dt(e, t)) : e.transparent && e.opacity < t || e.alphaTest > 0, ft = (e) => Array.isArray(e) ? e.some((e) => ft(e)) : e instanceof ee && e.transmission > 0, pt = class {
1584
1584
  constructor(e) {
1585
1585
  this.needsUpdate = !0, this._cache = null, this._cache = e;
1586
1586
  }
@@ -1676,7 +1676,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1676
1676
  addLineOrPoint(e) {}
1677
1677
  addObject(e) {}
1678
1678
  addMesh(e) {
1679
- this._doNotWriteDepth && this._doNotWriteDepth(e) && e.material instanceof D && e.material.depthWrite && this._depthWriteCache.add(e.material);
1679
+ this._doNotWriteDepth && this._doNotWriteDepth(e) && e.material instanceof O && e.material.depthWrite && this._depthWriteCache.add(e.material);
1680
1680
  }
1681
1681
  onBeforeRender() {
1682
1682
  this._depthWriteCache.forEach((e) => {
@@ -1732,7 +1732,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1732
1732
  return e ||= (this._shadowGroundPlane ??= new ze(this.renderTarget.texture, this.parameters), this._shadowGroundPlane), e.parent !== this._groundGroup && this._groundGroup.add(e), e;
1733
1733
  }
1734
1734
  constructor(e, t, n, r) {
1735
- super(e), this.limitPlaneSize = !0, this.needsUpdate = !0, this.noNeedOfUpdateCount = 0, this._blurScale = 1, this._shadowScale = 1, this._groundGroup = n, this.shadowMapSize = r.shadowMapSize ?? 2048, this.parameters = this._getDefaultParameters(r), this._groundShadowFar = this.parameters.cameraFar, this._renderer = t, this.renderCacheManager?.registerCache(this, new ht((e) => e.isMesh && !vt(e) || e.name !== void 0 && ["Ground", "Floor"].includes(e.name))), this.renderTarget = new p(this.shadowMapSize, this.shadowMapSize), this.renderTarget.texture.generateMipmaps = !1, this._renderTargetBlur = new p(this.shadowMapSize, this.shadowMapSize), this._renderTargetBlur.texture.generateMipmaps = !1, this._sharedShadowGroundPlane = r?.sharedShadowGroundPlane, this.shadowGroundPlane.setShadowMap(this.renderTarget.texture), this.shadowGroundPlane.updateMaterial(this.parameters), this._groundContactCamera = new bt(), this._groundGroup.add(this._groundContactCamera), this._depthMaterial = new ne(), this._depthMaterial.userData.fadeoutBias = { value: this.parameters.fadeoutBias }, this._depthMaterial.userData.fadeoutFalloff = { value: this.parameters.fadeoutFalloff }, this._depthMaterial.onBeforeCompile = (e) => {
1735
+ super(e), this.limitPlaneSize = !0, this.needsUpdate = !0, this.noNeedOfUpdateCount = 0, this._blurScale = 1, this._shadowScale = 1, this._groundGroup = n, this.shadowMapSize = r.shadowMapSize ?? 2048, this.parameters = this._getDefaultParameters(r), this._groundShadowFar = this.parameters.cameraFar, this._renderer = t, this.renderCacheManager?.registerCache(this, new ht((e) => e.isMesh && !vt(e) || e.name !== void 0 && ["Ground", "Floor"].includes(e.name))), this.renderTarget = new m(this.shadowMapSize, this.shadowMapSize), this.renderTarget.texture.generateMipmaps = !1, this._renderTargetBlur = new m(this.shadowMapSize, this.shadowMapSize), this._renderTargetBlur.texture.generateMipmaps = !1, this._sharedShadowGroundPlane = r?.sharedShadowGroundPlane, this.shadowGroundPlane.setShadowMap(this.renderTarget.texture), this.shadowGroundPlane.updateMaterial(this.parameters), this._groundContactCamera = new bt(), this._groundGroup.add(this._groundContactCamera), this._depthMaterial = new re(), this._depthMaterial.userData.fadeoutBias = { value: this.parameters.fadeoutBias }, this._depthMaterial.userData.fadeoutFalloff = { value: this.parameters.fadeoutFalloff }, this._depthMaterial.onBeforeCompile = (e) => {
1736
1736
  e.uniforms.fadeoutBias = this._depthMaterial.userData.fadeoutBias, e.uniforms.fadeoutFalloff = this._depthMaterial.userData.fadeoutFalloff, e.fragmentShader = `
1737
1737
  uniform float fadeoutBias;
1738
1738
  uniform float fadeoutFalloff;
@@ -1828,7 +1828,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1828
1828
  this.renderTarget
1829
1829
  ], [e, e], [t, t]);
1830
1830
  }
1831
- }, bt = class extends m {
1831
+ }, bt = class extends h {
1832
1832
  constructor() {
1833
1833
  super(-1, 1, -1, 1, -1, 1), this.rotation.x = Math.PI;
1834
1834
  }
@@ -1839,12 +1839,12 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1839
1839
  this.far = e, this.updateProjectionMatrix(), this.cameraHelper?.update();
1840
1840
  }
1841
1841
  updateCameraHelper(e, t) {
1842
- e ? (this.cameraHelper = this.cameraHelper ?? new ce(this), this.cameraHelper.visible = !0, t?.add(this.cameraHelper)) : this.cameraHelper?.parent && this.cameraHelper?.removeFromParent();
1842
+ e ? (this.cameraHelper = this.cameraHelper ?? new le(this), this.cameraHelper.visible = !0, t?.add(this.cameraHelper)) : this.cameraHelper?.parent && this.cameraHelper?.removeFromParent();
1843
1843
  }
1844
1844
  setCameraHelperVisibility(e) {
1845
1845
  this.cameraHelper && (this.cameraHelper.visible = e);
1846
1846
  }
1847
- }, xt = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n#endif\n\n void main() {\n vNormal = normalMatrix * normal;\n vec4 viewPosition = modelViewMatrix * vec4(position, 1.0);\n #if LINEAR_DEPTH == 1\n vZ = viewPosition.z; \n #endif\n gl_Position = projectionMatrix * viewPosition;\n }", St = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n uniform float cameraNear;\n uniform float cameraFar;\n#endif\n\n void main() {\n #if FLOAT_BUFFER == 1\n vec3 normal = normalize(vNormal);\n #else\n vec3 normal = normalize(vNormal) * 0.5 + 0.5;\n #endif\n #if LINEAR_DEPTH == 1\n float depth = (-vZ - cameraNear) / (cameraFar - cameraNear);\n #else\n float depth = gl_FragCoord.z;\n #endif\n gl_FragColor = vec4(normal, depth);\n }", Ct = class e extends a {
1847
+ }, xt = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n#endif\n\n void main() {\n vNormal = normalMatrix * normal;\n vec4 viewPosition = modelViewMatrix * vec4(position, 1.0);\n #if LINEAR_DEPTH == 1\n vZ = viewPosition.z; \n #endif\n gl_Position = projectionMatrix * viewPosition;\n }", St = "varying vec3 vNormal;\n#if LINEAR_DEPTH == 1\n varying float vZ; \n uniform float cameraNear;\n uniform float cameraFar;\n#endif\n\n void main() {\n #if FLOAT_BUFFER == 1\n vec3 normal = normalize(vNormal);\n #else\n vec3 normal = normalize(vNormal) * 0.5 + 0.5;\n #endif\n #if LINEAR_DEPTH == 1\n float depth = (-vZ - cameraNear) / (cameraFar - cameraNear);\n #else\n float depth = gl_FragCoord.z;\n #endif\n gl_FragColor = vec4(normal, depth);\n }", Ct = class e extends o {
1848
1848
  static {
1849
1849
  this._normalAndDepthShader = {
1850
1850
  uniforms: {
@@ -1866,7 +1866,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1866
1866
  FLOAT_BUFFER: t?.floatBufferType ? 1 : 0,
1867
1867
  LINEAR_DEPTH: t?.linearDepth ? 1 : 0
1868
1868
  }),
1869
- uniforms: w.clone(e._normalAndDepthShader.uniforms),
1869
+ uniforms: T.clone(e._normalAndDepthShader.uniforms),
1870
1870
  vertexShader: e._normalAndDepthShader.vertexShader,
1871
1871
  fragmentShader: e._normalAndDepthShader.fragmentShader,
1872
1872
  blending: t?.blending ?? 0
@@ -1900,18 +1900,18 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1900
1900
  blending: 0,
1901
1901
  floatBufferType: !0,
1902
1902
  linearDepth: !1
1903
- }) : new ae({ blending: 0 })), this._gBufferRenderMaterial instanceof Ct && this._gBufferRenderMaterial.update({ camera: e }), this._gBufferRenderMaterial;
1903
+ }) : new P({ blending: 0 })), this._gBufferRenderMaterial instanceof Ct && this._gBufferRenderMaterial.update({ camera: e }), this._gBufferRenderMaterial;
1904
1904
  }
1905
1905
  get depthNormalRenderTarget() {
1906
- if (!this._depthNormalRenderTarget) if (this.floatRgbNormalAlphaDepth) this._depthNormalRenderTarget = new p(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1906
+ if (!this._depthNormalRenderTarget) if (this.floatRgbNormalAlphaDepth) this._depthNormalRenderTarget = new m(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1907
1907
  minFilter: this._targetMinificationTextureFilter,
1908
1908
  magFilter: this._targetMagnificationTextureFilter,
1909
- type: oe,
1909
+ type: se,
1910
1910
  samples: this._samples
1911
1911
  });
1912
1912
  else {
1913
- let e = new o(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale);
1914
- e.format = I, e.type = j, this._depthNormalRenderTarget = new p(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1913
+ let e = new s(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale);
1914
+ e.format = I, e.type = j, this._depthNormalRenderTarget = new m(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1915
1915
  minFilter: this._targetMinificationTextureFilter,
1916
1916
  magFilter: this._targetMagnificationTextureFilter,
1917
1917
  depthTexture: e
@@ -1920,10 +1920,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1920
1920
  return this._depthNormalRenderTarget;
1921
1921
  }
1922
1922
  get separateDeptRenderTarget() {
1923
- return this._separateDeptRenderTarget ||= new p(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1923
+ return this._separateDeptRenderTarget ||= new m(this._width * this.parameters.depthNormalScale, this._height * this.parameters.depthNormalScale, {
1924
1924
  minFilter: this._targetMinificationTextureFilter,
1925
1925
  magFilter: this._targetMagnificationTextureFilter,
1926
- type: oe,
1926
+ type: se,
1927
1927
  samples: 0
1928
1928
  }), this._separateDeptRenderTarget;
1929
1929
  }
@@ -2008,8 +2008,8 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2008
2008
  }
2009
2009
  _newRenderTarget(e) {
2010
2010
  let t = this._width / this.parameters.renderTargetDownScale, n = this._height / this.parameters.renderTargetDownScale, r = {};
2011
- return e ? (r.depthTexture = new o(t, n), r.samples = this._samples) : r.samples = 1, new p(t, n, {
