@takram/three-geospatial-effects 0.0.1-alpha.6 → 0.0.1-alpha.8

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.
package/build/shared.js CHANGED
@@ -1,11 +1,8 @@
1
- var D = Object.defineProperty;
2
- var y = (r, e, t) => e in r ? D(r, e, { enumerable: !0, configurable: !0, writable: !0, value: t }) : r[e] = t;
3
- var u = (r, e, t) => y(r, typeof e != "symbol" ? e + "" : e, t);
4
- import { BlendFunction as f, Effect as h, EffectAttribute as p, RenderPass as M, Resolution as d, ShaderPass as g, MipmapBlurPass as P, KawaseBlurPass as A, KernelSize as z } from "postprocessing";
5
- import { Uniform as s, ShaderLib as c, HalfFloatType as m, ShaderMaterial as U, NoBlending as T, Vector2 as S, WebGLRenderTarget as w, Matrix4 as x } from "three";
6
- import { resolveIncludes as b } from "@takram/three-geospatial";
7
- import { depth as B, turbo as F, packing as C, transform as O } from "@takram/three-geospatial/shaders";
8
- const N = `#include "core/depth"
1
+ import { BlendFunction as v, Effect as f, EffectAttribute as d, RenderPass as A, Resolution as h, ShaderPass as g, MipmapBlurPass as P, KawaseBlurPass as z, KernelSize as D } from "postprocessing";
2
+ import { Uniform as s, ShaderLib as l, HalfFloatType as m, ShaderMaterial as U, NoBlending as S, Vector2 as T, WebGLRenderTarget as w, Matrix4 as x } from "three";
3
+ import { define as p, resolveIncludes as b } from "@takram/three-geospatial";
4
+ import { turbo as M, depth as B, packing as C, transform as F } from "@takram/three-geospatial/shaders";
5
+ const O = `#include "core/depth"
9
6
  #include "core/turbo"
10
7
 
11
8
  uniform float near;
@@ -24,40 +21,40 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
24
21
 
25
22
  outputColor = vec4(color, inputColor.a);
26
23
  }
27
- `, L = {
28
- blendFunction: f.SRC,
24
+ `;
25
+ var N = Object.defineProperty, L = (o, e, t, i) => {
26
+ for (var n = void 0, r = o.length - 1, a; r >= 0; r--)
27
+ (a = o[r]) && (n = a(e, t, n) || n);
28
+ return n && N(e, t, n), n;
29
+ };
30
+ const j = {
31
+ blendFunction: v.SRC,
29
32
  useTurbo: !1,
30
33
  near: 1,
31
34
  far: 1e3
32
35
  };
33
- class se extends h {
36
+ class G extends f {
34
37
  constructor(e) {
35
- const { blendFunction: t, useTurbo: n, near: o, far: i } = {
36
- ...L,
38
+ const { blendFunction: t, useTurbo: i, near: n, far: r } = {
39
+ ...j,
37
40
  ...e
38
41
  };
39
42
  super(
40
43
  "DepthEffect",
41
- b(N, {
42
- core: { depth: B, turbo: F }
44
+ b(O, {
45
+ core: { depth: B, turbo: M }
43
46
  }),
44
47
  {
45
48
  blendFunction: t,
46
- attributes: p.DEPTH,
49
+ attributes: d.DEPTH,
47
50
  uniforms: new Map(
48
51
  Object.entries({
49
- near: new s(o),
50
- far: new s(i)
52
+ near: new s(n),
53
+ far: new s(r)
51
54
  })
52
55
  )
53
56
  }
54
- ), this.useTurbo = n;
55
- }
56
- get useTurbo() {
57
- return this.defines.has("USE_TURBO");
58
- }
59
- set useTurbo(e) {
60
- this.useTurbo !== e && (e ? this.defines.set("USE_TURBO", "1") : this.defines.delete("USE_TURBO"), this.setChanged());
57
+ ), this.useTurbo = i;
61
58
  }
62
59
  get near() {
63
60
  return this.uniforms.get("near").value;
@@ -72,30 +69,33 @@ class se extends h {
72
69
  this.uniforms.get("far").value = e;
73
70
  }
74
71
  }
75
- const G = `#define DITHERING
72
+ L([
73
+ p("USE_TURBO")
74
+ ], G.prototype, "useTurbo");
75
+ const H = `#define DITHERING
76
76
 
