@takram/three-geospatial-effects 0.0.1-alpha.7 → 0.0.1-alpha.8

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package/build/shared.cjs CHANGED
@@ -1,4 +1,4 @@
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- "use strict";var T=Object.defineProperty;var S=(o,e,t)=>e in o?T(o,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):o[e]=t;var l=(o,e,t)=>S(o,typeof e!="symbol"?e+"":e,t);const a=require("postprocessing"),n=require("three"),d=require("@takram/three-geospatial"),c=require("@takram/three-geospatial/shaders"),b=`#include "core/depth"
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+ "use strict";const a=require("postprocessing"),r=require("three"),f=require("@takram/three-geospatial"),l=require("@takram/three-geospatial/shaders"),b=`#include "core/depth"
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  #include "core/turbo"
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  uniform float near;
@@ -17,14 +17,14 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  outputColor = vec4(color, inputColor.a);
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  }
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- `,m={blendFunction:a.BlendFunction.SRC,useTurbo:!1,near:1,far:1e3};class B extends a.Effect{constructor(e){const{blendFunction:t,useTurbo:r,near:i,far:s}={...m,...e};super("DepthEffect",d.resolveIncludes(b,{core:{depth:c.depth,turbo:c.turbo}}),{blendFunction:t,attributes:a.EffectAttribute.DEPTH,uniforms:new Map(Object.entries({near:new n.Uniform(i),far:new n.Uniform(s)}))}),this.useTurbo=r}get useTurbo(){return this.defines.has("USE_TURBO")}set useTurbo(e){this.useTurbo!==e&&(e?this.defines.set("USE_TURBO","1"):this.defines.delete("USE_TURBO"),this.setChanged())}get near(){return this.uniforms.get("near").value}set near(e){this.uniforms.get("near").value=e}get far(){return this.uniforms.get("far").value}set far(e){this.uniforms.get("far").value=e}}const E=`#define DITHERING
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+ `;var T=Object.defineProperty,B=(i,e,t,s)=>{for(var n=void 0,o=i.length-1,u;o>=0;o--)(u=i[o])&&(n=u(e,t,n)||n);return n&&T(e,t,n),n};const d={blendFunction:a.BlendFunction.SRC,useTurbo:!1,near:1,far:1e3};class p extends a.Effect{constructor(e){const{blendFunction:t,useTurbo:s,near:n,far:o}={...d,...e};super("DepthEffect",f.resolveIncludes(b,{core:{depth:l.depth,turbo:l.turbo}}),{blendFunction:t,attributes:a.EffectAttribute.DEPTH,uniforms:new Map(Object.entries({near:new r.Uniform(n),far:new r.Uniform(o)}))}),this.useTurbo=s}get near(){return this.uniforms.get("near").value}set near(e){this.uniforms.get("near").value=e}get far(){return this.uniforms.get("far").value}set far(e){this.uniforms.get("far").value=e}}B([f.define("USE_TURBO")],p.prototype,"useTurbo");const E=`#define DITHERING
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  #include <dithering_pars_fragment>
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  void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  outputColor = vec4(saturate(dithering(inputColor.rgb)), inputColor.a);
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  }
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- `,p={blendFunction:a.BlendFunction.NORMAL};class C extends a.Effect{constructor(e){const{blendFunction:t}={...p,...e};super("DitheringEffect",E,{blendFunction:t})}}const h=Symbol("SETUP");function _(o){const e=o.vertexShader.replace("#include <fog_pars_vertex>",`
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+ `,g={blendFunction:a.BlendFunction.NORMAL};class C extends a.Effect{constructor(e){const{blendFunction:t}={...g,...e};super("DitheringEffect",E,{blendFunction:t})}}const m=Symbol("SETUP");function _(i){const e=i.vertexShader.replace("#include <fog_pars_vertex>",`
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  #include <fog_pars_vertex>
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  #include <normal_pars_vertex>
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  `).replace("#include <defaultnormal_vertex>",`
@@ -33,22 +33,22 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  `).replace("#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )","#if 1").replace("#include <clipping_planes_vertex>",`
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  #include <clipping_planes_vertex>