2012
- format: _,
2011
+ return e ? (r.depthTexture = new s(t, n), r.samples = this._samples) : r.samples = 1, new m(t, n, {
2012
+ format: v,
2013
2013
  ...r
2014
2014
  });
2015
2015
  }
@@ -2032,13 +2032,13 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2032
2032
  let n = this.parameters.intensity * t, r = this.parameters.brightness;
2033
2033
  this._copyMaterial.update({
2034
2034
  texture: e?.texture ?? void 0,
2035
- colorTransform: new P().set(r, 0, 0, 0, 0, r, 0, 0, 0, 0, r, 0, 0, 0, 0, n),
2035
+ colorTransform: new M().set(r, 0, 0, 0, 0, r, 0, 0, 0, 0, r, 0, 0, 0, 0, n),
2036
2036
  multiplyChannels: 0,
2037
2037
  uvTransform: be
2038
2038
  }), this._copyMaterial.depthTest = !0, this._copyMaterial.depthWrite = !1;
2039
2039
  }
2040
2040
  renderPass(e) {
2041
- if (!this.parameters.enabled || !(this.camera instanceof i)) return;
2041
+ if (!this.parameters.enabled || !(this.camera instanceof a)) return;
2042
2042
  let t = this._createGroundReflectionCamera(this.camera);
2043
2043
  this.renderCacheManager.render("groundReflection", this.scene, () => {
2044
2044
  this._renderGroundReflection(e, this.scene, t, this.reflectionRenderTarget);
@@ -2076,18 +2076,18 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2076
2076
  bottom: 1 - n._offset.top
2077
2077
  }, t.position.set(e.position.x, -e.position.y + 2 * this.parameters.groundLevel, e.position.z), t.rotation.set(-e.rotation.x, e.rotation.y, -e.rotation.z), t.updateMatrixWorld(), t.updateProjectionMatrix(), t;
2078
2078
  }
2079
- }, Dt = "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }", Ot = "\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraInverseProjectionMatrix;\n uniform mat4 inverseViewMatrix;\n uniform float groundLevel;\n uniform float fadeOutDistance;\n uniform float fadeOutExponent;\n varying vec2 vUv;\n\n #include <packing>\n\n float getDepth(const in vec2 screenPosition) {\n return texture2D(tDepth, screenPosition).x;\n }\n\n float getLinearDepth(const in vec2 screenPosition) {\n #if PERSPECTIVE_CAMERA == 1\n float fragCoordZ = texture2D(tDepth, screenPosition).x;\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return texture2D(tDepth, screenPosition).x;\n #endif\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return 0.0;//orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth, const in float viewZ ) {\n float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];\n vec4 clipPosition = vec4((vec3(screenPosition, depth) - 0.5) * 2.0, 1.0);\n clipPosition *= clipW;\n return (cameraInverseProjectionMatrix * clipPosition).xyz;\n }\n\n void main() {\n float verticalBias = 1.5 / resolution.y;\n vec2 uv = vUv.xy + vec2(0.0, verticalBias);\n float depth = getDepth(uv);\n float viewZ = getViewZ(depth);\n vec4 worldPosition = inverseViewMatrix * vec4(getViewPosition(uv, depth, viewZ), 1.0);\n float distance = worldPosition.y - groundLevel;\n vec2 diffuseTextureSize = vec2(textureSize(tDiffuse, 0 ));\n vec4 fragColor = texelFetch(tDiffuse, ivec2(uv * diffuseTextureSize), 0).rgba;\n #if LINEAR_TO_SRGB == 1\n fragColor.rgb = mix(fragColor.rgb * 12.92, 1.055 * pow(fragColor.rgb, vec3(0.41666)) - 0.055, step(0.0031308, fragColor.rgb));\n #endif\n float fadeOutAlpha = pow(clamp(1.0 - distance / fadeOutDistance, 0.0, 1.0), fadeOutExponent);\n fragColor.a *= fadeOutAlpha * step(depth, 0.9999);\n #if PREMULTIPLIED_ALPHA == 1\n gl_FragColor = vec4(fragColor.rgb * fragColor.a, fragColor.a);\n #else\n gl_FragColor = fragColor;\n #endif\n }", kt = class e extends a {
2079
+ }, Dt = "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }", Ot = "\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraInverseProjectionMatrix;\n uniform mat4 inverseViewMatrix;\n uniform float groundLevel;\n uniform float fadeOutDistance;\n uniform float fadeOutExponent;\n varying vec2 vUv;\n\n #include <packing>\n\n float getDepth(const in vec2 screenPosition) {\n return texture2D(tDepth, screenPosition).x;\n }\n\n float getLinearDepth(const in vec2 screenPosition) {\n #if PERSPECTIVE_CAMERA == 1\n float fragCoordZ = texture2D(tDepth, screenPosition).x;\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return texture2D(tDepth, screenPosition).x;\n #endif\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return 0.0;//orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth, const in float viewZ ) {\n float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];\n vec4 clipPosition = vec4((vec3(screenPosition, depth) - 0.5) * 2.0, 1.0);\n clipPosition *= clipW;\n return (cameraInverseProjectionMatrix * clipPosition).xyz;\n }\n\n void main() {\n float verticalBias = 1.5 / resolution.y;\n vec2 uv = vUv.xy + vec2(0.0, verticalBias);\n float depth = getDepth(uv);\n float viewZ = getViewZ(depth);\n vec4 worldPosition = inverseViewMatrix * vec4(getViewPosition(uv, depth, viewZ), 1.0);\n float distance = worldPosition.y - groundLevel;\n vec2 diffuseTextureSize = vec2(textureSize(tDiffuse, 0 ));\n vec4 fragColor = texelFetch(tDiffuse, ivec2(uv * diffuseTextureSize), 0).rgba;\n #if LINEAR_TO_SRGB == 1\n fragColor.rgb = mix(fragColor.rgb * 12.92, 1.055 * pow(fragColor.rgb, vec3(0.41666)) - 0.055, step(0.0031308, fragColor.rgb));\n #endif\n float fadeOutAlpha = pow(clamp(1.0 - distance / fadeOutDistance, 0.0, 1.0), fadeOutExponent);\n fragColor.a *= fadeOutAlpha * step(depth, 0.9999);\n #if PREMULTIPLIED_ALPHA == 1\n gl_FragColor = vec4(fragColor.rgb * fragColor.a, fragColor.a);\n #else\n gl_FragColor = fragColor;\n #endif\n }", kt = class e extends o {
2080
2080
  static {
2081
2081
  this.shader = {
2082
2082
  uniforms: {
2083
2083
  tDiffuse: { value: null },
2084
2084
  tDepth: { value: null },
2085
- resolution: { value: new x() },
2085
+ resolution: { value: new S() },
2086
2086
  cameraNear: { value: .1 },
2087
2087
  cameraFar: { value: 1 },
2088
- cameraProjectionMatrix: { value: new P() },
2089
- cameraInverseProjectionMatrix: { value: new P() },
2090
- inverseViewMatrix: { value: new P() },
2088
+ cameraProjectionMatrix: { value: new M() },
2089
+ cameraInverseProjectionMatrix: { value: new M() },
2090
+ inverseViewMatrix: { value: new M() },
2091
2091
  groundLevel: { value: 0 },
2092
2092
  fadeOutDistance: { value: 1 },
2093
2093
  fadeOutExponent: { value: 1 }
@@ -2104,7 +2104,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2104
2104
  constructor(t) {
2105
2105
  super({
2106
2106
  defines: Object.assign({}, e.shader.defines),
2107
- uniforms: w.clone(e.shader.uniforms),
2107
+ uniforms: T.clone(e.shader.uniforms),
2108
2108
  vertexShader: e.shader.vertexShader,
2109
2109
  fragmentShader: e.shader.fragmentShader,
2110
2110
  blending: 0
@@ -2121,9 +2121,9 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2121
2121
  }
2122
2122
  return e?.groundLevel !== void 0 && (this.uniforms.groundLevel.value = e?.groundLevel), e?.fadeOutDistance !== void 0 && (this.uniforms.fadeOutDistance.value = e?.fadeOutDistance), e?.fadeOutExponent !== void 0 && (this.uniforms.fadeOutExponent.value = e?.fadeOutExponent), this;
2123
2123
  }
2124
- }, At = class extends u {
2124
+ }, At = class extends d {
2125
2125
  constructor(e, t) {
2126
- let r = [
2126
+ let n = [
2127
2127
  1,
2128
2128
  1,
2129
2129
  0,
@@ -2140,8 +2140,8 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2140
2140
  1,
2141
2141
  0
2142
2142
  ], i = new A();
2143
- i.setAttribute("position", new ie(r, 3)), i.computeBoundingSphere();
2144
- let a = new n({ fog: !1 });
2143
+ i.setAttribute("position", new N(n, 3)), i.computeBoundingSphere();
2144
+ let a = new r({ fog: !1 });
2145
2145
  super(i, a), this.light = e, this.color = t, this.type = "RectAreaLightHelper";
2146
2146
  let o = [
2147
2147
  1,
@@ -2163,7 +2163,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2163
2163
  -1,
2164
2164
  0
2165
2165
  ], s = new A();
2166
- s.setAttribute("position", new ie(o, 3)), s.computeBoundingSphere(), this.add(new R(s, new S({
2166
+ s.setAttribute("position", new N(o, 3)), s.computeBoundingSphere(), this.add(new R(s, new C({
2167
2167
  side: 1,
2168
2168
  fog: !1
2169
2169
  })));
@@ -2180,12 +2180,12 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2180
2180
  dispose() {
2181
2181
  this.geometry.dispose(), this.material.dispose(), this.children[0].geometry.dispose(), this.children[0].material.dispose();
2182
2182
  }
2183
- }, jt = class e extends T {
2183
+ }, jt = class e extends E {
2184
2184
  static {
2185
2185
  this._enableGroundBoundary = !1;
2186
2186
  }
2187
2187
  static {
2188
- this._shadowFadeOut = new x(.1, 20);
2188
+ this._shadowFadeOut = new S(.1, 20);
2189
2189
  }
2190
2190
  static {
2191
2191
  this._sceneBoxMin = new B(-1, -1, -1);
@@ -2194,7 +2194,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2194
2194
  this._sceneBoxMax = new B(1, 1, 1);
2195
2195
  }
2196
2196
  static {
2197
- this._distributionProperties = new d(1, 1, 1, 1);
2197
+ this._distributionProperties = new f(1, 1, 1, 1);
2198
2198
  }
2199
2199
  constructor(e) {
2200
2200
  super(e), this.customProgramCacheKey = this._customProgramCacheKey, this.onBeforeCompile = this._onBeforeCompile;
@@ -2240,13 +2240,13 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2240
2240
  this._shadowMapPassOverrideMaterialCache.shadowOnGround = e;
2241
2241
  }
2242
2242
  constructor(e, t, n) {
2243
- super(e), this.needsUpdate = !1, this.drawGround = !0, this.shadowTypeNeedsUpdate = !0, this.shadowConfiguration = new zt(), this._shadowLightSources = [], this._shadowScale = 1, this._groundMapScale = 1, this._cameraUpdate = new Pe(), this._viewportSize = new x(t.x, t.y), this._samples = n?.samples ?? 0, this._shadowMapSize = n?.shadowMapSize ?? 1024, this.parameters = this._getScreenSpaceShadowMapParameters(n), this.castShadow = this.parameters.enableShadowMap, this._shadowMapPassOverrideMaterialCache = new Rt(), this.renderCacheManager?.registerCache(this, this._shadowMapPassOverrideMaterialCache);
