@tresjs/post-processing 1.0.0-next.1 → 1.0.0

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 (37) hide show
  1. package/README.md +0 -4
  2. package/dist/core/pmndrs/Bloom.vue.d.ts +61 -0
  3. package/dist/core/{effects → pmndrs}/DepthOfField.vue.d.ts +2 -12
  4. package/dist/core/pmndrs/EffectComposer.vue.d.ts +36 -0
  5. package/dist/core/pmndrs/Glitch.vue.d.ts +51 -0
  6. package/dist/core/pmndrs/Noise.vue.d.ts +16 -0
  7. package/dist/core/{effects → pmndrs}/Outline.vue.d.ts +4 -28
  8. package/dist/core/pmndrs/Pixelation.vue.d.ts +12 -0
  9. package/dist/core/pmndrs/Vignette.vue.d.ts +20 -0
  10. package/dist/core/pmndrs/composables/useEffect.d.ts +6 -0
  11. package/dist/core/pmndrs/index.d.ts +10 -0
  12. package/dist/core/three/EffectComposer.vue.d.ts +20 -0
  13. package/dist/core/three/Glitch.vue.d.ts +15 -0
  14. package/dist/core/three/Halftone.vue.d.ts +23 -0
  15. package/dist/core/three/Output.vue.d.ts +5 -0
  16. package/dist/core/three/Pixelation.vue.d.ts +10 -0
  17. package/dist/core/three/SMAA.vue.d.ts +9 -0
  18. package/dist/core/three/UnrealBloom.vue.d.ts +14 -0
  19. package/dist/core/three/composables/useEffect.d.ts +9 -0
  20. package/dist/core/three/index.d.ts +9 -0
  21. package/dist/pmndrs.d.ts +2 -0
  22. package/dist/pmndrs.js +352 -0
  23. package/dist/prop-BjrXLDuj.js +43 -0
  24. package/dist/three.d.ts +2 -0
  25. package/dist/three.js +1762 -0
  26. package/dist/util/prop.d.ts +3 -4
  27. package/package.json +37 -28
  28. package/dist/core/EffectComposer.vue.d.ts +0 -73
  29. package/dist/core/effects/Bloom.vue.d.ts +0 -204
  30. package/dist/core/effects/Glitch.vue.d.ts +0 -105
  31. package/dist/core/effects/Noise.vue.d.ts +0 -40
  32. package/dist/core/effects/Pixelation.vue.d.ts +0 -22
  33. package/dist/core/effects/Vignette.vue.d.ts +0 -48
  34. package/dist/core/injectionKeys.d.ts +0 -4
  35. package/dist/index.d.ts +0 -11
  36. package/dist/tres-postprocessing.js +0 -345
  37. package/dist/tres-postprocessing.umd.cjs +0 -8
package/dist/three.js ADDED
@@ -0,0 +1,1762 @@
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+ /**
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+ * name: @tresjs/post-processing
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+ * version: v1.0.0
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+ * (c) 2024
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+ * description: Post-processing library for TresJS
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+ * author: Alvaro Saburido <hola@alvarosaburido.dev> (https://github.com/alvarosabu/)
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+ */
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+ import { useTresContext as w, useLoop as G } from "@tresjs/core";
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+ import { defineComponent as S, shallowRef as I, provide as k, watchEffect as f, onUnmounted as j, renderSlot as Z, inject as J, watch as _, nextTick as $, computed as O } from "vue";
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+ import { useDevicePixelRatio as V } from "@vueuse/core";
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+ import { OrthographicCamera as ee, BufferGeometry as te, Float32BufferAttribute as W, Mesh as se, ShaderMaterial as c, UniformsUtils as g, Vector2 as u, WebGLRenderTarget as v, HalfFloatType as x, NoBlending as re, Clock as ae, Color as N, MathUtils as h, DataTexture as ie, RedFormat as oe, FloatType as le, MeshNormalMaterial as ne, NearestFilter as A, DepthTexture as de, Vector4 as ue, RawShaderMaterial as he, ColorManagement as fe, SRGBTransfer as ce, LinearToneMapping as pe, ReinhardToneMapping as me, CineonToneMapping as ge, ACESFilmicToneMapping as ve, AgXToneMapping as xe, NeutralToneMapping as be, Texture as F, LinearFilter as Se, Vector3 as C, AdditiveBlending as Te, MeshBasicMaterial as Ae } from "three";
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+ import { m as Y } from "./prop-BjrXLDuj.js";
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+ const Q = {
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+ name: "CopyShader",
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+ uniforms: {
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+ tDiffuse: { value: null },
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+ opacity: { value: 1 }
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+ },
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+ vertexShader: (
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+ /* glsl */
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+ `
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }`
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+ ),
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+
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+ uniform float opacity;
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+
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+ uniform sampler2D tDiffuse;
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+
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+ varying vec2 vUv;
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+
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+ void main() {
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+
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+ vec4 texel = texture2D( tDiffuse, vUv );
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+ gl_FragColor = opacity * texel;
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+
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+
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+ }`
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+ )
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+ };
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+ class m {
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+ constructor() {
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+ this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
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+ }
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+ setSize() {
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+ }
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+ render() {
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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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+ }
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+ }
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+ const Me = new ee(-1, 1, 1, -1, 0, 1);
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+ class we extends te {
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+ constructor() {