77
77
  #include <dithering_pars_fragment>
78
78
 
79
79
  void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
80
80
  outputColor = vec4(saturate(dithering(inputColor.rgb)), inputColor.a);
81
81
  }
82
- `, j = {
83
- blendFunction: f.NORMAL
82
+ `, $ = {
83
+ blendFunction: v.NORMAL
84
84
  };
85
- class ae extends h {
85
+ class ue extends f {
86
86
  constructor(e) {
87
87
  const { blendFunction: t } = {
88
- ...j,
88
+ ...$,
89
89
  ...e
90
90
  };
91
- super("DitheringEffect", G, {
91
+ super("DitheringEffect", H, {
92
92
  blendFunction: t
93
93
  });
94
94
  }
95
95
  }
96
96
  const R = Symbol("SETUP");
97
- function H(r) {
98
- const e = r.vertexShader.replace(
97
+ function I(o) {
98
+ const e = o.vertexShader.replace(
99
99
  /* glsl */
100
100
  "#include <fog_pars_vertex>",
101
101
  /* glsl */
@@ -125,13 +125,13 @@ function H(r) {
125
125
  vViewPosition = - mvPosition.xyz;
126
126
  `
127
127
  );
128
- r.vertexShader = /* glsl */
128
+ o.vertexShader = /* glsl */
129
129
  `
130
130
  #undef FLAT_SHADED
131
131
  varying vec3 vViewPosition;
132
132
  ${e}
133
133
  `;
134
- const t = r.fragmentShader.replace(
134
+ const t = o.fragmentShader.replace(
135
135
  /#ifndef FLAT_SHADED\s+varying vec3 vNormal;\s+#endif/m,
136
136
  /* glsl */
137
137
  "#include <normal_pars_fragment>"
@@ -153,17 +153,17 @@ function H(r) {
153
153
  #include <normal_fragment_maps>
154
154
  `
155
155
  );
156
- return r.fragmentShader = /* glsl */
156
+ return o.fragmentShader = /* glsl */
157
157
  `
158
158
  #undef FLAT_SHADED
159
159
  varying vec3 vViewPosition;
160
160
  ${t}
161
- `, r;
161
+ `, o;
162
162
  }
163
- function v(r, { type: e } = {}) {
164
- if (r[R] === !0)
165
- return r;
166
- e === "basic" && H(r);
163
+ function c(o, { type: e } = {}) {
164
+ if (o[R] === !0)
165
+ return o;
166
+ e === "basic" && I(o);
167
167
  const t = e === "physical" ? (
168
168
  /* glsl */
169
169
  `
@@ -183,7 +183,7 @@ function v(r, { type: e } = {}) {
183
183
  );
184
184
  `
185
185
  );
186
- return r.fragmentShader = /* glsl */
186
+ return o.fragmentShader = /* glsl */
187
187
  `
188
188
  layout(location = 1) out vec4 outputBuffer1;
189
189
 
@@ -192,7 +192,7 @@ function v(r, { type: e } = {}) {
192
192
  #endif // !defined(USE_ENVMAP)
193
193
 
194
194
  ${C}
195
- ${r.fragmentShader.replace(
195
+ ${o.fragmentShader.replace(
196
196
  /}\s*$/m,
197
197
  // Assume the last curly brace is of main()
198
198
  /* glsl */
@@ -201,25 +201,23 @@ function v(r, { type: e } = {}) {
201
201
  }
202
202
  `
203
203
  )}
204
- `, r[R] = !0, r;
204
+ `, o[R] = !0, o;
205
205
  }
206
- function I() {
207
- v(c.lambert), v(c.phong), v(c.basic, { type: "basic" }), v(c.standard, { type: "physical" }), v(c.physical, { type: "physical" });
206
+ function V() {
207
+ c(l.lambert), c(l.phong), c(l.basic, { type: "basic" }), c(l.standard, { type: "physical" }), c(l.physical, { type: "physical" });
208
208
  }
209
- class ue extends M {
210
- constructor(t, n, o, i) {
211
- super(n, o, i);
212
- u(this, "geometryTexture");
213
- this.geometryTexture = t.texture.clone(), this.geometryTexture.isRenderTargetTexture = !0, this.geometryTexture.type = m, I();
209
+ class le extends A {
210
+ constructor(e, t, i, n) {
211
+ super(t, i, n), this.geometryTexture = e.texture.clone(), this.geometryTexture.isRenderTargetTexture = !0, this.geometryTexture.type = m, V();
214
212
  }
215
- render(t, n, o, i, a) {
216
- n != null && (n.textures[1] = this.geometryTexture), super.render(t, n, null), n != null && (n.textures.length = 1);
213
+ render(e, t, i, n, r) {
214
+ t != null && (t.textures[1] = this.geometryTexture), super.render(e, t, null), t != null && (t.textures.length = 1);
217
215
  }
218
- setSize(t, n) {
219
- this.geometryTexture.image.width = t, this.geometryTexture.image.height = n;
216
+ setSize(e, t) {
217
+ this.geometryTexture.image.width = e, this.geometryTexture.image.height = t;
220
218
  }
221
219
  }
222
- const V = `#include <common>
220
+ const k = `#include <common>
223
221
 