2243
+ super(e), this.needsUpdate = !1, this.drawGround = !0, this.shadowTypeNeedsUpdate = !0, this.shadowConfiguration = new zt(), this._shadowLightSources = [], this._shadowScale = 1, this._groundMapScale = 1, this._cameraUpdate = new Pe(), this._viewportSize = new S(t.x, t.y), this._samples = n?.samples ?? 0, this._shadowMapSize = n?.shadowMapSize ?? 1024, this.parameters = this._getScreenSpaceShadowMapParameters(n), this.castShadow = this.parameters.enableShadowMap, this._shadowMapPassOverrideMaterialCache = new Rt(), this.renderCacheManager?.registerCache(this, this._shadowMapPassOverrideMaterialCache);
2244
2244
  let r = this._samples;
2245
- this._shadowRenderTarget = new p(this._viewportSize.x, this._viewportSize.y, {
2245
+ this._shadowRenderTarget = new m(this._viewportSize.x, this._viewportSize.y, {
2246
2246
  samples: r,
2247
- format: c,
2248
- magFilter: this._samples > 0 ? s : V,
2249
- minFilter: this._samples > 0 ? s : V
2247
+ format: l,
2248
+ magFilter: this._samples > 0 ? c : V,
2249
+ minFilter: this._samples > 0 ? c : V
2250
2250
  });
2251
2251
  }
2252
2252
  _getScreenSpaceShadowMapParameters(e) {
@@ -2265,7 +2265,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2265
2265
  let n = this._shadowScale;
2266
2266
  if (this._shadowScale = t, Math.abs(n - this._shadowScale) > 1e-5 && (this.shadowTypeNeedsUpdate = !0), this._shadowLightSources.forEach((t) => t.updateBounds(e)), this._shadowLightSources.length > 0) {
2267
2267
  let e = this._shadowLightSources[0].getShadowLight().shadow?.camera;
2268
- e instanceof m && (this._groundMapScale = 2 * this._shadowMapSize / (Math.abs(e.right - e.left) + Math.abs(e.top - e.bottom)));
2268
+ e instanceof h && (this._groundMapScale = 2 * this._shadowMapSize / (Math.abs(e.right - e.left) + Math.abs(e.top - e.bottom)));
2269
2269
  } else this._groundMapScale = 1;
2270
2270
  this._shadowMapPassOverrideMaterialCache.setBoundingBox(e.bounds);
2271
2271
  }
@@ -2328,7 +2328,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2328
2328
  return this.parameters.enableGroundBoundary = e, t;
2329
2329
  }
2330
2330
  setSize(e, t) {
2331
- this._viewportSize = new x(e, t), this._shadowRenderTarget.setSize(this._viewportSize.x, this._viewportSize.y);
2331
+ this._viewportSize = new S(e, t), this._shadowRenderTarget.setSize(this._viewportSize.x, this._viewportSize.y);
2332
2332
  }
2333
2333
  updatePositionAndTarget() {
2334
2334
  this._shadowLightSources.forEach((e) => e.updatePositionAndTarget());
@@ -2392,10 +2392,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2392
2392
  }
2393
2393
  _createShadowMaterial(t) {
2394
2394
  let n;
2395
- return n = t === Lt.EMISSIVE || t === Lt.UNLIT ? new S({
2395
+ return n = t === Lt.EMISSIVE || t === Lt.UNLIT ? new C({
2396
2396
  color: 16777215,
2397
2397
  side: 2
2398
- }) : t === Lt.SHADOW ? new h({ side: 2 }) : e.useModifiedMaterial ? this._createCustomerShadowMaterial() : new M({
2398
+ }) : t === Lt.SHADOW ? new g({ side: 2 }) : e.useModifiedMaterial ? this._createCustomerShadowMaterial() : new ie({
2399
2399
  color: 16777215,
2400
2400
  shininess: 0,
2401
2401
  polygonOffsetFactor: 0,
@@ -2423,7 +2423,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2423
2423
  }
2424
2424
  _setShadowMaterialForOpaqueObject(e) {
2425
2425
  let t = e.material;
2426
- t instanceof n || t instanceof S ? this.addToCache(e, { material: this._unlitMaterial }) : t instanceof D ? this._setMeshShadowStandardMaterial(e, t) : this.addToCache(e, { material: e.receiveShadow ? this._shadowObjectMaterial : this._unlitMaterial });
2426
+ t instanceof r || t instanceof C ? this.addToCache(e, { material: this._unlitMaterial }) : t instanceof O ? this._setMeshShadowStandardMaterial(e, t) : this.addToCache(e, { material: e.receiveShadow ? this._shadowObjectMaterial : this._unlitMaterial });
2427
2427
  }
2428
2428
  _setMeshShadowStandardMaterial(e, t) {
2429
2429
  let n = t.emissiveIntensity > 0 && (t.emissive.r > 0 || t.emissive.g > 0 || t.emissive.b > 0);
@@ -2493,7 +2493,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2493
2493
  }
2494
2494
  }, Bt = class {
2495
2495
  constructor(e, t) {
2496
- this._isVisibleBackup = !0, this._castShadowBackup = !0, this._shadowMapSize = t?.shadowMapSize ?? 1024, this._blurSamples = t?.blurSamples ?? 8, this._shadowLightSource = e, this._shadowLightSource.visible = !1, this._shadowLightSource.castShadow = !0, this._shadowLightSource.shadow && (this._shadowLightSource.shadow.mapSize = new x(this._shadowMapSize, this._shadowMapSize), this._shadowLightSource.shadow.blurSamples = this._blurSamples, this._shadowLightSource.shadow.autoUpdate = !1), this._shadowLightSource.userData.shadowLightSource = this;
2496
+ this._isVisibleBackup = !0, this._castShadowBackup = !0, this._shadowMapSize = t?.shadowMapSize ?? 1024, this._blurSamples = t?.blurSamples ?? 8, this._shadowLightSource = e, this._shadowLightSource.visible = !1, this._shadowLightSource.castShadow = !0, this._shadowLightSource.shadow && (this._shadowLightSource.shadow.mapSize = new S(this._shadowMapSize, this._shadowMapSize), this._shadowLightSource.shadow.blurSamples = this._blurSamples, this._shadowLightSource.shadow.autoUpdate = !1), this._shadowLightSource.userData.shadowLightSource = this;
2497
2497
  }
2498
2498
  getPosition() {
2499
2499
  return this._shadowLightSource.position;
@@ -2517,7 +2517,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2517
2517
  this._updateShadowPositionAndTarget(this.getPosition(), new B(0, 0, 0));
2518
2518
  }
2519
2519
  updateBounds(e) {
2520
- if (this._shadowLightSource instanceof se) {
2520
+ if (this._shadowLightSource instanceof ce) {
2521
2521
  let t = this._shadowLightSource.shadow.camera, n = e.bounds.clone().applyMatrix4(t.matrixWorldInverse), r = Math.max(.001, Math.min(-n.min.z, -n.max.z)), i = Math.max(-n.min.z, -n.max.z), a = Math.max(Math.abs(n.min.x), Math.abs(n.max.x)), o = Math.max(Math.abs(n.min.y), Math.abs(n.max.y)), s = Math.atan2(Math.hypot(o, a) * 1.05, r);
2522
2522
  t.aspect = 1, t.near = r, t.far = i, this._shadowLightSource.angle = s;
2523
2523
  } else if (this._shadowLightSource.shadow) {
@@ -2532,7 +2532,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2532
2532
  this._shadowLightSource.shadow && (this._shadowLightSource.shadow.needsUpdate = !0);
2533
2533
  }
2534
2534
  _updateShadowPositionAndTarget(e, t) {
2535
- if (this._shadowLightSource instanceof se) {
2535
+ if (this._shadowLightSource instanceof ce) {
2536
2536
  let n = t.clone().sub(e), r = n.length();
2537
2537
  n.normalize();
2538
2538
  let i = t.clone().sub(n.clone().multiplyScalar(r * 4));
@@ -2554,10 +2554,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2554
2554
  switch (t?.shadowLightSourceType) {
2555
2555
  default:
2556
2556
  case Pt.DIRECTION_LIGHT_SHADOW:
2557
- n = new v(16777215, 1);
2557
+ n = new y(16777215, 1);
2558
2558
  break;
2559
2559
  case Pt.SPOT_LIGHT_SHADOW:
2560
- n = new se(16777215, 1, 0, Math.PI / 4, 0);
2560
+ n = new ce(16777215, 1, 0, Math.PI / 4, 0);
2561
2561
  break;
2562
2562
  }
2563
2563
  n.position.copy(e.position), n.lookAt(0, 0, 0), super(n, t), this._rectAreaLight = e, this._rectAreaLight.userData.shadowLightSource = this, t?.addHelper && (this._rectLightHelper = new At(this._rectAreaLight), this._rectLightHelper.material.depthWrite = !1, this._rectAreaLight.add(this._rectLightHelper));
@@ -2583,7 +2583,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2583
2583
  }
2584
2584
  }, Ht = class extends Bt {
2585
2585
  constructor(e, t, n) {
2586
- let r = new v(16777215, t);
2586
+ let r = new y(16777215, t);
2587
2587
  r.position.copy(e), r.lookAt(0, 0, 0), r.updateMatrix(), r.castShadow = !0, super(r, n), this._position = e.clone(), this._intensity = t;
2588
2588
  }
2589
2589
  getPosition() {
@@ -2601,7 +2601,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2601
2601
  }
2602
2602
  }, Ut = class extends Bt {
2603
2603
  constructor(e, t) {
2604
- let n = new v(16777215, 1);
2604
+ let n = new y(16777215, 1);
2605
2605
  n.position.copy(e), n.lookAt(0, 0, 0), n.updateMatrix(), n.castShadow = !0, super(n, t), this._position = e.clone();
2606
2606
  }
2607
2607
  getPosition() {
@@ -2629,26 +2629,26 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2629
2629
  name: "FXAAShader",
2630
2630
  uniforms: {
2631
2631
  tDiffuse: { value: null },
2632
- resolution: { value: new x(1 / 1024, 1 / 512) }
2632
+ resolution: { value: new S(1 / 1024, 1 / 512) }
2633
2633
  },
2634
2634
  vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
2635
2635