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  vViewPosition = - mvPosition.xyz;
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- `);o.vertexShader=`
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+ `);i.vertexShader=`
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  #undef FLAT_SHADED
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  varying vec3 vViewPosition;
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  ${e}
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- `;const t=o.fragmentShader.replace(/#ifndef FLAT_SHADED\s+varying vec3 vNormal;\s+#endif/m,"#include <normal_pars_fragment>").replace("#include <common>",`
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+ `;const t=i.fragmentShader.replace(/#ifndef FLAT_SHADED\s+varying vec3 vNormal;\s+#endif/m,"#include <normal_pars_fragment>").replace("#include <common>",`
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  #include <common>
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  #include <packing>
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  `).replace("#include <specularmap_fragment>",`
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  #include <specularmap_fragment>
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  #include <normal_fragment_begin>
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  #include <normal_fragment_maps>
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- `);return o.fragmentShader=`
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+ `);return i.fragmentShader=`
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  #undef FLAT_SHADED
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  varying vec3 vViewPosition;
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  ${t}
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- `,o}function f(o,{type:e}={}){if(o[h]===!0)return o;e==="basic"&&_(o);const t=e==="physical"?`
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+ `,i}function v(i,{type:e}={}){if(i[m]===!0)return i;e==="basic"&&_(i);const t=e==="physical"?`
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  vec4(
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  packNormalToVec2(normal),
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  metalnessFactor,
@@ -60,19 +60,19 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  reflectivity,
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  0.0
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  );
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- `;return o.fragmentShader=`
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+ `;return i.fragmentShader=`
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  layout(location = 1) out vec4 outputBuffer1;
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  #if !defined(USE_ENVMAP)
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  uniform float reflectivity;
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  #endif // !defined(USE_ENVMAP)
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- ${c.packing}
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- ${o.fragmentShader.replace(/}\s*$/m,`
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+ ${l.packing}
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+ ${i.fragmentShader.replace(/}\s*$/m,`
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  outputBuffer1 = ${t};
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  }
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  `)}
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- `,o[h]=!0,o}function g(){f(n.ShaderLib.lambert),f(n.ShaderLib.phong),f(n.ShaderLib.basic,{type:"basic"}),f(n.ShaderLib.standard,{type:"physical"}),f(n.ShaderLib.physical,{type:"physical"})}class D extends a.RenderPass{constructor(t,r,i,s){super(r,i,s);l(this,"geometryTexture");this.geometryTexture=t.texture.clone(),this.geometryTexture.isRenderTargetTexture=!0,this.geometryTexture.type=n.HalfFloatType,g()}render(t,r,i,s,u){r!=null&&(r.textures[1]=this.geometryTexture),super.render(t,r,null),r!=null&&(r.textures.length=1)}setSize(t,r){this.geometryTexture.image.width=t,this.geometryTexture.image.height=r}}const y=`#include <common>