224
222
  uniform sampler2D inputBuffer;
225
223
 
@@ -297,7 +295,7 @@ void main() {
297
295
  float scale = saturate(smoothstep(thresholdLevel, thresholdLevel + thresholdRange, l));
298
296
  gl_FragColor = vec4(color * scale, 1.0);
299
297
  }
300
- `, k = `uniform vec2 texelSize;
298
+ `, W = `uniform vec2 texelSize;
301
299
 
302
300
  out vec2 vCenterUv1;
303
301
  out vec2 vCenterUv2;
@@ -331,36 +329,36 @@ void main() {
331
329
 
332
330
  gl_Position = vec4(position.xy, 1.0, 1.0);
333
331
  }
334
- `, $ = {
332
+ `, K = {
335
333
  thresholdLevel: 10,
336
334
  thresholdRange: 1
337
335
  };
338
- class W extends U {
336
+ class Z extends U {
339
337
  constructor(e) {
340
338
  const {
341
339
  inputBuffer: t = null,
342
- thresholdLevel: n,
343
- thresholdRange: o,
344
- ...i
340
+ thresholdLevel: i,
341
+ thresholdRange: n,
342
+ ...r
345
343
  } = {
346
- ...$,
344
+ ...K,
347
345
  ...e
348
346
  };
349
347
  super({
350
348
  name: "DownsampleThresholdMaterial",
351
- fragmentShader: V,
352
- vertexShader: k,
353
- blending: T,
349
+ fragmentShader: k,
350
+ vertexShader: W,
351
+ blending: S,
354
352
  toneMapped: !1,
355
353
  depthWrite: !1,
356
354
  depthTest: !1,
357
- ...i,
355
+ ...r,
358
356
  uniforms: {
359
357
  inputBuffer: new s(t),
360
- texelSize: new s(new S()),
361
- thresholdLevel: new s(n),
362
- thresholdRange: new s(o),
363
- ...i.uniforms
358
+ texelSize: new s(new T()),
359
+ thresholdLevel: new s(i),
360
+ thresholdRange: new s(n),
361
+ ...r.uniforms
364
362
  }
365
363
  });
366
364
  }
@@ -386,7 +384,7 @@ class W extends U {
386
384
  this.uniforms.thresholdRange.value = e;
387
385
  }
388
386
  }
389
- const K = `#include <common>
387
+ const Q = `#include <common>
390
388
 
391
389
  #define SQRT_2 (0.7071067811865476)
392
390
 
@@ -459,7 +457,7 @@ void main() {
459
457
  gl_FragColor += sampleHalos(haloAmount);
460
458
  }
461
459
 
462
- `, Z = `uniform vec2 texelSize;
460
+ `, X = `uniform vec2 texelSize;
463
461
 
464
462
  out vec2 vUv;
465
463
  out vec2 vAspectRatio;
@@ -469,37 +467,37 @@ void main() {
469
467
  vAspectRatio = vec2(texelSize.x / texelSize.y, 1.0);
470
468
  gl_Position = vec4(position.xy, 1.0, 1.0);
471
469
  }
472
- `, Q = {
470
+ `, Y = {
473
471
  ghostAmount: 1e-3,
474
472
  haloAmount: 1e-3,
475
473
  chromaticAberration: 10
476
474
  };
477
- class X extends U {
475
+ class q extends U {
478
476
  constructor(e) {
479
477
  const {
480
478
  inputBuffer: t = null,
481
- ghostAmount: n,
482
- haloAmount: o,
483
- chromaticAberration: i,
479
+ ghostAmount: i,
480
+ haloAmount: n,
481
+ chromaticAberration: r,
484
482
  ...a
485
483
  } = {
486
- ...Q,
484
+ ...Y,
487
485
  ...e
488
486
  };
489
487
  super({
490
488
  name: "LensFlareFeaturesMaterial",
491
- fragmentShader: K,
492
- vertexShader: Z,
493
- blending: T,
489
+ fragmentShader: Q,
490
+ vertexShader: X,
491
+ blending: S,
494
492
  toneMapped: !1,
495
493
  depthWrite: !1,
496
494
  depthTest: !1,
497
495
  uniforms: {
498
496
  inputBuffer: new s(t),
499
- texelSize: new s(new S()),
500
- ghostAmount: new s(n),
501
- haloAmount: new s(o),
502
- chromaticAberration: new s(i),
497
+ texelSize: new s(new T()),
498
+ ghostAmount: new s(i),
499
+ haloAmount: new s(n),
500
+ chromaticAberration: new s(r),
503
501
  ...a.uniforms
504
502
  }
505
503
  });
@@ -532,7 +530,7 @@ class X extends U {
532
530
  this.uniforms.chromaticAberration.value = e;
533
531
  }
534
532
  }
535
- const Y = `uniform sampler2D bloomBuffer;
533
+ const J = `uniform sampler2D bloomBuffer;
536
534
  uniform sampler2D featuresBuffer;
537
535
  uniform float intensity;
538
536
 