  fragmentShader: "\n\n uniform sampler2D tDiffuse;\n uniform vec2 resolution;\n varying vec2 vUv;\n\n #define EDGE_STEP_COUNT 6\n #define EDGE_GUESS 8.0\n #define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0\n const float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );\n\n float _ContrastThreshold = 0.0312;\n float _RelativeThreshold = 0.063;\n float _SubpixelBlending = 1.0;\n\n vec4 Sample( sampler2D tex2D, vec2 uv ) {\n\n return texture( tex2D, uv );\n\n }\n\n float SampleLuminance( sampler2D tex2D, vec2 uv ) {\n\n return dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );\n\n }\n\n float SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {\n\n uv += texSize * vec2(uOffset, vOffset);\n return SampleLuminance(tex2D, uv);\n\n }\n\n struct LuminanceData {\n\n float m, n, e, s, w;\n float ne, nw, se, sw;\n float highest, lowest, contrast;\n\n };\n\n LuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n LuminanceData l;\n l.m = SampleLuminance( tex2D, uv );\n l.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );\n l.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );\n l.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );\n l.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );\n\n l.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );\n l.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );\n l.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );\n l.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );\n\n l.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );\n l.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );\n l.contrast = l.highest - l.lowest;\n return l;\n\n }\n\n bool ShouldSkipPixel( LuminanceData l ) {\n\n float threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );\n return l.contrast < threshold;\n\n }\n\n float DeterminePixelBlendFactor( LuminanceData l ) {\n\n float f = 2.0 * ( l.n + l.e + l.s + l.w );\n f += l.ne + l.nw + l.se + l.sw;\n f *= 1.0 / 12.0;\n f = abs( f - l.m );\n f = clamp( f / l.contrast, 0.0, 1.0 );\n\n float blendFactor = smoothstep( 0.0, 1.0, f );\n return blendFactor * blendFactor * _SubpixelBlending;\n\n }\n\n struct EdgeData {\n\n bool isHorizontal;\n float pixelStep;\n float oppositeLuminance, gradient;\n\n };\n\n EdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {\n\n EdgeData e;\n float horizontal =\n abs( l.n + l.s - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.se - 2.0 * l.e ) +\n abs( l.nw + l.sw - 2.0 * l.w );\n float vertical =\n abs( l.e + l.w - 2.0 * l.m ) * 2.0 +\n abs( l.ne + l.nw - 2.0 * l.n ) +\n abs( l.se + l.sw - 2.0 * l.s );\n e.isHorizontal = horizontal >= vertical;\n\n float pLuminance = e.isHorizontal ? l.n : l.e;\n float nLuminance = e.isHorizontal ? l.s : l.w;\n float pGradient = abs( pLuminance - l.m );\n float nGradient = abs( nLuminance - l.m );\n\n e.pixelStep = e.isHorizontal ? texSize.y : texSize.x;\n\n if (pGradient < nGradient) {\n\n e.pixelStep = -e.pixelStep;\n e.oppositeLuminance = nLuminance;\n e.gradient = nGradient;\n\n } else {\n\n e.oppositeLuminance = pLuminance;\n e.gradient = pGradient;\n\n }\n\n return e;\n\n }\n\n float DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {\n\n vec2 uvEdge = uv;\n vec2 edgeStep;\n if (e.isHorizontal) {\n\n uvEdge.y += e.pixelStep * 0.5;\n edgeStep = vec2( texSize.x, 0.0 );\n\n } else {\n\n uvEdge.x += e.pixelStep * 0.5;\n edgeStep = vec2( 0.0, texSize.y );\n\n }\n\n float edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;\n float gradientThreshold = e.gradient * 0.25;\n\n vec2 puv = uvEdge + edgeStep * edgeSteps[0];\n float pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n bool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {\n\n puv += edgeStep * edgeSteps[i];\n pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n }\n\n if ( !pAtEnd ) {\n\n puv += edgeStep * EDGE_GUESS;\n\n }\n\n vec2 nuv = uvEdge - edgeStep * edgeSteps[0];\n float nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n bool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n for ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {\n\n nuv -= edgeStep * edgeSteps[i];\n nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n }\n\n if ( !nAtEnd ) {\n\n nuv -= edgeStep * EDGE_GUESS;\n\n }\n\n float pDistance, nDistance;\n if ( e.isHorizontal ) {\n\n pDistance = puv.x - uv.x;\n nDistance = uv.x - nuv.x;\n\n } else {\n\n pDistance = puv.y - uv.y;\n nDistance = uv.y - nuv.y;\n\n }\n\n float shortestDistance;\n bool deltaSign;\n if ( pDistance <= nDistance ) {\n\n shortestDistance = pDistance;\n deltaSign = pLuminanceDelta >= 0.0;\n\n } else {\n\n shortestDistance = nDistance;\n deltaSign = nLuminanceDelta >= 0.0;\n\n }\n\n if ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {\n\n return 0.0;\n\n }\n\n return 0.5 - shortestDistance / ( pDistance + nDistance );\n\n }\n\n vec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n LuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );\n if ( ShouldSkipPixel( luminance ) ) {\n\n return Sample( tex2D, uv );\n\n }\n\n float pixelBlend = DeterminePixelBlendFactor( luminance );\n EdgeData edge = DetermineEdge( texSize, luminance );\n float edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );\n float finalBlend = max( pixelBlend, edgeBlend );\n\n if (edge.isHorizontal) {\n\n uv.y += edge.pixelStep * finalBlend;\n\n } else {\n\n uv.x += edge.pixelStep * finalBlend;\n\n }\n\n return Sample( tex2D, uv );\n\n }\n\n void main() {\n\n gl_FragColor = ApplyFXAA( tDiffuse, resolution.xy, vUv );\n\n }"
2636
2636
  }, Kt = class e extends J {
2637
2637
  static {
2638
- this.BlurDirectionX = new x(1, 0);
2638
+ this.BlurDirectionX = new S(1, 0);
2639
2639
  }
2640
2640
  static {
2641
- this.BlurDirectionY = new x(0, 1);
2641
+ this.BlurDirectionY = new S(0, 1);
2642
2642
  }
2643
2643
  static {
2644
2644
  this.highlightLines = !0;
2645
2645
  }
2646
- constructor(e, t, n, i, o, s) {
2647
- super(e), this.patternTexture = null, this.clearBackground = !1, this.renderScene = n, this.renderCamera = i, this.selectedObjects = o === void 0 ? [] : o, this.visibleEdgeColor = new r(1, 1, 1), this.hiddenEdgeColor = new r(.1, .04, .02), this.edgeGlow = 0, this.usePatternTexture = !1, this.edgeThickness = 1, this.edgeStrength = 3, this.downSampleRatio = s?.downSampleRatio || 2, this.pulsePeriod = 0, this.edgeDetectionFxaa = s?.edgeDetectionFxaa || !1, this._visibilityCache = /* @__PURE__ */ new Map(), this.resolution = t === void 0 ? new x(256, 256) : new x(t.x, t.y);
2646
+ constructor(e, t, n, r, a, s) {
2647
+ super(e), this.patternTexture = null, this.clearBackground = !1, this.renderScene = n, this.renderCamera = r, this.selectedObjects = a === void 0 ? [] : a, this.visibleEdgeColor = new i(1, 1, 1), this.hiddenEdgeColor = new i(.1, .04, .02), this.edgeGlow = 0, this.usePatternTexture = !1, this.edgeThickness = 1, this.edgeStrength = 3, this.downSampleRatio = s?.downSampleRatio || 2, this.pulsePeriod = 0, this.edgeDetectionFxaa = s?.edgeDetectionFxaa || !1, this._visibilityCache = /* @__PURE__ */ new Map(), this.resolution = t === void 0 ? new S(256, 256) : new S(t.x, t.y);
2648
2648
  let c = Math.round(this.resolution.x / this.downSampleRatio), l = Math.round(this.resolution.y / this.downSampleRatio);
2649
- this.renderTargetMaskBuffer = new p(this.resolution.x, this.resolution.y), this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask", this.renderTargetMaskBuffer.texture.generateMipmaps = !1, this.prepareMaskMaterial = this._getPrepareMaskMaterial(this.gBufferTextures?.isFloatGBufferWithRgbNormalAlphaDepth), this.prepareMaskMaterial.side = 2, this.prepareMaskMaterial.fragmentShader = d(this.prepareMaskMaterial.fragmentShader, this.renderCamera), this.edgeDetectionFxaa && (this.fxaaRenderMaterial = new a(Gt), this.fxaaRenderMaterial.uniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, this.fxaaRenderMaterial.uniforms.resolution.value.set(1 / this.resolution.x, 1 / this.resolution.y), this.renderTargetFxaaBuffer = new p(this.resolution.x, this.resolution.y), this.renderTargetFxaaBuffer.texture.name = "OutlinePass.fxaa", this.renderTargetFxaaBuffer.texture.generateMipmaps = !1), this.renderTargetMaskDownSampleBuffer = new p(c, l), this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample", this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = !1, this.renderTargetBlurBuffer1 = new p(c, l), this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1", this.renderTargetBlurBuffer1.texture.generateMipmaps = !1, this.renderTargetBlurBuffer2 = new p(Math.round(c / 2), Math.round(l / 2)), this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2", this.renderTargetBlurBuffer2.texture.generateMipmaps = !1, this.edgeDetectionMaterial = this._getEdgeDetectionMaterial(), this.renderTargetEdgeBuffer1 = new p(c, l), this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1", this.renderTargetEdgeBuffer1.texture.generateMipmaps = !1, this.renderTargetEdgeBuffer2 = new p(Math.round(c / 2), Math.round(l / 2)), this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2", this.renderTargetEdgeBuffer2.texture.generateMipmaps = !1, this.separableBlurMaterial1 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial1.uniforms.texSize.value.set(c, l), this.separableBlurMaterial1.uniforms.kernelRadius.value = 1, this.separableBlurMaterial2 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(c / 2), Math.round(l / 2)), this.separableBlurMaterial2.uniforms.kernelRadius.value = 4, this.overlayMaterial = this._getOverlayMaterial();
2649
+ this.renderTargetMaskBuffer = new m(this.resolution.x, this.resolution.y), this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask", this.renderTargetMaskBuffer.texture.generateMipmaps = !1, this.prepareMaskMaterial = this._getPrepareMaskMaterial(this.gBufferTextures?.isFloatGBufferWithRgbNormalAlphaDepth), this.prepareMaskMaterial.side = 2, this.prepareMaskMaterial.fragmentShader = d(this.prepareMaskMaterial.fragmentShader, this.renderCamera), this.edgeDetectionFxaa && (this.fxaaRenderMaterial = new o(Gt), this.fxaaRenderMaterial.uniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, this.fxaaRenderMaterial.uniforms.resolution.value.set(1 / this.resolution.x, 1 / this.resolution.y), this.renderTargetFxaaBuffer = new m(this.resolution.x, this.resolution.y), this.renderTargetFxaaBuffer.texture.name = "OutlinePass.fxaa", this.renderTargetFxaaBuffer.texture.generateMipmaps = !1), this.renderTargetMaskDownSampleBuffer = new m(c, l), this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample", this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = !1, this.renderTargetBlurBuffer1 = new m(c, l), this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1", this.renderTargetBlurBuffer1.texture.generateMipmaps = !1, this.renderTargetBlurBuffer2 = new m(Math.round(c / 2), Math.round(l / 2)), this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2", this.renderTargetBlurBuffer2.texture.generateMipmaps = !1, this.edgeDetectionMaterial = this._getEdgeDetectionMaterial(), this.renderTargetEdgeBuffer1 = new m(c, l), this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1", this.renderTargetEdgeBuffer1.texture.generateMipmaps = !1, this.renderTargetEdgeBuffer2 = new m(Math.round(c / 2), Math.round(l / 2)), this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2", this.renderTargetEdgeBuffer2.texture.generateMipmaps = !1, this.separableBlurMaterial1 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial1.uniforms.texSize.value.set(c, l), this.separableBlurMaterial1.uniforms.kernelRadius.value = 1, this.separableBlurMaterial2 = this._getSeperableBlurMaterial(4), this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(c / 2), Math.round(l / 2)), this.separableBlurMaterial2.uniforms.kernelRadius.value = 4, this.overlayMaterial = this._getOverlayMaterial();