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+ `,i[m]=!0,i}function w(){v(r.ShaderLib.lambert),v(r.ShaderLib.phong),v(r.ShaderLib.basic,{type:"basic"}),v(r.ShaderLib.standard,{type:"physical"}),v(r.ShaderLib.physical,{type:"physical"})}class y extends a.RenderPass{constructor(e,t,s,n){super(t,s,n),this.geometryTexture=e.texture.clone(),this.geometryTexture.isRenderTargetTexture=!0,this.geometryTexture.type=r.HalfFloatType,w()}render(e,t,s,n,o){t!=null&&(t.textures[1]=this.geometryTexture),super.render(e,t,null),t!=null&&(t.textures.length=1)}setSize(e,t){this.geometryTexture.image.width=e,this.geometryTexture.image.height=t}}const D=`#include <common>
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  uniform sampler2D inputBuffer;
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@@ -150,7 +150,7 @@ void main() {
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  float scale = saturate(smoothstep(thresholdLevel, thresholdLevel + thresholdRange, l));
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  gl_FragColor = vec4(color * scale, 1.0);
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  }
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- `,F=`uniform vec2 texelSize;
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+ `,P=`uniform vec2 texelSize;
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  out vec2 vCenterUv1;
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  out vec2 vCenterUv2;
@@ -184,7 +184,7 @@ void main() {
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  gl_Position = vec4(position.xy, 1.0, 1.0);
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  }
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- `,M={thresholdLevel:10,thresholdRange:1};class P extends n.ShaderMaterial{constructor(e){const{inputBuffer:t=null,thresholdLevel:r,thresholdRange:i,...s}={...M,...e};super({name:"DownsampleThresholdMaterial",fragmentShader:y,vertexShader:F,blending:n.NoBlending,toneMapped:!1,depthWrite:!1,depthTest:!1,...s,uniforms:{inputBuffer:new n.Uniform(t),texelSize:new n.Uniform(new n.Vector2),thresholdLevel:new n.Uniform(r),thresholdRange:new n.Uniform(i),...s.uniforms}})}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}get inputBuffer(){return this.uniforms.inputBuffer.value}set inputBuffer(e){this.uniforms.inputBuffer.value=e}get thresholdLevel(){return this.uniforms.thresholdLevel.value}set thresholdLevel(e){this.uniforms.thresholdLevel.value=e}get thresholdRange(){return this.uniforms.thresholdRange.value}set thresholdRange(e){this.uniforms.thresholdRange.value=e}}const A=`#include <common>
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+ `,A={thresholdLevel:10,thresholdRange:1};class F extends r.ShaderMaterial{constructor(e){const{inputBuffer:t=null,thresholdLevel:s,thresholdRange:n,...o}={...A,...e};super({name:"DownsampleThresholdMaterial",fragmentShader:D,vertexShader:P,blending:r.NoBlending,toneMapped:!1,depthWrite:!1,depthTest:!1,...o,uniforms:{inputBuffer:new r.Uniform(t),texelSize:new r.Uniform(new r.Vector2),thresholdLevel:new r.Uniform(s),thresholdRange:new r.Uniform(n),...o.uniforms}})}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}get inputBuffer(){return this.uniforms.inputBuffer.value}set inputBuffer(e){this.uniforms.inputBuffer.value=e}get thresholdLevel(){return this.uniforms.thresholdLevel.value}set thresholdLevel(e){this.uniforms.thresholdLevel.value=e}get thresholdRange(){return this.uniforms.thresholdRange.value}set thresholdRange(e){this.uniforms.thresholdRange.value=e}}const M=`#include <common>
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  #define SQRT_2 (0.7071067811865476)
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@@ -267,7 +267,7 @@ void main() {
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  vAspectRatio = vec2(texelSize.x / texelSize.y, 1.0);
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  gl_Position = vec4(position.xy, 1.0, 1.0);
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  }