@@ -541,30 +539,30 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
541
539
  vec3 features = texture(featuresBuffer, uv).rgb;
542
540
  outputColor = vec4(inputColor.rgb + (bloom + features) * intensity, inputColor.a);
543
541
  }
544
- `, q = {
545
- blendFunction: f.NORMAL,
542
+ `, ee = {
543
+ blendFunction: v.NORMAL,
546
544
  resolutionScale: 0.5,
547
- width: d.AUTO_SIZE,
548
- height: d.AUTO_SIZE,
545
+ width: h.AUTO_SIZE,
546
+ height: h.AUTO_SIZE,
549
547
  intensity: 5e-3
550
548
  };
551
- class le extends h {
552
- constructor(t) {
549
+ class ce extends f {
550
+ constructor(e) {
553
551
  const {
554
- blendFunction: n,
555
- resolutionScale: o,
556
- width: i,
557
- height: a,
558
- resolutionX: l = i,
559
- resolutionY: E = a,
560
- intensity: _
552
+ blendFunction: t,
553
+ resolutionScale: i,
554
+ width: n,
555
+ height: r,
556
+ resolutionX: a = n,
557
+ resolutionY: u = r,
558
+ intensity: E
561
559
  } = {
562
- ...q,
563
- ...t
560
+ ...ee,
561
+ ...e
564
562
  };
565
- super("LensFlareEffect", Y, {
566
- blendFunction: n,
567
- attributes: p.CONVOLUTION,
563
+ super("LensFlareEffect", J, {
564
+ blendFunction: t,
565
+ attributes: d.CONVOLUTION,
568
566
  uniforms: new Map(
569
567
  Object.entries({
570
568
  bloomBuffer: new s(null),
@@ -572,20 +570,9 @@ class le extends h {
572
570
  intensity: new s(1)
573
571
  })
574
572
  )
575
- });
576
- u(this, "resolution");
577
- u(this, "renderTarget1");
578
- u(this, "renderTarget2");
579
- u(this, "thresholdMaterial");
580
- u(this, "thresholdPass");
581
- u(this, "blurPass");
582
- u(this, "preBlurPass");
583
- u(this, "featuresMaterial");
584
- u(this, "featuresPass");
585
- u(this, "onResolutionChange", () => {
573
+ }), this.onResolutionChange = () => {
586
574
  this.setSize(this.resolution.baseWidth, this.resolution.baseHeight);
587
- });
588
- this.renderTarget1 = new w(1, 1, {
575
+ }, this.renderTarget1 = new w(1, 1, {
589
576
  depthBuffer: !1,
590
577
  stencilBuffer: !1,
591
578
  type: m
@@ -593,50 +580,47 @@ class le extends h {
593
580
  depthBuffer: !1,
594
581
  stencilBuffer: !1,
595
582
  type: m
596
- }), this.renderTarget2.texture.name = "LensFlare.Target2", this.thresholdMaterial = new W(), this.thresholdPass = new g(this.thresholdMaterial), this.blurPass = new P(), this.blurPass.levels = 8, this.preBlurPass = new A({
597
- kernelSize: z.SMALL
598
- }), this.featuresMaterial = new X(), this.featuresPass = new g(this.featuresMaterial), this.uniforms.get("bloomBuffer").value = this.blurPass.texture, this.uniforms.get("featuresBuffer").value = this.renderTarget1.texture, this.resolution = new d(
583
+ }), this.renderTarget2.texture.name = "LensFlare.Target2", this.thresholdMaterial = new Z(), this.thresholdPass = new g(this.thresholdMaterial), this.blurPass = new P(), this.blurPass.levels = 8, this.preBlurPass = new z({
584
+ kernelSize: D.SMALL
585