2650
2650
  let u = Wt;
2651
- this.copyUniforms = w.clone(u.uniforms), this.copyUniforms.opacity.value = 1, this.materialCopy = new a({
2651
+ this.copyUniforms = T.clone(u.uniforms), this.copyUniforms.opacity.value = 1, this.materialCopy = new o({
2652
2652
  uniforms: this.copyUniforms,
2653
2653
  vertexShader: u.vertexShader,
2654
2654
  fragmentShader: u.fragmentShader,
@@ -2656,7 +2656,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2656
2656
  depthTest: !1,
2657
2657
  depthWrite: !1,
2658
2658
  transparent: !0
2659
- }), this.enabled = !0, this.needsSwap = !1, this.oldClearColor = new r(), this.oldClearAlpha = 1, this.fsQuad = new ke(void 0), this.tempPulseColor1 = new r(), this.tempPulseColor2 = new r(), this.textureMatrix = new P();
2659
+ }), this.enabled = !0, this.needsSwap = !1, this.oldClearColor = new i(), this.oldClearAlpha = 1, this.fsQuad = new ke(void 0), this.tempPulseColor1 = new i(), this.tempPulseColor2 = new i(), this.textureMatrix = new M();
2660
2660
  function d(e, t) {
2661
2661
  let n = t.isPerspectiveCamera ? "perspective" : "orthographic";
2662
2662
  return e.replace(/DEPTH_TO_VIEW_Z/g, n + "DepthToViewZ");
@@ -2715,10 +2715,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2715
2715
  this.render(e, null, null, 0, !1);
2716
2716
  }
2717
2717
  _getPrepareMaskMaterial(e) {
2718
- return new a({
2718
+ return new o({
2719
2719
  uniforms: {
2720
2720
  depthTexture: { value: null },
2721
- cameraNearFar: { value: new x(.5, .5) },
2721
+ cameraNearFar: { value: new S(.5, .5) },
2722
2722
  textureMatrix: { value: null }
2723
2723
  },
2724
2724
  defines: { FLOAT_ALPHA_DEPTH: e ? 1 : 0 },
@@ -2727,10 +2727,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2727
2727
  });
2728
2728
  }
2729
2729
  _getEdgeDetectionMaterial() {
2730
- return new a({
2730
+ return new o({
2731
2731
  uniforms: {
2732
2732
  maskTexture: { value: null },
2733
- texSize: { value: new x(.5, .5) },
2733
+ texSize: { value: new S(.5, .5) },
2734
2734
  visibleEdgeColor: { value: new B(1, 1, 1) },
2735
2735
  hiddenEdgeColor: { value: new B(1, 1, 1) }
2736
2736
  },
@@ -2739,12 +2739,12 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2739
2739
  });
2740
2740
  }
2741
2741
  _getSeperableBlurMaterial(e) {
2742
- return new a({
2742
+ return new o({
2743
2743
  defines: { MAX_RADIUS: e },
2744
2744
  uniforms: {
2745
2745
  colorTexture: { value: null },
2746
- texSize: { value: new x(.5, .5) },
2747
- direction: { value: new x(.5, .5) },
2746
+ texSize: { value: new S(.5, .5) },
2747
+ direction: { value: new S(.5, .5) },
2748
2748
  kernelRadius: { value: 1 }
2749
2749
  },
2750
2750
  vertexShader: "varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
@@ -2752,7 +2752,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2752
2752
  });
2753
2753
  }
2754
2754
  _getOverlayMaterial() {
2755
- return new a({
2755
+ return new o({
2756
2756
  uniforms: {
2757
2757
  maskTexture: { value: null },
2758
2758
  edgeTexture1: { value: null },
@@ -2774,10 +2774,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2774
2774
  uniforms: { tDiffuse: { value: null } },
2775
2775
  vertexShader: "\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
2776
2776
  fragmentShader: "\n uniform highp sampler2D tDiffuse;\n varying vec2 vUv;\n\n void main() {\n vec4 textureColor = texture2D(tDiffuse, vUv);\n float aoPassDepth = dot(textureColor.wz, vec2(1.0/1024.0));\n gl_FragColor = vec4(vec3(aoPassDepth * aoPassDepth), 1.0);\n }"
2777
- }, Jt = class extends a {
2777
+ }, Jt = class extends o {
2778
2778
  constructor(e) {
2779
2779
  super({
2780
- uniforms: w.clone(qt.uniforms),
2780
+ uniforms: T.clone(qt.uniforms),
2781
2781
  vertexShader: qt.vertexShader,
2782
2782
  fragmentShader: qt.fragmentShader,
2783
2783
  transparent: !0,
@@ -2789,27 +2789,27 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2789
2789
  blendSrcAlpha: 206,
2790
2790
  blendDstAlpha: 200,
2791
2791
  blendEquationAlpha: 100
2792
- }), this._intensity = new x(1, 1), this.update(e);
2792
+ }), this._intensity = new S(1, 1), this.update(e);
2793
2793
  }
2794
2794
  update(e) {
2795
2795
  return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e.texture), e?.blending !== void 0 && (this.blending = e.blending), this;
2796
2796
  }
2797
- }, Yt = (e) => new x(Math.atan2(e.y, e.x) / (2 * Math.PI) + .5, Math.asin(e.z) / Math.PI + .5), Xt = class {
2797
+ }, Yt = (e) => new S(Math.atan2(e.y, e.x) / (2 * Math.PI) + .5, Math.asin(e.z) / Math.PI + .5), Xt = class {
2798
2798
  get colorRenderTarget() {
2799
- return this._colorRenderTarget = this._colorRenderTarget ?? new p(), this._colorRenderTarget;
2799
+ return this._colorRenderTarget = this._colorRenderTarget ?? new m(), this._colorRenderTarget;
2800
2800
  }
2801
2801
  environmentMapDecodeTarget(e) {
2802
- let t = e instanceof ue && e.capabilities.isWebGL2 ? oe : E;
2803
- return this._environmentMapDecodeTarget = this._environmentMapDecodeTarget ?? new p(1, 1, { type: t }), this._environmentMapDecodeTarget;
2802
+ let t = e instanceof de && e.capabilities.isWebGL2 ? se : D;
2803
+ return this._environmentMapDecodeTarget = this._environmentMapDecodeTarget ?? new m(1, 1, { type: t }), this._environmentMapDecodeTarget;
2804
2804
  }
2805
2805
  environmentMapDecodeMaterial(e) {
2806
2806
  return e ? (this._equirectangularDecodeMaterial = this._equirectangularDecodeMaterial ?? new Qt(!0, !1), this._equirectangularDecodeMaterial) : (this._pmremDecodeMaterial = this._pmremDecodeMaterial ?? new Qt(!1, !1), this._pmremDecodeMaterial);
2807
2807
  }
2808
2808
  get camera() {
2809
- return this._camera = this._camera ?? new m(-1, 1, 1, -1, -1, 1), this._camera;
2809
+ return this._camera = this._camera ?? new h(-1, 1, 1, -1, -1, 1), this._camera;
2810
2810
  }
2811
2811
  scaleTexture(e, t, n, r) {
2812
- this.colorRenderTarget.setSize(n, r), this._planeMesh = this._planeMesh ?? new R(new te(2, 2), new S({ map: t }));
2812
+ this.colorRenderTarget.setSize(n, r), this._planeMesh = this._planeMesh ?? new R(new ne(2, 2), new C({ map: t }));
2813
2813
  let i = e.getRenderTarget();
2814
2814
  e.setRenderTarget(this.colorRenderTarget), e.render(this._planeMesh, this.camera), e.setRenderTarget(i);
2815
2815
  let a = this.environmentMapDecodeTarget(e).texture, o = new Uint8Array(n * r * 4);
@@ -2821,10 +2821,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2821
2821
  }
2822
2822
  newGrayscaleTexture(e, t, n, r) {
2823
2823
  let i = this.environmentMapDecodeMaterial(t.name === "PMREM.cubeUv"), a = this.environmentMapDecodeTarget(e);
2824
- a.setSize(n, r), i.setSourceTexture(t), this._planeMesh = this._planeMesh ?? new R(new te(2, 2), i);
2824
+ a.setSize(n, r), i.setSourceTexture(t), this._planeMesh = this._planeMesh ?? new R(new ne(2, 2), i);
2825
2825
  let o = e.getRenderTarget();
2826
2826
  e.setRenderTarget(a), e.render(this._planeMesh, this.camera), e.setRenderTarget(o);
2827
- let s = a.texture, c = a.texture.type === oe, l = c ? new Float32Array(n * r * 4) : new Uint8Array(n * r * 4);
2827
+ let s = a.texture, c = a.texture.type === se, l = c ? new Float32Array(n * r * 4) : new Uint8Array(n * r * 4);
2828
2828
  return e.readRenderTargetPixels(a, 0, 0, n, r, l), {
2829
2829
  texture: s,
2830
2830
  pixels: l,
@@ -2835,10 +2835,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2835
2835
  uniforms: { tDiffuse: { value: null } },
2836
2836
  vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
2837
2837
  fragmentShader: "\n uniform sampler2D tDiffuse;\n varying vec2 vUv;\n\n float getFace( vec3 direction ) {\n vec3 absDirection = abs( direction );\n float face = - 1.0;\n if ( absDirection.x > absDirection.z ) {\n if ( absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if ( absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n }\n\n vec2 getUV( vec3 direction, float face ) {\n vec2 uv;\n if ( face == 0.0 ) {\n uv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x\n } else if ( face == 1.0 ) {\n uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y\n } else if ( face == 2.0 ) {\n uv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z\n } else if ( face == 3.0 ) {\n uv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x\n } else if ( face == 4.0 ) {\n uv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y\n } else {\n uv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z\n }\n return 0.5 * ( uv + 1.0 );\n }\n\n void main() {\n #if PMREM_DECODE == 1\n float altitude = (vUv.y - 0.5) * 3.141593;\n float azimuth = vUv.x * 2.0 * 3.141593;\n vec3 direction = vec3(\n cos(altitude) * cos(azimuth) * -1.0,\n sin(altitude),\n cos(altitude) * sin(azimuth) * -1.0\n );\n float face = getFace(direction);\n vec2 uv = getUV(direction, face) / vec2(3.0, 4.0);\n if (face > 2.5) {\n uv.y += 0.25;\n face -= 3.0;\n }\n uv.x += face / 3.0;\n vec4 color = texture2D(tDiffuse, uv);\n #else\n vec4 color = texture2D(tDiffuse, vUv);\n #endif\n #if GRAYSCALE_CONVERT == 1\n float grayscale = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));\n //float grayscale = dot(color.rgb, vec3(1.0/3.0));\n gl_FragColor = vec4(vec3(grayscale), 1.0);\n #else\n gl_FragColor = vec4(color.rgb, 1.0);\n #endif\n }"