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+ super(), this.setAttribute("position", new W([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)), this.setAttribute("uv", new W([0, 2, 0, 0, 2, 0], 2));
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+ }
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+ }
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+ const ye = new we();
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+ class T {
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+ constructor(e) {
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+ this._mesh = new se(ye, e);
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+ }
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+ dispose() {
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+ this._mesh.geometry.dispose();
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+ }
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+ render(e) {
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+ e.render(this._mesh, Me);
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+ }
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+ get material() {
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+ return this._mesh.material;
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+ }
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+ set material(e) {
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+ this._mesh.material = e;
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+ }
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+ }
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+ class De extends m {
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+ constructor(e, t) {
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+ super(), this.textureID = t !== void 0 ? t : "tDiffuse", e instanceof c ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = g.clone(e.uniforms), this.material = new c({
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+ name: e.name !== void 0 ? e.name : "unspecified",
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+ defines: Object.assign({}, e.defines),
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+ uniforms: this.uniforms,
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+ vertexShader: e.vertexShader,
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+ fragmentShader: e.fragmentShader
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+ })), this.fsQuad = new T(this.material);
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+ }
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+ render(e, t, s) {
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+ this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = s.texture), this.fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this.fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this.fsQuad.render(e));
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+ }
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+ dispose() {
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+ this.material.dispose(), this.fsQuad.dispose();
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+ }
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+ }
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+ class U extends m {
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+ constructor(e, t) {
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+ super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;
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+ }
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+ render(e, t, s) {
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+ const a = e.getContext(), r = e.state;
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+ r.buffers.color.setMask(!1), r.buffers.depth.setMask(!1), r.buffers.color.setLocked(!0), r.buffers.depth.setLocked(!0);
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+ let i, l;
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+ this.inverse ? (i = 0, l = 1) : (i = 1, l = 0), r.buffers.stencil.setTest(!0), r.buffers.stencil.setOp(a.REPLACE, a.REPLACE, a.REPLACE), r.buffers.stencil.setFunc(a.ALWAYS, i, 4294967295), r.buffers.stencil.setClear(l), r.buffers.stencil.setLocked(!0), e.setRenderTarget(s), this.clear && e.clear(), e.render(this.scene, this.camera), e.setRenderTarget(t), this.clear && e.clear(), e.render(this.scene, this.camera), r.buffers.color.setLocked(!1), r.buffers.depth.setLocked(!1), r.buffers.color.setMask(!0), r.buffers.depth.setMask(!0), r.buffers.stencil.setLocked(!1), r.buffers.stencil.setFunc(a.EQUAL, 1, 4294967295), r.buffers.stencil.setOp(a.KEEP, a.KEEP, a.KEEP), r.buffers.stencil.setLocked(!0);
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+ }
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+ }
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+ class Ce extends m {
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+ constructor() {
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+ super(), this.needsSwap = !1;
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+ }
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+ render(e) {
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+ e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);
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+ }
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+ }
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+ class Ee {
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+ constructor(e, t) {
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+ if (this.renderer = e, this._pixelRatio = e.getPixelRatio(), t === void 0) {
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+ const s = e.getSize(new u());
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+ this._width = s.width, this._height = s.height, t = new v(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: x }), t.texture.name = "EffectComposer.rt1";
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+ } else
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+ this._width = t.width, this._height = t.height;
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+ this.renderTarget1 = t, this.renderTarget2 = t.clone(), this.renderTarget2.texture.name = "EffectComposer.rt2", this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2, this.renderToScreen = !0, this.passes = [], this.copyPass = new De(Q), this.copyPass.material.blending = re, this.clock = new ae();
131
+ }
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+ swapBuffers() {
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+ const e = this.readBuffer;
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+ this.readBuffer = this.writeBuffer, this.writeBuffer = e;
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+ }