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- `,O={ghostAmount:.001,haloAmount:.001,chromaticAberration:10};class N extends n.ShaderMaterial{constructor(e){const{inputBuffer:t=null,ghostAmount:r,haloAmount:i,chromaticAberration:s,...u}={...O,...e};super({name:"LensFlareFeaturesMaterial",fragmentShader:A,vertexShader:z,blending:n.NoBlending,toneMapped:!1,depthWrite:!1,depthTest:!1,uniforms:{inputBuffer:new n.Uniform(t),texelSize:new n.Uniform(new n.Vector2),ghostAmount:new n.Uniform(r),haloAmount:new n.Uniform(i),chromaticAberration:new n.Uniform(s),...u.uniforms}})}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}get inputBuffer(){return this.uniforms.inputBuffer.value}set inputBuffer(e){this.uniforms.inputBuffer.value=e}get ghostAmount(){return this.uniforms.ghostAmount.value}set ghostAmount(e){this.uniforms.ghostAmount.value=e}get haloAmount(){return this.uniforms.haloAmount.value}set haloAmount(e){this.uniforms.haloAmount.value=e}get chromaticAberration(){return this.uniforms.chromaticAberration.value}set chromaticAberration(e){this.uniforms.chromaticAberration.value=e}}const L=`uniform sampler2D bloomBuffer;
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+ `,O={ghostAmount:.001,haloAmount:.001,chromaticAberration:10};class L extends r.ShaderMaterial{constructor(e){const{inputBuffer:t=null,ghostAmount:s,haloAmount:n,chromaticAberration:o,...u}={...O,...e};super({name:"LensFlareFeaturesMaterial",fragmentShader:M,vertexShader:z,blending:r.NoBlending,toneMapped:!1,depthWrite:!1,depthTest:!1,uniforms:{inputBuffer:new r.Uniform(t),texelSize:new r.Uniform(new r.Vector2),ghostAmount:new r.Uniform(s),haloAmount:new r.Uniform(n),chromaticAberration:new r.Uniform(o),...u.uniforms}})}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}get inputBuffer(){return this.uniforms.inputBuffer.value}set inputBuffer(e){this.uniforms.inputBuffer.value=e}get ghostAmount(){return this.uniforms.ghostAmount.value}set ghostAmount(e){this.uniforms.ghostAmount.value=e}get haloAmount(){return this.uniforms.haloAmount.value}set haloAmount(e){this.uniforms.haloAmount.value=e}get chromaticAberration(){return this.uniforms.chromaticAberration.value}set chromaticAberration(e){this.uniforms.chromaticAberration.value=e}}const N=`uniform sampler2D bloomBuffer;
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  uniform sampler2D featuresBuffer;
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  uniform float intensity;
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@@ -276,7 +276,7 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  vec3 features = texture(featuresBuffer, uv).rgb;
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  outputColor = vec4(inputColor.rgb + (bloom + features) * intensity, inputColor.a);
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  }
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- `,U={blendFunction:a.BlendFunction.NORMAL,resolutionScale:.5,width:a.Resolution.AUTO_SIZE,height:a.Resolution.AUTO_SIZE,intensity:.005};class G extends a.Effect{constructor(t){const{blendFunction:r,resolutionScale:i,width:s,height:u,resolutionX:v=s,resolutionY:x=u,intensity:R}={...U,...t};super("LensFlareEffect",L,{blendFunction:r,attributes:a.EffectAttribute.CONVOLUTION,uniforms:new Map(Object.entries({bloomBuffer:new n.Uniform(null),featuresBuffer:new n.Uniform(null),intensity:new n.Uniform(1)}))});l(this,"resolution");l(this,"renderTarget1");l(this,"renderTarget2");l(this,"thresholdMaterial");l(this,"thresholdPass");l(this,"blurPass");l(this,"preBlurPass");l(this,"featuresMaterial");l(this,"featuresPass");l(this,"onResolutionChange",()=>{this.setSize(this.resolution.baseWidth,this.resolution.baseHeight)});this.renderTarget1=new n.WebGLRenderTarget(1,1,{depthBuffer:!1,stencilBuffer:!1,type:n.HalfFloatType}),this.renderTarget1.texture.name="LensFlare.Target1",this.renderTarget2=new n.WebGLRenderTarget(1,1,{depthBuffer:!1,stencilBuffer:!1,type:n.HalfFloatType}),this.renderTarget2.texture.name="LensFlare.Target2",this.thresholdMaterial=new P,this.thresholdPass=new a.ShaderPass(this.thresholdMaterial),this.blurPass=new a.MipmapBlurPass,this.blurPass.levels=8,this.preBlurPass=new a.KawaseBlurPass({kernelSize:a.KernelSize.SMALL}),this.featuresMaterial=new N,this.featuresPass=new a.ShaderPass(this.featuresMaterial),this.uniforms.get("bloomBuffer").value=this.blurPass.texture,this.uniforms.get("featuresBuffer").value=this.renderTarget1.texture,this.resolution=new a.Resolution(this,v,x,i),this.resolution.addEventListener("change",this.onResolutionChange),this.intensity=R}initialize(t,r,i){this.thresholdPass.initialize(t,r,i),this.blurPass.initialize(t,r,i),this.preBlurPass.initialize(t,r,i),this.featuresPass.initialize(t,r,i)}update(t,r,i){this.thresholdPass.render(t,r,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)}setSize(t,r){const