2838
- }, Qt = class extends a {
2838
+ }, Qt = class extends o {
2839
2839
  constructor(e, t) {
2840
2840
  super({
2841
- uniforms: w.clone(Zt.uniforms),
2841
+ uniforms: T.clone(Zt.uniforms),
2842
2842
  vertexShader: Zt.vertexShader,
2843
2843
  fragmentShader: Zt.fragmentShader,
2844
2844
  defines: {
@@ -2853,10 +2853,10 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2853
2853
  }, $t = class {
2854
2854
  constructor(e) {
2855
2855
  this.samplePoints = [], this.sampleUVs = [], this.grayscaleTexture = {
2856
- texture: new y(),
2856
+ texture: new b(),
2857
2857
  pixels: new Uint8Array(),
2858
2858
  sRgbaPixels: !1
2859
- }, this.detectorTexture = new y(), this.detectorArray = new Float32Array(), this.lightSamples = [], this.lightGraph = new tn(0), this.lightSources = [], this._grayScale = new B(.2126, .7152, .0722), this._createEquirectangularSamplePoints = (e) => {
2859
+ }, this.detectorTexture = new b(), this.detectorArray = new Float32Array(), this.lightSamples = [], this.lightGraph = new tn(0), this.lightSources = [], this._grayScale = new B(.2126, .7152, .0722), this._createEquirectangularSamplePoints = (e) => {
2860
2860
  let t = [];
2861
2861
  for (let n = 0; n < e; n++) {
2862
2862
  let r = n * Math.PI * (3 - Math.sqrt(5)), i = 1 - n / (e - 1) * 2, a = Math.sqrt(1 - i * i), o = Math.cos(r) * a, s = Math.sin(r) * a;
@@ -2869,24 +2869,24 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2869
2869
  this._textureConverter = this._textureConverter ?? new Xt(), this.grayscaleTexture = this._textureConverter.newGrayscaleTexture(e, t, this._width, this._height), this.detectorArray = this._redFromRgbaToNormalizedFloatArray(this.grayscaleTexture.pixels, this.grayscaleTexture.sRgbaPixels), this.detectorTexture = this._grayscaleTextureFromFloatArray(this.detectorArray, this._width, this._height), this.lightSamples = this._filterLightSamples(this._sampleThreshold), this.lightGraph = this._findClusterSegments(this.lightSamples, this._sampleThreshold), this.lightGraph.findConnectedComponents(), this.lightSources = this.createLightSourcesFromLightGraph(this.lightSamples, this.lightGraph), this.lightSources.sort((e, t) => t.maxIntensity - e.maxIntensity);
2870
2870
  }
2871
2871
  _redFromRgbaToNormalizedFloatArray(e, t, n) {
2872
- let i = new Float32Array(e.length / 4), a = 1, o = 0;
2872
+ let r = new Float32Array(e.length / 4), a = 1, o = 0;
2873
2873
  for (let t = 0; t < e.length / 4; ++t) {
2874
- let n = new r(...e.slice(t * 4, t * 4 + 3));
2874
+ let n = new i(...e.slice(t * 4, t * 4 + 3));
2875
2875
  e instanceof Float32Array && n.convertSRGBToLinear();
2876
2876
  let s = new B(n.r, n.g, n.b).dot(this._grayScale);
2877
- a = Math.min(a, s), o = Math.max(o, s), i[t] = s;
2877
+ a = Math.min(a, s), o = Math.max(o, s), r[t] = s;
2878
2878
  }
2879
- if (n) for (let e = 0; e < i.length; ++e) i[e] = (t ? i[e] : (i[e] - a) / (o - a)) ** +n;
2880
- else if (!t) for (let e = 0; e < i.length; ++e) i[e] = (i[e] - a) / (o - a);
2881
- return i;
2879
+ if (n) for (let e = 0; e < r.length; ++e) r[e] = (t ? r[e] : (r[e] - a) / (o - a)) ** +n;
2880
+ else if (!t) for (let e = 0; e < r.length; ++e) r[e] = (r[e] - a) / (o - a);
2881
+ return r;
2882
2882
  }
2883
- _grayscaleTextureFromFloatArray(e, n, r) {
2884
- let i = n * r, a = new Uint8Array(4 * i);
2883
+ _grayscaleTextureFromFloatArray(e, t, r) {
2884
+ let i = t * r, a = new Uint8Array(4 * i);
2885
2885
  for (let t = 0; t < i; t++) {
2886
2886
  let n = e[t] * 255;
2887
2887
  a[t * 4 + 0] = n, a[t * 4 + 1] = n, a[t * 4 + 2] = n, a[t * 4 + 3] = 255;
2888
2888
  }
2889
- let o = new t(a, n, r);
2889
+ let o = new n(a, t, r);
2890
2890
  return o.needsUpdate = !0, o;
2891
2891
  }
2892
2892
  _filterLightSamples(e) {
@@ -2949,7 +2949,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2949
2949
  }
2950
2950
  }, nn = class {
2951
2951
  constructor(e) {
2952
- this.position = new B(), this.uv = new x(), this.averageIntensity = 0, this.maxIntensity = 0, this.size = 0, this.lightSamples = e;
2952
+ this.position = new B(), this.uv = new S(), this.averageIntensity = 0, this.maxIntensity = 0, this.size = 0, this.lightSamples = e;
2953
2953
  }
2954
2954
  calculateLightSourceProperties(e) {
2955
2955
  this.position = new B(), this.averageIntensity = 0, this.maxIntensity = 0;
@@ -2985,7 +2985,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2985
2985
  _getDepthRenderMaterial(e) {
2986
2986
  return this._depthRenderMaterial = this._depthRenderMaterial ?? new Ee({
2987
2987
  depthTexture: this.gBufferTextures.textureWithDepthValue,
2988
- depthFilter: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? new d(0, 0, 0, 1) : new d(1, 0, 0, 0)
2988
+ depthFilter: this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? new f(0, 0, 0, 1) : new f(1, 0, 0, 0)
2989
2989
  }), this._depthRenderMaterial.update({ camera: e });
2990
2990
  }
2991
2991
  renderPass(e) {
@@ -2998,8 +2998,8 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
2998
2998
  this.gBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth ? this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
2999
2999
  texture: this.gBufferTextures?.gBufferTexture,
3000
3000
  blending: 0,
3001
- colorTransform: new P().set(.5, 0, 0, 0, 0, .5, 0, 0, 0, 0, .5, 0, 0, 0, 0, 0),
3002
- colorBase: new d(.5, .5, .5, 1),
3001
+ colorTransform: new M().set(.5, 0, 0, 0, 0, .5, 0, 0, 0, 0, .5, 0, 0, 0, 0, 0),
3002
+ colorBase: new f(.5, .5, .5, 1),
3003
3003
  multiplyChannels: 0,
3004
3004
  uvTransform: K
3005
3005
  }), null) : this.passRenderer.renderScreenSpace(e, this.getCopyMaterial({
@@ -3147,15 +3147,15 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3147
3147
  break;
3148
3148
  case "lightsourcedetection":
3149
3149
  if (this.scene.userData?.environmentDefinition) {
3150
- let t = this.renderPassManager.aspect, n = new m(-1, 1, 1 / t, -1 / t, -1, 1), i = this.scene.userData?.environmentDefinition.createDebugScene(e, this.scene, this.renderPassManager.screenSpaceShadowMapPass.parameters.maximumNumberOfLightSources);
3151
- i.background = new r(16777215), e.render(i, n);
3150
+ let t = this.renderPassManager.aspect, n = new h(-1, 1, 1 / t, -1 / t, -1, 1), r = this.scene.userData?.environmentDefinition.createDebugScene(e, this.scene, this.renderPassManager.screenSpaceShadowMapPass.parameters.maximumNumberOfLightSources);
3151
+ r.background = new i(16777215), e.render(r, n);
3152
3152
  }
3153
3153
  break;
3154
3154
  }
3155
3155
  }
3156
3156
  }, an = class extends J {
3157
3157
  constructor(e) {
3158
- super(e), this.drawGround = !0, this.drawWithDebugMaterial = !1, this.grayDebugMaterial = new D({
3158
+ super(e), this.drawGround = !0, this.drawWithDebugMaterial = !1, this.grayDebugMaterial = new O({
3159
3159
  color: 12632256,
3160
3160
  side: 2,
3161
3161
  envMapIntensity: .4
@@ -3218,7 +3218,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3218
3218
  }
3219
3219
  }, sn = "\n#ifdef USE_AOMAP\n\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n\n#endif\n\n uniform highp sampler2D tAoPassMap;\n uniform float aoPassMapScale;\n uniform float aoPassMapIntensity;\n uniform float shPassMapIntensity;\n uniform sampler2D tReflectionPassMap;\n uniform float reflectionPassMapScale;\n uniform float reflectionPassMapIntensity;\n", cn = "\n#ifndef AOPASSMAP_SWIZZLE\n #define AOPASSMAP_SWIZZLE rg\n#endif\n\nfloat ambientOcclusion = 1.0;\nfloat shadowValue = 1.0;\n\n#ifdef USE_AOMAP\n\n // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n ambientOcclusion = texture2D( aoMap, vAoMapUv ).r;\n ambientOcclusion = ( ambientOcclusion - 1.0 ) * aoMapIntensity + 1.0;\n\n#endif\n\n vec4 aoAndShadowMap = texelFetch( tAoPassMap, ivec2( gl_FragCoord.xy * aoPassMapScale ), 0 );\n vec2 aoAndShadow = aoAndShadowMap.rg;\n float depthDelta = abs( dot(aoAndShadowMap.wz, vec2(1.0/1024.0)) - gl_FragCoord.z );\n const ivec2 aoOffsetArray[8] = ivec2[8](\n ivec2(1, 0), ivec2(-1, 0), ivec2(0, 1), ivec2(0, -1), ivec2(1, 1), ivec2(-1, 1), ivec2(1, -1), ivec2(-1, -1));\n for (int aoOffsetI = 0; aoOffsetI < 8; aoOffsetI++) {\n aoAndShadowMap = texelFetch( tAoPassMap, ivec2( gl_FragCoord.xy * aoPassMapScale ) + aoOffsetArray[aoOffsetI], 0 );\n float testDepthDelta = abs( dot(aoAndShadowMap.wz, vec2(1.0/1024.0)) - gl_FragCoord.z );\n if (testDepthDelta < depthDelta) {\n aoAndShadow = aoAndShadowMap.rg;\n depthDelta = testDepthDelta;\n }\n }\n\n float aoPassMapValue = aoPassMapIntensity < 0.0 ? 1.0 : max(0.0, (aoAndShadow.r - 1.0) * aoPassMapIntensity + 1.0);\n shadowValue = shPassMapIntensity < 0.0 ? 1.0 : max(0.0, (aoAndShadow.g - 1.0) * shPassMapIntensity + 1.0);\n\n #ifdef USE_REFLECTION_PASS_MAP\n\n ivec2 reflectionPassMapSize = textureSize( tReflectionPassMap, 0 );\n vec2 reflectionPassMapUv = vec2( gl_FragCoord.x * reflectionPassMapScale, float(reflectionPassMapSize.y) - gl_FragCoord.y * reflectionPassMapScale );\n vec4 reflectionPassMapColor = texture2D( tReflectionPassMap, reflectionPassMapUv / vec2(reflectionPassMapSize) );\n if (reflectionPassMapColor.a > 0.0) reflectionPassMapColor.rgb /= reflectionPassMapColor.a;\n vec3 diffuseReflectionPassMapColor = reflectionPassMapColor.rgb * material.diffuseColor;\n reflectedLight.indirectDiffuse += diffuseReflectionPassMapColor * reflectionPassMapColor.a * reflectionPassMapIntensity;\n //reflectedLight.indirectDiffuse = mix(reflectedLight.indirectDiffuse, diffuseReflectionPassMapColor, reflectionPassMapColor.a * reflectionPassMapIntensity);\n\n #endif\n\n #if defined ( USE_APPLY_AO_AND_SHADOW_TO_ALPHA )\n diffuseColor.a = 1.0 - (1.0 - diffuseColor.a) * aoPassMapValue * shadowValue;\n #else\n ambientOcclusion = min( ambientOcclusion, aoPassMapValue );\n #endif\n\n reflectedLight.indirectDiffuse *= ambientOcclusion * shadowValue;\n\n #if defined( USE_CLEARCOAT )\n clearcoatSpecularIndirect *= ambientOcclusion * shadowValue;\n #endif\n\n #if defined( USE_SHEEN )\n sheenSpecularIndirect *= ambientOcclusion * shadowValue;\n #endif\n\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n\n float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\n float specularOcclusion = computeSpecularOcclusion( dotNV, ambientOcclusion * shadowValue, material.roughness );\n reflectedLight.indirectSpecular *= specularOcclusion;\n\n #ifdef USE_REFLECTION_PASS_MAP\n reflectedLight.indirectSpecular += material.specularColor * reflectionPassMapColor.rgb * reflectionPassMapColor.a * reflectionPassMapIntensity * specularOcclusion;\n #endif\n\n #endif\n", ln = class extends q {