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+ addPass(e) {
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+ this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
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+ }
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+ insertPass(e, t) {
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+ this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
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+ }
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+ removePass(e) {
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+ const t = this.passes.indexOf(e);
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+ t !== -1 && this.passes.splice(t, 1);
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+ }
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+ isLastEnabledPass(e) {
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+ for (let t = e + 1; t < this.passes.length; t++)
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+ if (this.passes[t].enabled)
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+ return !1;
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+ return !0;
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+ }
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+ render(e) {
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+ e === void 0 && (e = this.clock.getDelta());
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+ const t = this.renderer.getRenderTarget();
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+ let s = !1;
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+ for (let a = 0, r = this.passes.length; a < r; a++) {
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+ const i = this.passes[a];
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+ if (i.enabled !== !1) {
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+ if (i.renderToScreen = this.renderToScreen && this.isLastEnabledPass(a), i.render(this.renderer, this.writeBuffer, this.readBuffer, e, s), i.needsSwap) {
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+ if (s) {
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+ const l = this.renderer.getContext(), n = this.renderer.state.buffers.stencil;
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+ n.setFunc(l.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), n.setFunc(l.EQUAL, 1, 4294967295);
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+ }
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+ this.swapBuffers();
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+ }
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+ U !== void 0 && (i instanceof U ? s = !0 : i instanceof Ce && (s = !1));
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+ }
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+ }
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+ this.renderer.setRenderTarget(t);
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+ }
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+ reset(e) {
172
+ if (e === void 0) {
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+ const t = this.renderer.getSize(new u());
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+ this._pixelRatio = this.renderer.getPixelRatio(), this._width = t.width, this._height = t.height, e = this.renderTarget1.clone(), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
175
+ }
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+ this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = e, this.renderTarget2 = e.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;
177
+ }
178
+ setSize(e, t) {
179
+ this._width = e, this._height = t;
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+ const s = this._width * this._pixelRatio, a = this._height * this._pixelRatio;
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+ this.renderTarget1.setSize(s, a), this.renderTarget2.setSize(s, a);
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+ for (let r = 0; r < this.passes.length; r++)
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+ this.passes[r].setSize(s, a);
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+ }
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+ setPixelRatio(e) {
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+ this._pixelRatio = e, this.setSize(this._width, this._height);
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+ }
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+ dispose() {
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+ this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();
190
+ }
191
+ }
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+ class Le extends m {
193
+ constructor(e, t, s = null, a = null, r = null) {
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+ super(), this.scene = e, this.camera = t, this.overrideMaterial = s, this.clearColor = a, this.clearAlpha = r, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this._oldClearColor = new N();
195
+ }
196
+ render(e, t, s) {
197
+ const a = e.autoClear;
198
+ e.autoClear = !1;
199
+ let r, i;
200
+ this.overrideMaterial !== null && (i = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (e.getClearColor(this._oldClearColor), e.setClearColor(this.clearColor, e.getClearAlpha())), this.clearAlpha !== null && (r = e.getClearAlpha(), e.setClearAlpha(this.clearAlpha)), this.clearDepth == !0 && e.clearDepth(), e.setRenderTarget(this.renderToScreen ? null : s), this.clear === !0 && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), e.render(this.scene, this.camera), this.clearColor !== null && e.setClearColor(this._oldClearColor), this.clearAlpha !== null && e.setClearAlpha(r), this.overrideMaterial !== null && (this.scene.overrideMaterial = i), e.autoClear = a;
201
+ }
202
+ }
203
+ const q = Symbol("effectComposerThree"), Xe = /* @__PURE__ */ S({
204
+ __name: "EffectComposer",
205
+ props: {
206
+ enabled: { type: Boolean, default: !0 },
207
+ withoutRenderPass: { type: Boolean }
208
+ },
209
+ setup(o, { expose: e }) {
210
+ const t = o, s = I(null);
211
+ k(q, s), e({ composer: s });
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+ const { renderer: a, sizes: r, scene: i, camera: l, render: n } = w();
213
+ f(() => {
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+ var d;
215
+ (d = s.value) == null || d.dispose(), s.value = new Ee(a.value);
216
+ }), f(() => {
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+ var B;
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+ const { width: d, height: b } = r;
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+ b.value && d.value && ((B = s.value) == null || B.setSize(d.value, b.value));
220
+ });
221
+ const { pixelRatio: D } = V();