i=this.resolution;i.setBaseSize(t,r);const{width:s,height:u}=i;this.renderTarget1.setSize(s,u),this.renderTarget2.setSize(s,u),this.thresholdMaterial.setSize(s,u),this.blurPass.setSize(s,u),this.preBlurPass.setSize(s,u),this.featuresMaterial.setSize(s,u)}get intensity(){return this.uniforms.get("intensity").value}set intensity(t){this.uniforms.get("intensity").value=t}get thresholdLevel(){return this.thresholdMaterial.thresholdLevel}set thresholdLevel(t){this.thresholdMaterial.thresholdLevel=t}get thresholdRange(){return this.thresholdMaterial.thresholdRange}set thresholdRange(t){this.thresholdMaterial.thresholdRange=t}}const H=`#include "core/depth"
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+ `,x={blendFunction:a.BlendFunction.NORMAL,resolutionScale:.5,width:a.Resolution.AUTO_SIZE,height:a.Resolution.AUTO_SIZE,intensity:.005};class G extends a.Effect{constructor(e){const{blendFunction:t,resolutionScale:s,width:n,height:o,resolutionX:u=n,resolutionY:c=o,intensity:S}={...x,...e};super("LensFlareEffect",N,{blendFunction:t,attributes:a.EffectAttribute.CONVOLUTION,uniforms:new Map(Object.entries({bloomBuffer:new r.Uniform(null),featuresBuffer:new r.Uniform(null),intensity:new r.Uniform(1)}))}),this.onResolutionChange=()=>{this.setSize(this.resolution.baseWidth,this.resolution.baseHeight)},this.renderTarget1=new r.WebGLRenderTarget(1,1,{depthBuffer:!1,stencilBuffer:!1,type:r.HalfFloatType}),this.renderTarget1.texture.name="LensFlare.Target1",this.renderTarget2=new r.WebGLRenderTarget(1,1,{depthBuffer:!1,stencilBuffer:!1,type:r.HalfFloatType}),this.renderTarget2.texture.name="LensFlare.Target2",this.thresholdMaterial=new F,this.thresholdPass=new a.ShaderPass(this.thresholdMaterial),this.blurPass=new a.MipmapBlurPass,this.blurPass.levels=8,this.preBlurPass=new a.KawaseBlurPass({kernelSize:a.KernelSize.SMALL}),this.featuresMaterial=new L,this.featuresPass=new a.ShaderPass(this.featuresMaterial),this.uniforms.get("bloomBuffer").value=this.blurPass.texture,this.uniforms.get("featuresBuffer").value=this.renderTarget1.texture,this.resolution=new a.Resolution(this,u,c,s),this.resolution.addEventListener("change",this.onResolutionChange),this.intensity=S}initialize(e,t,s){this.thresholdPass.initialize(e,t,s),this.blurPass.initialize(e,t,s),this.preBlurPass.initialize(e,t,s),this.featuresPass.initialize(e,t,s)}update(e,t,s){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)}setSize(e,t){const s=this.resolution;s.setBaseSize(e,t);const{width:n,height:o}=s;this.renderTarget1.setSize(n,o),this.renderTarget2.setSize(n,o),this.thresholdMaterial.setSize(n,o),this.blurPass.setSize(n,o),this.preBlurPass.setSize(n,o),this.featuresMaterial.setSize(n,o)}get intensity(){return this.uniforms.get("intensity").value}set intensity(e){this.uniforms.get("intensity").value=e}get thresholdLevel(){return this.thresholdMaterial.thresholdLevel}set thresholdLevel(e){this.thresholdMaterial.thresholdLevel=e}get thresholdRange(){return this.thresholdMaterial.thresholdRange}set thresholdRange(e){this.thresholdMaterial.thresholdRange=e}}const j=`#include "core/depth"
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  #include "core/packing"
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  #include "core/transform"
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@@ -317,5 +317,5 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
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  outputColor = vec4(normal * 0.5 + 0.5, inputColor.a);
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  }
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- `,w={blendFunction:a.BlendFunction.SRC,octEncoded:!1,reconstructFromDepth:!1};class j extends a.Effect{constructor(e,t){const{blendFunction:r,normalBuffer:i=null,octEncoded:s,reconstructFromDepth:u}={...w,...t};super("NormalEffect",d.resolveIncludes(H,{core:{depth:c.depth,packing:c.packing,transform:c.transform}}),{blendFunction:r,attributes:a.EffectAttribute.DEPTH,uniforms:new Map(Object.entries({normalBuffer:new n.Uniform(i),projectionMatrix:new n.Uniform(new n.Matrix4),inverseProjectionMatrix:new n.Uniform(new n.Matrix4)}))}),this.camera=e,e!=null&&(this.mainCamera=e),this.octEncoded=s,this.reconstructFromDepth=u}get mainCamera(){return this.camera}set mainCamera(e){this.camera=e}update(e,t,r){const i=this.uniforms,s=i.get("projectionMatrix"),u=i.get("inverseProjectionMatrix"),v=this.camera;v!