+ }), this.featuresMaterial = new q(), this.featuresPass = new g(this.featuresMaterial), this.uniforms.get("bloomBuffer").value = this.blurPass.texture, this.uniforms.get("featuresBuffer").value = this.renderTarget1.texture, this.resolution = new h(
599
586
  this,
600
- l,
601
- E,
602
- o
603
- ), this.resolution.addEventListener(
604
- "change",
605
- this.onResolutionChange
606
- ), this.intensity = _;
607
- }
608
- initialize(t, n, o) {
609
- this.thresholdPass.initialize(t, n, o), this.blurPass.initialize(t, n, o), this.preBlurPass.initialize(t, n, o), this.featuresPass.initialize(t, n, o);
610
- }
611
- update(t, n, o) {
612
- this.thresholdPass.render(t, n, this.renderTarget1), this.blurPass.render(t, this.renderTarget1, null), this.preBlurPass.render(t, this.renderTarget1, this.renderTarget2), this.featuresPass.render(t, this.renderTarget2, this.renderTarget1);
613
- }
614
- setSize(t, n) {
615
- const o = this.resolution;
616
- o.setBaseSize(t, n);
617
- const { width: i, height: a } = o;
618
- this.renderTarget1.setSize(i, a), this.renderTarget2.setSize(i, a), this.thresholdMaterial.setSize(i, a), this.blurPass.setSize(i, a), this.preBlurPass.setSize(i, a), this.featuresMaterial.setSize(i, a);
587
+ a,
588
+ u,
589
+ i
590
+ ), this.resolution.addEventListener("change", this.onResolutionChange), this.intensity = E;
591
+ }
592
+ initialize(e, t, i) {
593
+ this.thresholdPass.initialize(e, t, i), this.blurPass.initialize(e, t, i), this.preBlurPass.initialize(e, t, i), this.featuresPass.initialize(e, t, i);
594
+ }
595
+ update(e, t, i) {
596
+ this.thresholdPass.render(e, t, this.renderTarget1), this.blurPass.render(e, this.renderTarget1, null), this.preBlurPass.render(e, this.renderTarget1, this.renderTarget2), this.featuresPass.render(e, this.renderTarget2, this.renderTarget1);
597
+ }
598
+ setSize(e, t) {
599
+ const i = this.resolution;
600
+ i.setBaseSize(e, t);
601
+ const { width: n, height: r } = i;
602
+ this.renderTarget1.setSize(n, r), this.renderTarget2.setSize(n, r), this.thresholdMaterial.setSize(n, r), this.blurPass.setSize(n, r), this.preBlurPass.setSize(n, r), this.featuresMaterial.setSize(n, r);
619
603
  }
620
604
  get intensity() {
621
605
  return this.uniforms.get("intensity").value;
622
606
  }
623
- set intensity(t) {
624
- this.uniforms.get("intensity").value = t;
607
+ set intensity(e) {
608
+ this.uniforms.get("intensity").value = e;
625
609
  }
626
610
  get thresholdLevel() {
627
611
  return this.thresholdMaterial.thresholdLevel;
628
612
  }
629
- set thresholdLevel(t) {
630
- this.thresholdMaterial.thresholdLevel = t;
613
+ set thresholdLevel(e) {
614
+ this.thresholdMaterial.thresholdLevel = e;
631
615
  }
632
616
  get thresholdRange() {
633
617
  return this.thresholdMaterial.thresholdRange;
634
618
  }
635
- set thresholdRange(t) {
636
- this.thresholdMaterial.thresholdRange = t;
619
+ set thresholdRange(e) {
620
+ this.thresholdMaterial.thresholdRange = e;
637
621
  }
638
622
  }
639
- const J = `#include "core/depth"
623
+ const te = `#include "core/depth"
640
624
  #include "core/packing"
641
625
  #include "core/transform"
642
626
 