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+ f(() => {
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+ var d;
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+ (d = s.value) == null || d.setPixelRatio(D.value);
225
+ }), t.withoutRenderPass || f(() => {
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+ l.value && i.value && s.value && s.value.addPass(new Le(i.value, l.value));
227
+ });
228
+ const { render: p } = G();
229
+ return p(() => {
230
+ n.frames.value > 0 && s.value && t.enabled && s.value.render(), n.frames.value = n.mode.value === "always" ? 1 : Math.max(0, n.frames.value - 1);
231
+ }), j(() => {
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+ var d;
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+ (d = s.value) == null || d.dispose();
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+ }), (d, b) => Z(d.$slots, "default");
235
+ }
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+ }), y = (o, e) => {
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+ const t = J(q), s = I(o()), { sizes: a, invalidate: r } = w();
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+ e && _(e, () => r());
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+ const i = f(() => {
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+ !(t != null && t.value) || !a.height.value || !a.width.value || (t.value.addPass(s.value), $(() => i()));
241
+ });
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+ return j(() => {
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+ var l;
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+ (l = t == null ? void 0 : t.value) == null || l.removePass(s.value), s.value.dispose();
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+ }), { pass: s };
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+ }, Pe = {
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+ uniforms: {
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+ tDiffuse: { value: null },
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+ //diffuse texture
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+ tDisp: { value: null },
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+ //displacement texture for digital glitch squares
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+ byp: { value: 0 },
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+ //apply the glitch ?
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+ amount: { value: 0.08 },
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+ angle: { value: 0.02 },
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+ seed: { value: 0.02 },
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+ seed_x: { value: 0.02 },
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+ //-1,1
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+ seed_y: { value: 0.02 },
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+ //-1,1
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+ distortion_x: { value: 0.5 },
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+ distortion_y: { value: 0.6 },
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+ col_s: { value: 0.05 }
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+ },
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+ vertexShader: (
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+ /* glsl */
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+ `
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+
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+ varying vec2 vUv;
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+ void main() {
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+ vUv = uv;
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+ }`
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+ ),
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+
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+ uniform int byp; //should we apply the glitch ?
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+
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+ uniform sampler2D tDiffuse;
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+ uniform sampler2D tDisp;
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+
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+ uniform float amount;
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+ uniform float angle;
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+ uniform float seed;
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+ uniform float seed_x;
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+ uniform float seed_y;
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+ uniform float distortion_x;
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+ uniform float distortion_y;
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+ uniform float col_s;
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+
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+ varying vec2 vUv;
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+
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+
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+ float rand(vec2 co){
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+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
298
+ }
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+
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+ void main() {
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+ if(byp<1) {
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+ vec2 p = vUv;
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+ float xs = floor(gl_FragCoord.x / 0.5);
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+ float ys = floor(gl_FragCoord.y / 0.5);
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+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
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+ float disp = texture2D(tDisp, p*seed*seed).r;
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+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
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+ if(seed_x>0.){
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+ p.y = 1. - (p.y + distortion_y);
310
+ }
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+ else {
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+ p.y = distortion_y;
313
+ }
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+ }
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+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
316
+ if(seed_y>0.){
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+ p.x=distortion_x;
318
+ }
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+ else {
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+ p.x = 1. - (p.x + distortion_x);
321
+ }