=null&&(s.value.copy(v.projectionMatrix),u.value.copy(v.projectionMatrixInverse))}get normalBuffer(){return this.uniforms.get("normalBuffer").value}set normalBuffer(e){this.uniforms.get("normalBuffer").value=e}get octEncoded(){return this.defines.has("OCT_ENCODED")}set octEncoded(e){e!==this.octEncoded&&(e?this.defines.set("OCT_ENCODED","1"):this.defines.delete("OCT_ENCODED"),this.setChanged())}get reconstructFromDepth(){return this.defines.has("RECONSTRUCT_FROM_DEPTH")}set reconstructFromDepth(e){e!==this.reconstructFromDepth&&(e?this.defines.set("RECONSTRUCT_FROM_DEPTH","1"):this.defines.delete("RECONSTRUCT_FROM_DEPTH"),this.setChanged())}}exports.DepthEffect=B;exports.DitheringEffect=C;exports.GeometryPass=D;exports.LensFlareEffect=G;exports.NormalEffect=j;exports.depthEffectOptionsDefaults=m;exports.ditheringOptionsDefaults=p;exports.lensFlareEffectOptionsDefaults=U;exports.normalEffectOptionsDefaults=w;exports.setupMaterialsForGeometryPass=g;
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+ `;var H=Object.defineProperty,U=(i,e,t,s)=>{for(var n=void 0,o=i.length-1,u;o>=0;o--)(u=i[o])&&(n=u(e,t,n)||n);return n&&H(e,t,n),n};const R={blendFunction:a.BlendFunction.SRC,octEncoded:!1,reconstructFromDepth:!1};class h extends a.Effect{constructor(e,t){const{blendFunction:s,normalBuffer:n=null,octEncoded:o,reconstructFromDepth:u}={...R,...t};super("NormalEffect",f.resolveIncludes(j,{core:{depth:l.depth,packing:l.packing,transform:l.transform}}),{blendFunction:s,attributes:a.EffectAttribute.DEPTH,uniforms:new Map(Object.entries({normalBuffer:new r.Uniform(n),projectionMatrix:new r.Uniform(new r.Matrix4),inverseProjectionMatrix:new r.Uniform(new r.Matrix4)}))}),this.camera=e,e!=null&&(this.mainCamera=e),this.octEncoded=o,this.reconstructFromDepth=u}get mainCamera(){return this.camera}set mainCamera(e){this.camera=e}update(e,t,s){const n=this.uniforms,o=n.get("projectionMatrix"),u=n.get("inverseProjectionMatrix"),c=this.camera;c!=null&&(o.value.copy(c.projectionMatrix),u.value.copy(c.projectionMatrixInverse))}get normalBuffer(){return this.uniforms.get("normalBuffer").value}set normalBuffer(e){this.uniforms.get("normalBuffer").value=e}}U([f.define("OCT_ENCODED")],h.prototype,"octEncoded");U([f.define("RECONSTRUCT_FROM_DEPTH")],h.prototype,"reconstructFromDepth");exports.DepthEffect=p;exports.DitheringEffect=C;exports.GeometryPass=y;exports.LensFlareEffect=G;exports.NormalEffect=h;exports.depthEffectOptionsDefaults=d;exports.ditheringOptionsDefaults=g;exports.lensFlareEffectOptionsDefaults=x;exports.normalEffectOptionsDefaults=R;exports.setupMaterialsForGeometryPass=w;
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  //# sourceMappingURL=shared.cjs.map
@@ -1 +1 @@
1
- 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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 { turbo as F, depth as B, 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
@@ -593,47 +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("change", this.onResolutionChange), this.intensity = _;
587
+ a,
588
+ u,
589
+ i
590
+ ), this.resolution.addEventListener("change", this.onResolutionChange), this.intensity = E;
604
591
  }
605
- initialize(t, n, o) {
606
- this.thresholdPass.initialize(t, n, o), this.blurPass.initialize(t, n, o), this.preBlurPass.initialize(t, n, o), this.featuresPass.initialize(t, n, o);
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);
607
594
  }
608
- update(t, n, o) {
609
- 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);
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);
610
597
  }
611
- setSize(t, n) {
612
- const o = this.resolution;
613
- o.setBaseSize(t, n);
614
- const { width: i, height: a } = o;
615
- 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);
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);
616
603
  }
617
604
  get intensity() {
618
605
  return this.uniforms.get("intensity").value;
619
606
  }
620
- set intensity(t) {
621
- this.uniforms.get("intensity").value = t;
607
+ set intensity(e) {
608
+ this.uniforms.get("intensity").value = e;
622
609
  }
623
610
  get thresholdLevel() {
624
611
  return this.thresholdMaterial.thresholdLevel;
625
612
  }
626
- set thresholdLevel(t) {
627
- this.thresholdMaterial.thresholdLevel = t;