@@ -677,43 +661,49 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
677
661
 
678
662
  outputColor = vec4(normal * 0.5 + 0.5, inputColor.a);
679
663
  }
680
- `, ee = {
681
- blendFunction: f.SRC,
664
+ `;
665
+ var ne = Object.defineProperty, _ = (o, e, t, i) => {
666
+ for (var n = void 0, r = o.length - 1, a; r >= 0; r--)
667
+ (a = o[r]) && (n = a(e, t, n) || n);
668
+ return n && ne(e, t, n), n;
669
+ };
670
+ const re = {
671
+ blendFunction: v.SRC,
682
672
  octEncoded: !1,
683
673
  reconstructFromDepth: !1
684
674
  };
685
- class ce extends h {
675
+ class y extends f {
686
676
  constructor(e, t) {
687
677
  const {
688
- blendFunction: n,
689
- normalBuffer: o = null,
690
- octEncoded: i,
678
+ blendFunction: i,
679
+ normalBuffer: n = null,
680
+ octEncoded: r,
691
681
  reconstructFromDepth: a
692
682
  } = {
693
- ...ee,
683
+ ...re,
694
684
  ...t
695
685
  };
696
686
  super(
697
687
  "NormalEffect",
698
- b(J, {
688
+ b(te, {
699
689
  core: {
700
690
  depth: B,
701
691
  packing: C,
702
- transform: O
692
+ transform: F
703
693
  }
704
694
  }),
705
695
  {
706
- blendFunction: n,
707
- attributes: p.DEPTH,
696
+ blendFunction: i,
697
+ attributes: d.DEPTH,
708
698
  uniforms: new Map(
709
699
  Object.entries({
710
- normalBuffer: new s(o),
700
+ normalBuffer: new s(n),
711
701
  projectionMatrix: new s(new x()),
712
702
  inverseProjectionMatrix: new s(new x())
713
703
  })
714
704
  )
715
705
  }
716
- ), this.camera = e, e != null && (this.mainCamera = e), this.octEncoded = i, this.reconstructFromDepth = a;
706
+ ), this.camera = e, e != null && (this.mainCamera = e), this.octEncoded = r, this.reconstructFromDepth = a;
717
707
  }
718
708
  get mainCamera() {
719
709
  return this.camera;
@@ -721,9 +711,9 @@ class ce extends h {
721
711
  set mainCamera(e) {
722
712
  this.camera = e;
723
713
  }
724
- update(e, t, n) {
725
- const o = this.uniforms, i = o.get("projectionMatrix"), a = o.get("inverseProjectionMatrix"), l = this.camera;
726
- l != null && (i.value.copy(l.projectionMatrix), a.value.copy(l.projectionMatrixInverse));
714
+ update(e, t, i) {
715
+ const n = this.uniforms, r = n.get("projectionMatrix"), a = n.get("inverseProjectionMatrix"), u = this.camera;
716
+ u != null && (r.value.copy(u.projectionMatrix), a.value.copy(u.projectionMatrixInverse));
727
717
  }
728
718
  get normalBuffer() {
729
719
  return this.uniforms.get("normalBuffer").value;
@@ -731,29 +721,23 @@ class ce extends h {
731
721
  set normalBuffer(e) {
732
722
  this.uniforms.get("normalBuffer").value = e;
733
723
  }
734
- get octEncoded() {
735
- return this.defines.has("OCT_ENCODED");
736
- }
737
- set octEncoded(e) {
738
- e !== this.octEncoded && (e ? this.defines.set("OCT_ENCODED", "1") : this.defines.delete("OCT_ENCODED"), this.setChanged());
739
- }
740
- get reconstructFromDepth() {
741
- return this.defines.has("RECONSTRUCT_FROM_DEPTH");
742
- }
743
- set reconstructFromDepth(e) {
744
- e !== this.reconstructFromDepth && (e ? this.defines.set("RECONSTRUCT_FROM_DEPTH", "1") : this.defines.delete("RECONSTRUCT_FROM_DEPTH"), this.setChanged());
745
- }
746
724
  }
725
+ _([
726
+ p("OCT_ENCODED")
727
+ ], y.prototype, "octEncoded");
728
+ _([
729
+ p("RECONSTRUCT_FROM_DEPTH")
730
+ ], y.prototype, "reconstructFromDepth");
747
731
  export {
748
- se as D,
749
- ue as G,
750
- le as L,
751
- ce as N,
752
- j as a,
753
- ae as b,
754
- L as d,
755
- q as l,
756
- ee as n,
757
- I as s
732
+ G as D,
733
+ le as G,
734
+ ce as L,
735
+ y as N,
736
+ $ as a,
737
+ ue as b,
738
+ j as d,
739
+ ee as l,
740
+ re as n,
741
+ V as s
758
742
  };
759
743
  //# sourceMappingURL=shared.js.map