322
+ }
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+ p.x+=disp*seed_x*(seed/5.);
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+ p.y+=disp*seed_y*(seed/5.);
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+ //base from RGB shift shader
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+ vec2 offset = amount * vec2( cos(angle), sin(angle));
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+ vec4 cr = texture2D(tDiffuse, p + offset);
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+ vec4 cga = texture2D(tDiffuse, p);
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+ vec4 cb = texture2D(tDiffuse, p - offset);
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+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
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+ //add noise
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+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
333
+ gl_FragColor = gl_FragColor+ snow;
334
+ }
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+ else {
336
+ gl_FragColor=texture2D (tDiffuse, vUv);
337
+ }
338
+ }`
339
+ )
340
+ };
341
+ class H extends m {
342
+ constructor(e = 64) {
343
+ super();
344
+ const t = Pe;
345
+ this.uniforms = g.clone(t.uniforms), this.heightMap = this.generateHeightmap(e), this.uniforms.tDisp.value = this.heightMap, this.material = new c({
346
+ uniforms: this.uniforms,
347
+ vertexShader: t.vertexShader,
348
+ fragmentShader: t.fragmentShader
349
+ }), this.fsQuad = new T(this.material), this.goWild = !1, this.curF = 0, this.generateTrigger();
350
+ }
351
+ render(e, t, s) {
352
+ this.uniforms.tDiffuse.value = s.texture, this.uniforms.seed.value = Math.random(), this.uniforms.byp.value = 0, this.curF % this.randX == 0 || this.goWild == !0 ? (this.uniforms.amount.value = Math.random() / 30, this.uniforms.angle.value = h.randFloat(-Math.PI, Math.PI), this.uniforms.seed_x.value = h.randFloat(-1, 1), this.uniforms.seed_y.value = h.randFloat(-1, 1), this.uniforms.distortion_x.value = h.randFloat(0, 1), this.uniforms.distortion_y.value = h.randFloat(0, 1), this.curF = 0, this.generateTrigger()) : this.curF % this.randX < this.randX / 5 ? (this.uniforms.amount.value = Math.random() / 90, this.uniforms.angle.value = h.randFloat(-Math.PI, Math.PI), this.uniforms.distortion_x.value = h.randFloat(0, 1), this.uniforms.distortion_y.value = h.randFloat(0, 1), this.uniforms.seed_x.value = h.randFloat(-0.3, 0.3), this.uniforms.seed_y.value = h.randFloat(-0.3, 0.3)) : this.goWild == !1 && (this.uniforms.byp.value = 1), this.curF++, this.renderToScreen ? (e.setRenderTarget(null), this.fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(), this.fsQuad.render(e));
353
+ }
354
+ generateTrigger() {
355
+ this.randX = h.randInt(120, 240);
356
+ }
357
+ generateHeightmap(e) {
358
+ const t = new Float32Array(e * e), s = e * e;
359
+ for (let r = 0; r < s; r++) {
360
+ const i = h.randFloat(0, 1);
361
+ t[r] = i;
362
+ }
363
+ const a = new ie(t, e, e, oe, le);
364
+ return a.needsUpdate = !0, a;
365
+ }
366
+ dispose() {
367
+ this.material.dispose(), this.heightMap.dispose(), this.fsQuad.dispose();
368
+ }
369
+ }
370
+ const Ge = /* @__PURE__ */ S({
371
+ __name: "Glitch",
372
+ props: {
373
+ dtSize: {},
374
+ goWild: { type: Boolean }
375
+ },
376
+ setup(o, { expose: e }) {
377
+ const t = o, { pass: s } = y(() => new H(t.dtSize), t);
378
+ e({ pass: s });
379
+ const { onBeforeRender: a } = G();
380
+ return a(({ invalidate: r }) => r()), Y(
381
+ [[() => t.goWild, "goWild"]],
382
+ s,
383
+ () => new H()
384
+ ), () => {
385
+ };
386
+ }
387
+ }), P = {
388
+ name: "HalftoneShader",
389
+ uniforms: {
390
+ tDiffuse: { value: null },
391
+ shape: { value: 1 },
392
+ radius: { value: 4 },
393
+ rotateR: { value: Math.PI / 12 * 1 },
394
+ rotateG: { value: Math.PI / 12 * 2 },
395
+ rotateB: { value: Math.PI / 12 * 3 },
396
+ scatter: { value: 0 },
397
+ width: { value: 1 },
398
+ height: { value: 1 },
399
+ blending: { value: 1 },
400
+ blendingMode: { value: 1 },
401
+ greyscale: { value: !1 },
402
+ disable: { value: !1 }
403
+ },
404
+ vertexShader: (
405
+ /* glsl */
406
+ `
407
+
408
+ varying vec2 vUV;
409
+
410
+ void main() {
411
+
412
+ vUV = uv;
413
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
414
+
415
+ }`
416
+ ),
417
+ fragmentShader: (
418
+ /* glsl */
419
+ `
420
+
421
+ #define SQRT2_MINUS_ONE 0.41421356
422
+ #define SQRT2_HALF_MINUS_ONE 0.20710678
423
+ #define PI2 6.28318531
424
+ #define SHAPE_DOT 1
425
+ #define SHAPE_ELLIPSE 2
426
+ #define SHAPE_LINE 3
427
+ #define SHAPE_SQUARE 4
428
+ #define BLENDING_LINEAR 1
429
+ #define BLENDING_MULTIPLY 2
430
+ #define BLENDING_ADD 3
431
+ #define BLENDING_LIGHTER 4
432
+ #define BLENDING_DARKER 5
433
+ uniform sampler2D tDiffuse;
434
+ uniform float radius;
435
+ uniform float rotateR;
436
+ uniform float rotateG;
437
+ uniform float rotateB;
438
+ uniform float scatter;
439
+ uniform float width;
440
+ uniform float height;
441
+ uniform int shape;
442
+ uniform bool disable;
443
+ uniform float blending;
444
+ uniform int blendingMode;
445
+ varying vec2 vUV;
446
+ uniform bool greyscale;
447
+ const int samples = 8;
448
+
449
+ float blend( float a, float b, float t ) {
450
+
451
+ // linear blend
452
+ return a * ( 1.0 - t ) + b * t;
453
+
454
+ }
455
+
456
+ float hypot( float x, float y ) {
457
+
458
+ // vector magnitude
459
+ return sqrt( x * x + y * y );
460
+
461
+ }
462
+
463
+ float rand( vec2 seed ){
464
+
465
+ // get pseudo-random number
466
+ return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
467
+
468
+ }
469
+
470
+ float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
471
+
472
+ // apply shape-specific transforms
473
+ float dist = hypot( coord.x - p.x, coord.y - p.y );
474
+ float rad = channel;
475
+
476
+ if ( shape == SHAPE_DOT ) {
477
+
478
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
479
+
480
+ } else if ( shape == SHAPE_ELLIPSE ) {
481
+
482
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
483
+
484
+ if ( dist != 0.0 ) {
485
+ float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
486
+ dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
487
+ }
488
+
489
+ } else if ( shape == SHAPE_LINE ) {
490
+
491
+ rad = pow( abs( rad ), 1.5) * rad_max;
492
+ float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
493
+ dist = hypot( normal.x * dot_p, normal.y * dot_p );
494
+
495
+ } else if ( shape == SHAPE_SQUARE ) {
496
+
497
+ float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
498
+ float sin_t = abs( sin( theta ) );
499
+ float cos_t = abs( cos( theta ) );
500
+ rad = pow( abs( rad ), 1.4 );
501
+ rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
502
+
503
+ }
504
+
505
+ return rad - dist;
506
+
507
+ }
508