613
+ set thresholdLevel(e) {
614
+ this.thresholdMaterial.thresholdLevel = e;
628
615
  }
629
616
  get thresholdRange() {
630
617
  return this.thresholdMaterial.thresholdRange;
631
618
  }
632
- set thresholdRange(t) {
633
- this.thresholdMaterial.thresholdRange = t;
619
+ set thresholdRange(e) {
620
+ this.thresholdMaterial.thresholdRange = e;
634
621
  }
635
622
  }
636
- const J = `#include "core/depth"
623
+ const te = `#include "core/depth"
637
624
  #include "core/packing"
638
625
  #include "core/transform"
639
626
 
@@ -674,43 +661,49 @@ void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) {
674
661
 
675
662
  outputColor = vec4(normal * 0.5 + 0.5, inputColor.a);
676
663
  }
677
- `, ee = {
678
- 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,
679
672
  octEncoded: !1,
680
673
  reconstructFromDepth: !1
681
674
  };
682
- class ce extends h {
675
+ class y extends f {
683
676
  constructor(e, t) {
684
677
  const {
685
- blendFunction: n,
686
- normalBuffer: o = null,
687
- octEncoded: i,
678
+ blendFunction: i,
679
+ normalBuffer: n = null,
680
+ octEncoded: r,
688
681
  reconstructFromDepth: a
689
682
  } = {
690
- ...ee,
683
+ ...re,
691
684
  ...t
692
685
  };
693
686
  super(
694
687
  "NormalEffect",
695
- b(J, {
688
+ b(te, {
696
689
  core: {
697
690
  depth: B,
698
691
  packing: C,
699
- transform: O
692
+ transform: F
700
693
  }
701
694
  }),
702
695
  {
703
- blendFunction: n,
704
- attributes: p.DEPTH,
696
+ blendFunction: i,
697
+ attributes: d.DEPTH,
705
698
  uniforms: new Map(
706
699
  Object.entries({
707
- normalBuffer: new s(o),
700
+ normalBuffer: new s(n),
708
701
  projectionMatrix: new s(new x()),
709
702
  inverseProjectionMatrix: new s(new x())
710
703
  })
711
704
  )
712
705
  }
713
- ), 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;
714
707
  }
715
708
  get mainCamera() {
716
709
  return this.camera;
@@ -718,9 +711,9 @@ class ce extends h {
718
711
  set mainCamera(e) {
719
712
  this.camera = e;
720
713
  }
721
- update(e, t, n) {
722
- const o = this.uniforms, i = o.get("projectionMatrix"), a = o.get("inverseProjectionMatrix"), l = this.camera;
723
- 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));
724
717
  }
725
718
  get normalBuffer() {
726
719
  return this.uniforms.get("normalBuffer").value;
@@ -728,29 +721,23 @@ class ce extends h {
728
721
  set normalBuffer(e) {
729
722
  this.uniforms.get("normalBuffer").value = e;
730
723
  }
731
- get octEncoded() {
732
- return this.defines.has("OCT_ENCODED");
733
- }
734
- set octEncoded(e) {
735
- e !== this.octEncoded && (e ? this.defines.set("OCT_ENCODED", "1") : this.defines.delete("OCT_ENCODED"), this.setChanged());
736
- }
737
- get reconstructFromDepth() {
738
- return this.defines.has("RECONSTRUCT_FROM_DEPTH");
739
- }
740
- set reconstructFromDepth(e) {
741
- e !== this.reconstructFromDepth && (e ? this.defines.set("RECONSTRUCT_FROM_DEPTH", "1") : this.defines.delete("RECONSTRUCT_FROM_DEPTH"), this.setChanged());
742
- }
743
724
  }
725
+ _([
726
+ p("OCT_ENCODED")
727
+ ], y.prototype, "octEncoded");
728
+ _([
729
+ p("RECONSTRUCT_FROM_DEPTH")
730
+ ], y.prototype, "reconstructFromDepth");
744
731
  export {
745
- se as D,
746
- ue as G,
747
- le as L,
748
- ce as N,
749
- j as a,
750
- ae as b,
751
- L as d,
752
- q as l,
753
- ee as n,
754
- 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
755
742
  };
756
743
  //# sourceMappingURL=shared.js.map
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,22 @@
1
1
  {
2
2
  "name": "@takram/three-geospatial-effects",
3
- "version": "0.0.1-alpha.7",
3
+ "version": "0.0.1-alpha.8",
4
+ "description": "A collection of post-processing effects",
5
+ "keywords": [
6
+ "three",
7
+ "three.js",
8
+ "geospatial"
9
+ ],
10
+ "homepage": "https://github.com/takram-design-engineering/three-geospatial/tree/main/packages/effects",
11
+ "bugs": {
12
+ "url": "https://github.com/takram-design-engineering/three-geospatial/issues"
13
+ },
14
+ "repository": {
15
+ "type": "git",
16
+ "url": "https://github.com/takram-design-engineering/three-geospatial.git"
17
+ },
18
+ "license": "MIT",
19
+ "author": "Shota Matsuda <shota@takram.com>",
4
20
  "type": "module",
5
21
  "exports": {
6
22
  ".": {
@@ -25,7 +41,7 @@
25
41
  "README.md"
26
42
  ],
27
43
  "dependencies": {
28