3220
3220
  constructor(e, t = "tDiffuse") {
3221
- super(), this.textureID = t, this.uniforms = null, this.material = null, e instanceof a ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = w.clone(e.uniforms), this.material = new a({
3221
+ super(), this.textureID = t, this.uniforms = null, this.material = null, e instanceof o ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = T.clone(e.uniforms), this.material = new o({
3222
3222
  name: e.name === void 0 ? "unspecified" : e.name,
3223
3223
  defines: Object.assign({}, e.defines),
3224
3224
  uniforms: this.uniforms,
@@ -3259,15 +3259,15 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3259
3259
  get intensity() {
3260
3260
  return this.material.uniforms.intensity.value;
3261
3261
  }
3262
- }, fn = class extends e {
3262
+ }, fn = class extends t {
3263
3263
  constructor(e) {
3264
- super(e), this.type = E;
3264
+ super(e), this.type = D;
3265
3265
  }
3266
3266
  setType(e) {
3267
3267
  return this.type = e, this;
3268
3268
  }
3269
3269
  load(e, t, n, r) {
3270
- let i = new ee(this.manager);
3270
+ let i = new te(this.manager);
3271
3271
  i.setPath(this.path), i.setResponseType("text"), i.load(e, (n) => {
3272
3272
  try {
3273
3273
  t(this.parse(n));
@@ -3277,27 +3277,27 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3277
3277
  }, n, r);
3278
3278
  }
3279
3279
  parse(e) {
3280
- let t = /TITLE +"([^"]*)"/, n = /LUT_3D_SIZE +(\d+)/, r = /DOMAIN_MIN +([\d.]+) +([\d.]+) +([\d.]+)/, i = /DOMAIN_MAX +([\d.]+) +([\d.]+) +([\d.]+)/, a = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm, o = t.exec(e), c = o === null ? null : o[1];
3280
+ let t = /TITLE +"([^"]*)"/, n = /LUT_3D_SIZE +(\d+)/, r = /DOMAIN_MIN +([\d.]+) +([\d.]+) +([\d.]+)/, i = /DOMAIN_MAX +([\d.]+) +([\d.]+) +([\d.]+)/, a = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm, o = t.exec(e), s = o === null ? null : o[1];
3281
3281
  if (o = n.exec(e), o === null) throw Error("LUTCubeLoader: Missing LUT_3D_SIZE information");
3282
- let u = Number(o[1]), d = u ** 3 * 4, f = this.type === 1009 ? new Uint8Array(d) : new Float32Array(d), p = new B(0, 0, 0), m = new B(1, 1, 1);
3282
+ let l = Number(o[1]), d = l ** 3 * 4, f = this.type === 1009 ? new Uint8Array(d) : new Float32Array(d), p = new B(0, 0, 0), m = new B(1, 1, 1);
3283
3283
  if (o = r.exec(e), o !== null && p.set(Number(o[1]), Number(o[2]), Number(o[3])), o = i.exec(e), o !== null && m.set(Number(o[1]), Number(o[2]), Number(o[3])), p.x > m.x || p.y > m.y || p.z > m.z) throw Error("LUTCubeLoader: Invalid input domain");
3284
3284
  let h = this.type === 1009 ? 255 : 1, g = 0;
3285
3285
  for (; (o = a.exec(e)) !== null;) f[g++] = Number(o[1]) * h, f[g++] = Number(o[2]) * h, f[g++] = Number(o[3]) * h, f[g++] = h;
3286
- let _ = new l();
3287
- return _.image.data = f, _.image.width = u, _.image.height = u, _.image.depth = u, _.type = this.type, _.magFilter = s, _.minFilter = s, _.wrapS = z, _.wrapT = z, _.wrapR = z, _.generateMipmaps = !1, _.needsUpdate = !0, {
3288
- title: c,
3289
- size: u,
3286
+ let _ = new u();
3287
+ return _.image.data = f, _.image.width = l, _.image.height = l, _.image.depth = l, _.type = this.type, _.magFilter = c, _.minFilter = c, _.wrapS = z, _.wrapT = z, _.wrapR = z, _.generateMipmaps = !1, _.needsUpdate = !0, {
3288
+ title: s,
3289
+ size: l,
3290
3290
  domainMin: p,
3291
3291
  domainMax: m,
3292
3292
  texture3D: _
3293
3293
  };
3294
3294
  }
3295
- }, pn = class extends e {
3295
+ }, pn = class extends t {
3296
3296
  constructor(e) {
3297
3297
  super(e), this.flip = !1;
3298
3298
  }
3299
3299
  load(e, t, n, r) {
3300
- let i = new re(this.manager);
3300
+ let i = new oe(this.manager);
3301
3301
  i.setCrossOrigin(this.crossOrigin), i.setPath(this.path), i.load(e, (n) => {
3302
3302
  try {
3303
3303
  let e;
@@ -3308,8 +3308,8 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3308
3308
  }, n, r);
3309
3309
  }
3310
3310
  parse(e, t) {
3311
- let n = new Uint8Array(e), r = new l();
3312
- return r.image.data = n, r.image.width = t, r.image.height = t, r.image.depth = t, r.format = _, r.type = E, r.magFilter = s, r.minFilter = s, r.wrapS = z, r.wrapT = z, r.wrapR = z, r.generateMipmaps = !1, r.needsUpdate = !0, {
3311
+ let n = new Uint8Array(e), r = new u();
3312
+ return r.image.data = n, r.image.width = t, r.image.height = t, r.image.depth = t, r.format = v, r.type = D, r.magFilter = c, r.minFilter = c, r.wrapS = z, r.wrapT = z, r.wrapR = z, r.generateMipmaps = !1, r.needsUpdate = !0, {
3313
3313
  size: t,
3314
3314
  texture3D: r
3315
3315
  };
@@ -3331,15 +3331,15 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3331
3331
  }
3332
3332
  return i.getImageData(0, 0, t, n);
3333
3333
  }
3334
- }, mn = class extends e {
3334
+ }, mn = class extends t {
3335
3335
  constructor(e) {
3336
- super(e), this.type = E;
3336
+ super(e), this.type = D;
3337
3337
  }
3338
3338
  setType(e) {
3339
3339
  return this.type = e, this;
3340
3340
  }
3341
3341
  load(e, t, n, r) {
3342
- let i = new ee(this.manager);
3342
+ let i = new te(this.manager);
3343
3343
  i.setPath(this.path), i.setResponseType("text"), i.load(e, (n) => {
3344
3344
  try {
3345
3345
  t(this.parse(n));
@@ -3351,22 +3351,22 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3351
3351
  parse(e) {
3352
3352
  let t = /^[\d ]+$/m, n = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm, r = t.exec(e);
3353
3353
  if (r === null) throw Error("LUT3dlLoader: Missing grid information");
3354
- let i = r[0].trim().split(/\s+/g).map(Number), a = i[1] - i[0], o = i.length, c = o ** 2;
3354
+ let i = r[0].trim().split(/\s+/g).map(Number), a = i[1] - i[0], o = i.length, s = o ** 2;
3355
3355
  for (let e = 1, t = i.length; e < t; ++e) if (a !== i[e] - i[e - 1]) throw Error("LUT3dlLoader: Inconsistent grid size");
3356
- let u = new Float32Array(o ** 3 * 4), d = 0, f = 0;
3356
+ let l = new Float32Array(o ** 3 * 4), d = 0, f = 0;
3357
3357
  for (; (r = n.exec(e)) !== null;) {
3358
3358
  let e = Number(r[1]), t = Number(r[2]), n = Number(r[3]);
3359
3359
  d = Math.max(d, e, t, n);
3360
- let i = f % o, a = Math.floor(f / o) % o, s = Math.floor(f / c) % o, l = (i * c + a * o + s) * 4;
3361
- u[l + 0] = e, u[l + 1] = t, u[l + 2] = n, ++f;
3360
+ let i = f % o, a = Math.floor(f / o) % o, c = Math.floor(f / s) % o, u = (i * s + a * o + c) * 4;
3361
+ l[u + 0] = e, l[u + 1] = t, l[u + 2] = n, ++f;
3362
3362
  }
3363
- let p = 2 ** Math.ceil(Math.log2(d)), m = this.type === 1009 ? new Uint8Array(u.length) : u, h = this.type === 1009 ? 255 : 1;
3363
+ let p = 2 ** Math.ceil(Math.log2(d)), m = this.type === 1009 ? new Uint8Array(l.length) : l, h = this.type === 1009 ? 255 : 1;
3364
3364
  for (let e = 0, t = m.length; e < t; e += 4) {
3365
3365
  let t = e + 1, n = e + 2, r = e + 3;
3366
- m[e] = u[e] / p * h, m[t] = u[t] / p * h, m[n] = u[n] / p * h, m[r] = h;
3366
+ m[e] = l[e] / p * h, m[t] = l[t] / p * h, m[n] = l[n] / p * h, m[r] = h;
3367
3367
  }
3368
- let g = new l();
3369
- return g.image.data = m, g.image.width = o, g.image.height = o, g.image.depth = o, g.format = _, g.type = this.type, g.magFilter = s, g.minFilter = s, g.wrapS = z, g.wrapT = z, g.wrapR = z, g.generateMipmaps = !1, g.needsUpdate = !0, {
3368
+ let g = new u();
3369
+ return g.image.data = m, g.image.width = o, g.image.height = o, g.image.depth = o, g.format = v, g.type = this.type, g.magFilter = c, g.minFilter = c, g.wrapS = z, g.wrapT = z, g.wrapR = z, g.generateMipmaps = !1, g.needsUpdate = !0, {
3370
3370
  size: o,
3371
3371
  texture3D: g
3372
3372
  };
@@ -3381,7 +3381,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3381
3381
  fragmentShader: "\n\n precision highp float;\n\n uniform sampler2D tDiffuse;\n\n #include <tonemapping_pars_fragment>\n #include <colorspace_pars_fragment>\n\n varying vec2 vUv;\n\n void main() {\n\n gl_FragColor = texture2D( tDiffuse, vUv );\n\n // tone mapping\n\n #ifdef LINEAR_TONE_MAPPING\n\n gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n #elif defined( REINHARD_TONE_MAPPING )\n\n gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n #elif defined( CINEON_TONE_MAPPING )\n\n gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n #elif defined( ACES_FILMIC_TONE_MAPPING )\n\n gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n #elif defined( AGX_TONE_MAPPING )\n\n gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n #elif defined( NEUTRAL_TONE_MAPPING )\n\n gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n #elif defined( CUSTOM_TONE_MAPPING )\n\n gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n #endif\n\n // color space\n\n #ifdef SRGB_TRANSFER\n\n gl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n #endif\n\n }"