+
509
+ struct Cell {
510
+
511
+ // grid sample positions
512
+ vec2 normal;
513
+ vec2 p1;
514
+ vec2 p2;
515
+ vec2 p3;
516
+ vec2 p4;
517
+ float samp2;
518
+ float samp1;
519
+ float samp3;
520
+ float samp4;
521
+
522
+ };
523
+
524
+ vec4 getSample( vec2 point ) {
525
+
526
+ // multi-sampled point
527
+ vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
528
+ float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
529
+ float step = PI2 / float( samples );
530
+ float dist = radius * 0.66;
531
+
532
+ for ( int i = 0; i < samples; ++i ) {
533
+
534
+ float r = base + step * float( i );
535
+ vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
536
+ tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
537
+
538
+ }
539
+
540
+ tex /= float( samples ) + 1.0;
541
+ return tex;
542
+
543
+ }
544
+
545
+ float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
546
+
547
+ // get colour for given point
548
+ float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
549
+
550
+ if ( channel == 0 ) {
551
+
552
+ c.samp1 = getSample( c.p1 ).r;
553
+ c.samp2 = getSample( c.p2 ).r;
554
+ c.samp3 = getSample( c.p3 ).r;
555
+ c.samp4 = getSample( c.p4 ).r;
556
+
557
+ } else if (channel == 1) {
558
+
559
+ c.samp1 = getSample( c.p1 ).g;
560
+ c.samp2 = getSample( c.p2 ).g;
561
+ c.samp3 = getSample( c.p3 ).g;
562
+ c.samp4 = getSample( c.p4 ).g;
563
+
564
+ } else {
565
+
566
+ c.samp1 = getSample( c.p1 ).b;
567
+ c.samp3 = getSample( c.p3 ).b;
568
+ c.samp2 = getSample( c.p2 ).b;
569
+ c.samp4 = getSample( c.p4 ).b;
570
+
571
+ }
572
+
573
+ dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
574
+ dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
575
+ dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
576
+ dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
577
+ res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
578
+ res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
579
+ res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
580
+ res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
581
+ res = clamp( res, 0.0, 1.0 );
582
+
583
+ return res;
584
+
585
+ }
586
+
587
+ Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
588
+
589
+ // get containing cell
590
+ Cell c;
591
+
592
+ // calc grid
593
+ vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
594
+ float threshold = step * 0.5;
595
+ float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
596
+ float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
597
+ vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
598
+ float offset_normal = mod( hypot( offset.x, offset.y ), step );
599
+ float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
600
+ float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
601
+ float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
602
+ float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
603
+ float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
604
+
605
+ // get closest corner
606
+ c.normal = n;
607
+ c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
608
+ c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
609
+
610
+ // scatter
611
+ if ( scatter != 0.0 ) {
612
+
613
+ float off_mag = scatter * threshold * 0.5;
614
+ float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
615
+ c.p1.x += cos( off_angle ) * off_mag;
616
+ c.p1.y += sin( off_angle ) * off_mag;
617
+
618
+ }
619
+
620
+ // find corners
621
+ float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
622
+ float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
623
+ c.p2.x = c.p1.x - n.x * normal_step;
624
+ c.p2.y = c.p1.y - n.y * normal_step;
625
+ c.p3.x = c.p1.x + n.y * line_step;
626
+ c.p3.y = c.p1.y - n.x * line_step;
627
+ c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
628
+ c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
629
+
630
+ return c;
631
+
632
+ }
633
+
634
+ float blendColour( float a, float b, float t ) {
635
+
636
+ // blend colours
637
+ if ( blendingMode == BLENDING_LINEAR ) {
638
+ return blend( a, b, 1.0 - t );
639
+ } else if ( blendingMode == BLENDING_ADD ) {
640
+ return blend( a, min( 1.0, a + b ), t );
641
+ } else if ( blendingMode == BLENDING_MULTIPLY ) {
642
+ return blend( a, max( 0.0, a * b ), t );
643
+ } else if ( blendingMode == BLENDING_LIGHTER ) {
644
+ return blend( a, max( a, b ), t );
645
+ } else if ( blendingMode == BLENDING_DARKER ) {
646
+ return blend( a, min( a, b ), t );
647
+ } else {
648
+ return blend( a, b, 1.0 - t );
649
+ }
650
+
651
+ }
652
+
653
+ void main() {
654
+
655
+ if ( ! disable ) {
656
+
657
+ // setup
658
+ vec2 p = vec2( vUV.x * width, vUV.y * height );
659
+ vec2 origin = vec2( 0, 0 );
660
+ float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
661
+
662
+ // get channel samples
663
+ Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
664
+ Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
665
+ Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
666
+ float r = getDotColour( cell_r, p, 0, rotateR, aa );
667
+ float g = getDotColour( cell_g, p, 1, rotateG, aa );
668
+ float b = getDotColour( cell_b, p, 2, rotateB, aa );
669
+
670
+ // blend with original
671
+ vec4 colour = texture2D( tDiffuse, vUV );
672
+ r = blendColour( r, colour.r, blending );
673
+ g = blendColour( g, colour.g, blending );
674
+ b = blendColour( b, colour.b, blending );
675
+
676
+ if ( greyscale ) {
677
+ r = g = b = (r + b + g) / 3.0;
678
+ }
679
+
680
+ gl_FragColor = vec4( r, g, b, 1.0 );
681
+
682
+ } else {
683
+
684
+ gl_FragColor = texture2D( tDiffuse, vUV );
685
+
686
+ }
687
+
688
+ }`
689
+ )
690
+ };
691
+ class Ne extends m {
692
+ constructor(e, t, s) {
693
+ super(), this.uniforms = g.clone(P.uniforms), this.material = new c({
694
+ uniforms: this.uniforms,
695
+ fragmentShader: P.fragmentShader,
696
+ vertexShader: P.vertexShader
697
+ }), this.uniforms.width.value = e, this.uniforms.height.value = t;
698
+ for (const a in s)
699
+ s.hasOwnProperty(a) && this.uniforms.hasOwnProperty(a) && (this.uniforms[a].value = s[a]);
700
+ this.fsQuad = new T(this.material);
701
+ }
702
+ render(e, t, s) {
703
+ this.material.uniforms.tDiffuse.value = s.texture, this.renderToScreen ? (e.setRenderTarget(null), this.fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(), this.fsQuad.render(e));
704
+ }
705
+ setSize(e, t) {
706
+ this.uniforms.width.value = e, this.uniforms.height.value = t;
707
+ }
708
+ dispose() {
709
+ this.material.dispose(), this.fsQuad.dispose();
710
+ }
711
+ }
712
+ const Ie = /* @__PURE__ */ S({
713
+ __name: "Halftone",
714
+ props: {
715
+ shape: {},
716
+ radius: {},
717
+ rotateR: {},
718
+ rotateG: {},
719
+ rotateB: {},
720
+ scatter: {},
721
+ blending: {},
722
+ greyscale: { type: Boolean },
723