- "@takram/three-geospatial": "0.0.1-alpha.7",
44
+ "@takram/three-geospatial": "0.0.1-alpha.8",
29
45
  "n8ao": "^1.9.4"
30
46
  },
31
47
  "peerDependencies": {
@@ -1,7 +1,11 @@
1
1
  import { BlendFunction, Effect, EffectAttribute } from 'postprocessing'
2
2
  import { Uniform } from 'three'
3
3
 
4
- import { resolveIncludes, type UniformMap } from '@takram/three-geospatial'
4
+ import {
5
+ define,
6
+ resolveIncludes,
7
+ type UniformMap
8
+ } from '@takram/three-geospatial'
5
9
  import { depth, turbo } from '@takram/three-geospatial/shaders'
6
10
 
7
11
  import fragmentShader from './shaders/depthEffect.frag?raw'
@@ -52,20 +56,8 @@ export class DepthEffect extends Effect {
52
56
  this.useTurbo = useTurbo
53
57
  }
54
58
 
55
- get useTurbo(): boolean {
56
- return this.defines.has('USE_TURBO')
57
- }
58
-
59
- set useTurbo(value: boolean) {
60
- if (this.useTurbo !== value) {
61
- if (value) {
62
- this.defines.set('USE_TURBO', '1')
63
- } else {
64
- this.defines.delete('USE_TURBO')
65
- }
66
- this.setChanged()
67
- }
68
- }
59
+ @define('USE_TURBO')
60
+ useTurbo: boolean
69
61
 
70
62
  get near(): number {
71
63
  return this.uniforms.get('near').value
@@ -8,7 +8,11 @@ import {
8
8
  type WebGLRenderTarget
9
9
  } from 'three'
10
10
 
11
- import { resolveIncludes, type UniformMap } from '@takram/three-geospatial'
11
+ import {
12
+ define,
13
+ resolveIncludes,
14
+ type UniformMap
15
+ } from '@takram/three-geospatial'
12
16
  import { depth, packing, transform } from '@takram/three-geospatial/shaders'
13
17
 
14
18
  import fragmentShader from './shaders/normalEffect.frag?raw'
@@ -107,33 +111,9 @@ export class NormalEffect extends Effect {
107
111
  this.uniforms.get('normalBuffer').value = value
108
112
  }
109
113
 
110
- get octEncoded(): boolean {
111
- return this.defines.has('OCT_ENCODED')
112
- }
113
-
114
- set octEncoded(value: boolean) {
115
- if (value !== this.octEncoded) {
116
- if (value) {
117
- this.defines.set('OCT_ENCODED', '1')
118
- } else {
119
- this.defines.delete('OCT_ENCODED')
120
- }
121
- this.setChanged()
122
- }
123
- }
114
+ @define('OCT_ENCODED')
115
+ octEncoded: boolean
124
116
 
125
- get reconstructFromDepth(): boolean {
126
- return this.defines.has('RECONSTRUCT_FROM_DEPTH')
127
- }
128
-
129
- set reconstructFromDepth(value: boolean) {
130
- if (value !== this.reconstructFromDepth) {
131
- if (value) {
132
- this.defines.set('RECONSTRUCT_FROM_DEPTH', '1')
133
- } else {
134
- this.defines.delete('RECONSTRUCT_FROM_DEPTH')
135
- }
136
- this.setChanged()
137
- }
138
- }
117
+ @define('RECONSTRUCT_FROM_DEPTH')
118
+ reconstructFromDepth: boolean
139
119
  }
package/src/r3f/Depth.tsx CHANGED
@@ -5,4 +5,4 @@ import { DepthEffect } from '../DepthEffect'
5
5
 
6
6
  export const Depth = wrapEffect(DepthEffect)
7
7
 
8
- export type DepthProps = ComponentPropsWithoutRef<typeof Depth>
8
+ export interface DepthProps extends ComponentPropsWithoutRef<typeof Depth> {}
@@ -21,8 +21,7 @@ export declare const depthEffectOptionsDefaults: {
21
21
  export declare class DepthEffect extends Effect {
22
22
  uniforms: UniformMap<DepthEffectUniforms>;
23
23
  constructor(options?: DepthEffectOptions);
24
- get useTurbo(): boolean;
25
- set useTurbo(value: boolean);
24
+ useTurbo: boolean;
26
25
  get near(): number;
27
26
  set near(value: number);
28
27
  get far(): number;
@@ -27,8 +27,6 @@ export declare class NormalEffect extends Effect {
27
27
  update(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, deltaTime?: number): void;
28
28
  get normalBuffer(): Texture | null;
29
29
  set normalBuffer(value: Texture | null);
30
- get octEncoded(): boolean;
31
- set octEncoded(value: boolean);
32
- get reconstructFromDepth(): boolean;
33
- set reconstructFromDepth(value: boolean);
30
+ octEncoded: boolean;
31
+ reconstructFromDepth: boolean;
34
32
  }
@@ -2,4 +2,5 @@ import { DepthEffect } from '../DepthEffect';
2
2
  import { ComponentPropsWithoutRef } from 'react';
3
3
 
4
4
  export declare const Depth: import('react').ForwardRefExoticComponent<Omit<import('@react-three/postprocessing').EffectProps<typeof DepthEffect>, "ref"> & import('react').RefAttributes<typeof DepthEffect>>;
5
- export type DepthProps = ComponentPropsWithoutRef<typeof Depth>;
5
+ export interface DepthProps extends ComponentPropsWithoutRef<typeof Depth> {
6
+ }