3382
3382
  }, gn = class extends q {
3383
3383
  constructor() {
3384
- super(), this.isOutputPass = !0, this.uniforms = w.clone(hn.uniforms), this.material = new le({
3384
+ super(), this.isOutputPass = !0, this.uniforms = T.clone(hn.uniforms), this.material = new ue({
3385
3385
  name: hn.name,
3386
3386
  uniforms: this.uniforms,
3387
3387
  vertexShader: hn.vertexShader,
@@ -3389,7 +3389,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3389
3389
  }), this._fsQuad = new ke(this.material), this._outputColorSpace = null, this._toneMapping = null;
3390
3390
  }
3391
3391
  render(e, t, n) {
3392
- this.uniforms.tDiffuse.value = n.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, f.getTransfer(this._outputColorSpace) === "srgb" && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === 1 ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === 2 ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === 3 ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === 4 ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === 6 ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === 7 ? this.material.defines.NEUTRAL_TONE_MAPPING = "" : this._toneMapping === 5 && (this.material.defines.CUSTOM_TONE_MAPPING = ""), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
3392
+ this.uniforms.tDiffuse.value = n.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, p.getTransfer(this._outputColorSpace) === "srgb" && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === 1 ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === 2 ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === 3 ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === 4 ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === 6 ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === 7 ? this.material.defines.NEUTRAL_TONE_MAPPING = "" : this._toneMapping === 5 && (this.material.defines.CUSTOM_TONE_MAPPING = ""), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
3393
3393
  }
3394
3394
  dispose() {
3395
3395
  this.material.dispose(), this._fsQuad.dispose();
@@ -3459,7 +3459,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3459
3459
  get debugOutput() {
3460
3460
  return this._sceneRenderer.debugOutput;
3461
3461
  }
3462
- constructor(e, t) {
3462
+ constructor(t, n) {
3463
3463
  this.materialsNeedUpdate = !0, this._passRenderer = new Le(), this._outlinePass = null, this._debugPass = null, this._cameraUpdate = new Pe(), this._cameraChanged = !0, this._noUpdateNeededCount = 0, this._noOStaticFrames = 0, this._maxSamples = 1, this._passUpdateStates = {
3464
3464
  updateGroundReflection: !1,
3465
3465
  updateGBuffer: !1,
@@ -3467,20 +3467,20 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3467
3467
  updateShadowAndAoPass: !1,
3468
3468
  updateOutlinePass: !1,
3469
3469
  updateDebugPass: !1
3470
- }, this.aoPassMapTexture = null, this._lutMap = /* @__PURE__ */ new Map(), this._lutPassParameters = _n, this.lutPassNeedsUpdate = !1, this._renderToRenderTarget = !1, this._creator_ = e, this._sceneRenderer = t, this._maxSamples = he(this._sceneRenderer.renderer);
3471
- let n = this._sceneRenderer.linearAoFilter, r = n ? this._maxSamples : 0, i = n ? this._maxSamples : 0;
3470
+ }, this.aoPassMapTexture = null, this._lutMap = /* @__PURE__ */ new Map(), this._lutPassParameters = _n, this.lutPassNeedsUpdate = !1, this._renderToRenderTarget = !1, this._creator_ = t, this._sceneRenderer = n, this._maxSamples = e(this._sceneRenderer.renderer);
3471
+ let r = this._sceneRenderer.linearAoFilter, i = r ? this._maxSamples : 0, a = r ? this._maxSamples : 0;
3472
3472
  this._sceneRenderPass = new an(this), this._bakedGroundContactShadowPass = new yt(this, this._sceneRenderer.renderer, this._sceneRenderer.groundGroup, { sharedShadowGroundPlane: this._sceneRenderer.shadowAndAoGroundPlane }), this._gBufferRenderPass = new wt(this, {
3473
3473
  shared: !0,
3474
3474
  capabilities: this._sceneRenderer.renderer.capabilities,
3475
3475
  width: this._sceneRenderer.width,
3476
3476
  height: this._sceneRenderer.height,
3477
- samples: r,
3478
- textureMinificationFilter: n ? s : V,
3479
- textureMagnificationFilter: n ? s : V
3480
- }), this._groundReflectionPass = new Et(this, this._sceneRenderer.width, this._sceneRenderer.height, this._maxSamples, {}), this._screenSpaceShadowMapPass = new It(this, new x(this._sceneRenderer.width, this._sceneRenderer.height), {
3481
3477
  samples: i,
3478
+ textureMinificationFilter: r ? c : V,
3479
+ textureMagnificationFilter: r ? c : V
3480
+ }), this._groundReflectionPass = new Et(this, this._sceneRenderer.width, this._sceneRenderer.height, this._maxSamples, {}), this._screenSpaceShadowMapPass = new It(this, new S(this._sceneRenderer.width, this._sceneRenderer.height), {
3481
+ samples: a,
3482
3482
  alwaysUpdate: !1
3483
- }), this._shadowAndAoPass = new et(this, this._sceneRenderer.width, this._sceneRenderer.height, r), this._lutPass = new dn({
3483
+ }), this._shadowAndAoPass = new et(this, this._sceneRenderer.width, this._sceneRenderer.height, i), this._lutPass = new dn({
3484
3484
  lut: void 0,
3485
3485
  intensity: 1
3486
3486
  }), this._outputPass = new gn();
@@ -3509,19 +3509,19 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3509
3509
  });
3510
3510
  }
3511
3511
  createOutlinePass() {
3512
- return this._outlinePass ||= new Kt(this, new x(this._sceneRenderer.width, this._sceneRenderer.height), this.scene, this.camera, [], {
3512
+ return this._outlinePass ||= new Kt(this, new S(this._sceneRenderer.width, this._sceneRenderer.height), this.scene, this.camera, [], {
3513
3513
  downSampleRatio: 2,
3514
3514
  edgeDetectionFxaa: !0
3515
3515
  }), this._outlinePass;
3516
3516
  }
3517
3517
  getRenderPassRenderTarget(e) {
3518
- return this._lutPassParameters.enabled ? (this._passRenderTarget = this._passRenderTarget ?? new p(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), {
3518
+ return this._lutPassParameters.enabled ? (this._passRenderTarget = this._passRenderTarget ?? new m(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), {
3519
3519
  type: 1016,
3520
3520
  samples: this._maxSamples
3521
3521
  }), this._passRenderTarget) : null;
3522
3522
  }
3523
3523
  getPostPassRenderTarget(e) {
3524
- return this._lutPassParameters.enabled ? (this._passPassRenderTarget = this._passPassRenderTarget ?? new p(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), { type: 1016 }), this._passPassRenderTarget) : null;
3524
+ return this._lutPassParameters.enabled ? (this._passPassRenderTarget = this._passPassRenderTarget ?? new m(this._sceneRenderer.width * e.getPixelRatio(), this._sceneRenderer.height * e.getPixelRatio(), { type: 1016 }), this._passPassRenderTarget) : null;
3525
3525
  }
3526
3526
  setGroundVisibility(e) {
3527
3527
  this._sceneRenderer.shadowAndAoGroundPlane.setVisibility(e);
@@ -3612,7 +3612,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3612
3612
  this.materialsNeedUpdate = !1, t.traverse((e) => {
3613
3613
  if (e.isMesh) {
3614
3614
  let t = e.material;
3615
- t instanceof D && this._updateMaterial(e, t, n);
3615
+ t instanceof O && this._updateMaterial(e, t, n);
3616
3616
  }
3617
3617
  });
3618
3618
  }
@@ -3633,7 +3633,7 @@ var we = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
3633
3633
  e.setRenderTarget(n), this._bakedGroundContactShadowPass.renderPass(e), this._passUpdateStates.updateGBuffer && this._gBufferRenderPass.renderPass(e), this._passUpdateStates.updateScreenSpaceShadow && this._screenSpaceShadowMapPass.renderPass(e), this._passUpdateStates.updateShadowAndAoPass && this._shadowAndAoPass.renderPass(e), this._updateMaterials(e, t), this._sceneRenderPass.renderPass(e), this._passUpdateStates.updateGroundReflection && this._groundReflectionPass.renderPass(e), this._passUpdateStates.updateShadowAndAoPass && !this._shadowAndAoPass.parameters.applyToMaterial && this._shadowAndAoPass.renderToTarget(e), this._lutPassParameters.enabled && (e.setRenderTarget(r), this._outputPass.renderToScreen = !1, this._outputPass.render(e, e.getRenderTarget(), n, 0, !1), e.setRenderTarget(null), this._lutPass.renderToScreen = !0, this._lutPass.render(e, e.getRenderTarget(), r, 0, !1)), this._passUpdateStates.updateOutlinePass && this._outlinePass?.renderPass(e), this._passUpdateStates.updateDebugPass && this._debugPass?.renderPass(e);
3634
3634
  }
3635
3635
  };
3636
- pe([fe, de("design:type", Object)], vn.prototype, "_initData", void 0);
3636
+ me([pe, fe("design:type", Object)], vn.prototype, "_initData", void 0);
3637
3637
  //#endregion
3638
3638
  //#region packages/common-core/src/webgl/renderer/scene-renderer.ts
3639
3639
  var yn = {
@@ -3802,8 +3802,8 @@ var yn = {
3802
3802
  t?.projectionMatrix && (e.add(this.groundGroup), this._updateEnvironment(this.renderer, e), this.outlineRenderer.updateOutline(e, t, this.enableObjectSelection ? this.selectedObjects : []), this._renderPassManager.updatePasses(this.renderer, e, t), this._renderPassManager.renderPasses(this.renderer, e), e.remove(this.groundGroup));
3803
3803
  }
3804
3804
  };
3805
- pe([fe, de("design:type", Object)], bn.prototype, "_initData", void 0);
3805
+ me([pe, fe("design:type", Object)], bn.prototype, "_initData", void 0);
3806
3806
  //#endregion
3807
3807
  export { At as a, Be as c, $t as i, bn as n, nt as o, Qt as r, Z as s, yn as t };
3808
3808
 
3809
- //# sourceMappingURL=scene-renderer-Bdl7umAf.mjs.map
3809
+ //# sourceMappingURL=scene-renderer-BuMnigf2.mjs.map