+ blendingMode: {}
724
+ },
725
+ setup(o, { expose: e }) {
726
+ const t = o, { sizes: s } = w(), a = O(
727
+ () => Object.fromEntries(
728
+ Object.entries(t).filter(([i, l]) => l !== void 0)
729
+ )
730
+ ), { pass: r } = y(() => new Ne(
731
+ s.width.value,
732
+ s.height.value,
733
+ a.value
734
+ ), t);
735
+ return e({ pass: r }), f(() => {
736
+ r.value.setSize(s.width.value, s.height.value);
737
+ }), f(() => {
738
+ Object.entries(t).forEach(([i, l]) => {
739
+ i in r.value.uniforms && (r.value.uniforms[i].value = l ?? P.uniforms[i].value);
740
+ });
741
+ }), () => {
742
+ };
743
+ }
744
+ });
745
+ class X extends m {
746
+ constructor(e, t, s, a = {}) {
747
+ super(), this.pixelSize = e, this.resolution = new u(), this.renderResolution = new u(), this.pixelatedMaterial = this.createPixelatedMaterial(), this.normalMaterial = new ne(), this.fsQuad = new T(this.pixelatedMaterial), this.scene = t, this.camera = s, this.normalEdgeStrength = a.normalEdgeStrength || 0.3, this.depthEdgeStrength = a.depthEdgeStrength || 0.4, this.beautyRenderTarget = new v(), this.beautyRenderTarget.texture.minFilter = A, this.beautyRenderTarget.texture.magFilter = A, this.beautyRenderTarget.texture.type = x, this.beautyRenderTarget.depthTexture = new de(), this.normalRenderTarget = new v(), this.normalRenderTarget.texture.minFilter = A, this.normalRenderTarget.texture.magFilter = A, this.normalRenderTarget.texture.type = x;
748
+ }
749
+ dispose() {
750
+ this.beautyRenderTarget.dispose(), this.normalRenderTarget.dispose(), this.pixelatedMaterial.dispose(), this.normalMaterial.dispose(), this.fsQuad.dispose();
751
+ }
752
+ setSize(e, t) {
753
+ this.resolution.set(e, t), this.renderResolution.set(e / this.pixelSize | 0, t / this.pixelSize | 0);
754
+ const { x: s, y: a } = this.renderResolution;
755
+ this.beautyRenderTarget.setSize(s, a), this.normalRenderTarget.setSize(s, a), this.fsQuad.material.uniforms.resolution.value.set(s, a, 1 / s, 1 / a);
756
+ }
757
+ setPixelSize(e) {
758
+ this.pixelSize = e, this.setSize(this.resolution.x, this.resolution.y);
759
+ }
760
+ render(e, t) {
761
+ const s = this.fsQuad.material.uniforms;
762
+ s.normalEdgeStrength.value = this.normalEdgeStrength, s.depthEdgeStrength.value = this.depthEdgeStrength, e.setRenderTarget(this.beautyRenderTarget), e.render(this.scene, this.camera);
763
+ const a = this.scene.overrideMaterial;
764
+ e.setRenderTarget(this.normalRenderTarget), this.scene.overrideMaterial = this.normalMaterial, e.render(this.scene, this.camera), this.scene.overrideMaterial = a, s.tDiffuse.value = this.beautyRenderTarget.texture, s.tDepth.value = this.beautyRenderTarget.depthTexture, s.tNormal.value = this.normalRenderTarget.texture, this.renderToScreen ? e.setRenderTarget(null) : (e.setRenderTarget(t), this.clear && e.clear()), this.fsQuad.render(e);
765
+ }
766
+ createPixelatedMaterial() {
767
+ return new c({
768
+ uniforms: {
769
+ tDiffuse: { value: null },
770
+ tDepth: { value: null },
771
+ tNormal: { value: null },
772
+ resolution: {
773
+ value: new ue(
774
+ this.renderResolution.x,
775
+ this.renderResolution.y,
776
+ 1 / this.renderResolution.x,
777
+ 1 / this.renderResolution.y
778
+ )
779
+ },
780
+ normalEdgeStrength: { value: 0 },
781
+ depthEdgeStrength: { value: 0 }
782
+ },
783
+ vertexShader: (
784
+ /* glsl */
785
+ `
786
+ varying vec2 vUv;
787
+
788
+ void main() {
789
+
790
+ vUv = uv;
791
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
792
+
793
+ }
794
+ `
795
+ ),
796
+ fragmentShader: (
797
+ /* glsl */
798
+ `
799
+ uniform sampler2D tDiffuse;
800
+ uniform sampler2D tDepth;
801
+ uniform sampler2D tNormal;
802
+ uniform vec4 resolution;
803
+ uniform float normalEdgeStrength;
804
+ uniform float depthEdgeStrength;
805
+ varying vec2 vUv;
806
+
807
+ float getDepth(int x, int y) {
808
+
809
+ return texture2D( tDepth, vUv + vec2(x, y) * resolution.zw ).r;
810
+
811
+ }
812
+
813
+ vec3 getNormal(int x, int y) {
814
+
815
+ return texture2D( tNormal, vUv + vec2(x, y) * resolution.zw ).rgb * 2.0 - 1.0;
816
+
817
+ }
818
+
819
+ float depthEdgeIndicator(float depth, vec3 normal) {
820
+
821
+ float diff = 0.0;
822
+ diff += clamp(getDepth(1, 0) - depth, 0.0, 1.0);
823
+ diff += clamp(getDepth(-1, 0) - depth, 0.0, 1.0);
824
+ diff += clamp(getDepth(0, 1) - depth, 0.0, 1.0);
825
+ diff += clamp(getDepth(0, -1) - depth, 0.0, 1.0);
826
+ return floor(smoothstep(0.01, 0.02, diff) * 2.) / 2.;
827
+
828
+ }
829
+
830
+ float neighborNormalEdgeIndicator(int x, int y, float depth, vec3 normal) {
831
+
832
+ float depthDiff = getDepth(x, y) - depth;
833
+ vec3 neighborNormal = getNormal(x, y);
834
+
835
+ // Edge pixels should yield to faces who's normals are closer to the bias normal.
836
+ vec3 normalEdgeBias = vec3(1., 1., 1.); // This should probably be a parameter.
837
+ float normalDiff = dot(normal - neighborNormal, normalEdgeBias);
838
+ float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
839
+
840
+ // Only the shallower pixel should detect the normal edge.
841
+ float depthIndicator = clamp(sign(depthDiff * .25 + .0025), 0.0, 1.0);
842
+
843
+ return (1.0 - dot(normal, neighborNormal)) * depthIndicator * normalIndicator;
844
+
845
+ }
846
+
847
+ float normalEdgeIndicator(float depth, vec3 normal) {
848
+
849
+ float indicator = 0.0;
850
+
851
+ indicator += neighborNormalEdgeIndicator(0, -1, depth, normal);
852
+ indicator += neighborNormalEdgeIndicator(0, 1, depth, normal);
853
+ indicator += neighborNormalEdgeIndicator(-1, 0, depth, normal);
854
+ indicator += neighborNormalEdgeIndicator(1, 0, depth, normal);
855
+
856
+ return step(0.1, indicator);
857
+
858
+ }
859
+
860
+ void main() {
861
+
862
+ vec4 texel = texture2D( tDiffuse, vUv );
863
+
864
+ float depth = 0.0;
865
+ vec3 normal = vec3(0.0);
866
+
867
+ if (depthEdgeStrength > 0.0 || normalEdgeStrength > 0.0) {
868
+
869
+ depth = getDepth(0, 0);
870
+ normal = getNormal(0, 0);
871
+
872
+ }
873
+
874
+ float dei = 0.0;
875
+ if (depthEdgeStrength > 0.0)
876
+ dei = depthEdgeIndicator(depth, normal);
877
+
878
+ float nei = 0.0;
879
+ if (normalEdgeStrength > 0.0)
880
+ nei = normalEdgeIndicator(depth, normal);
881
+
882
+ float Strength = dei > 0.0 ? (1.0 - depthEdgeStrength * dei) : (1.0 + normalEdgeStrength * nei);
883
+
884
+ gl_FragColor = texel * Strength;
885
+
886
+ }
887
+ `
888
+ )
889
+ });
890
+ }
891
+ }
892
+ const je = /* @__PURE__ */ S({
893
+ __name: "Pixelation",
894
+ props: {
895
+ pixelSize: {},
896
+ depthEdgeStrength: {},
897
+ normalEdgeStrength: {}
898
+ },
899
+ setup(o, { expose: e }) {
900
+ const t = o, { scene: s, camera: a } = w(), { pass: r } = y(() => new X(t.pixelSize, s.value, a.value), t);
901
+ return e({ pass: r }), f(() => {
902
+ r.value.setPixelSize(t.pixelSize);
903
+ }), Y(
904
+ [
905
+ [() => t.depthEdgeStrength, "depthEdgeStrength"],
906
+ [() => t.normalEdgeStrength, "normalEdgeStrength"]
907
+ ],
908
+ r,
909
+ () => new X(1, s.value, a.value)
910
+ ), () => {
911
+ };
912
+ }
913
+ }), Re = {
914
+ name: "OutputShader",
915
+ uniforms: {
916
+ tDiffuse: { value: null },
917
+ toneMappingExposure: { value: 1 }
918
+ },
919
+ vertexShader: (
920
+ /* glsl */
921
+ `
922
+ precision highp float;
923
+
924
+ uniform mat4 modelViewMatrix;
925
+ uniform mat4 projectionMatrix;
926
+
927
+ attribute vec3 position;
928
+ attribute vec2 uv;
929
+
930
+ varying vec2 vUv;
931
+
932
+ void main() {
933
+
934
+ vUv = uv;
935
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
936
+
937
+ }`
938
+ ),
939
+ fragmentShader: (
940
+ /* glsl */
941
+ `
942
+
943
+ precision highp float;
944
+
945
+ uniform sampler2D tDiffuse;
946
+
947
+ #include <tonemapping_pars_fragment>
948
+ #include <colorspace_pars_fragment>
949
+
950
+ varying vec2 vUv;
951
+
952
+ void main() {
953
+
954
+ gl_FragColor = texture2D( tDiffuse, vUv );
955
+
956
+ // tone mapping
957
+
958
+ #ifdef LINEAR_TONE_MAPPING
959
+
960
+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
961
+
962
+ #elif defined( REINHARD_TONE_MAPPING )
963
+
964
+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
965
+
966
+ #elif defined( CINEON_TONE_MAPPING )
967
+
968
+ gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
969
+
970
+ #elif defined( ACES_FILMIC_TONE_MAPPING )
971
+
972
+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
973
+
974
+ #elif defined( AGX_TONE_MAPPING )
975
+
976
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
977
+
978
+ #elif defined( NEUTRAL_TONE_MAPPING )
979
+
980
+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
981
+
982
+ #endif
983
+
984
+ // color space
985
+
986
+ #ifdef SRGB_TRANSFER
987
+
988
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
989
+
990
+ #endif
991
+
992
+ }`
993
+ )
994
+ };
995
+ class Oe extends m {
996
+ constructor() {
997
+ super();
998
+ const e = Re;
999
+ this.uniforms = g.clone(e.uniforms), this.material = new he({
1000
+ name: e.name,
1001
+ uniforms: this.uniforms,
1002
+ vertexShader: e.vertexShader,
1003
+ fragmentShader: e.fragmentShader
1004
+ }), this.fsQuad = new T(this.material), this._outputColorSpace = null, this._toneMapping = null;
1005
+ }
1006
+ render(e, t, s) {
1007
+ this.uniforms.tDiffuse.value = s.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 = {}, fe.getTransfer(this._outputColorSpace) === ce && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === pe ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === me ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === ge ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === ve ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === xe ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === be && (this.material.defines.NEUTRAL_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));
1008
+ }
1009
+ dispose() {
1010
+ this.material.dispose(), this.fsQuad.dispose();
1011
+ }
1012
+ }
1013
+ const Ve = /* @__PURE__ */ S({
1014
+ __name: "Output",
1015
+ setup(o, { expose: e }) {
1016
+ const { pass: t } = y(() => new Oe());
1017
+ return e({ pass: t }), () => {
1018
+ };
1019
+ }
1020
+ }), E = {
1021
+ name: "SMAAEdgesShader",
1022
+ defines: {
1023
+ SMAA_THRESHOLD: "0.1"
1024
+ },
1025
+ uniforms: {
1026
+ tDiffuse: { value: null },
1027
+ resolution: { value: new u(1 / 1024, 1 / 512) }
1028
+ },
1029
+ vertexShader: (
1030
+ /* glsl */
1031
+ `
1032
+
1033
+ uniform vec2 resolution;
1034
+
1035
+ varying vec2 vUv;
1036
+ varying vec4 vOffset[ 3 ];
1037
+
1038
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
1039
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
1040
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
1041
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
1042
+ }
1043
+
1044
+ void main() {
1045
+
1046
+ vUv = uv;
1047
+
1048
+ SMAAEdgeDetectionVS( vUv );
1049
+
1050
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1051
+
1052
+ }`
1053
+ ),
1054
+ fragmentShader: (
1055
+ /* glsl */
1056
+ `
1057
+
1058
+ uniform sampler2D tDiffuse;
1059
+
1060
+ varying vec2 vUv;
1061
+ varying vec4 vOffset[ 3 ];
1062
+
1063
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
1064
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
1065
+
1066
+ // Calculate color deltas:
1067
+ vec4 delta;
1068
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
1069
+
1070
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
1071
+ vec3 t = abs( C - Cleft );
1072
+ delta.x = max( max( t.r, t.g ), t.b );
1073
+
1074
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
1075
+ t = abs( C - Ctop );
1076
+ delta.y = max( max( t.r, t.g ), t.b );
1077
+
1078
+ // We do the usual threshold:
1079
+ vec2 edges = step( threshold, delta.xy );
1080
+
1081
+ // Then discard if there is no edge:
1082
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
1083
+ discard;
1084
+
1085
+ // Calculate right and bottom deltas:
1086
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
1087
+ t = abs( C - Cright );
1088
+ delta.z = max( max( t.r, t.g ), t.b );
1089
+
1090
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
1091
+ t = abs( C - Cbottom );
1092
+ delta.w = max( max( t.r, t.g ), t.b );
1093
+
1094
+ // Calculate the maximum delta in the direct neighborhood:
1095
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
1096
+
1097
+ // Calculate left-left and top-top deltas:
1098
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
1099
+ t = abs( C - Cleftleft );
1100
+ delta.z = max( max( t.r, t.g ), t.b );
1101
+
1102
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
1103
+ t = abs( C - Ctoptop );
1104
+ delta.w = max( max( t.r, t.g ), t.b );
1105
+
1106
+ // Calculate the final maximum delta:
1107
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
1108
+
1109
+ // Local contrast adaptation in action:
1110
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
1111
+
1112
+ return vec4( edges, 0.0, 0.0 );
1113
+ }
1114
+
1115
+ void main() {
1116
+
1117
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
1118
+
1119
+ }`
1120
+ )
1121
+ }, L = {
1122
+ name: "SMAAWeightsShader",
1123
+ defines: {
1124
+ SMAA_MAX_SEARCH_STEPS: "8",
1125
+ SMAA_AREATEX_MAX_DISTANCE: "16",
1126
+ SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
1127
+ SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
1128
+ },
1129
+ uniforms: {
1130
+ tDiffuse: { value: null },
1131
+ tArea: { value: null },
1132
+ tSearch: { value: null },
1133
+ resolution: { value: new u(1 / 1024, 1 / 512) }
1134
+ },
1135
+ vertexShader: (
1136
+ /* glsl */
1137
+ `
1138
+
1139
+ uniform vec2 resolution;
1140
+
1141
+ varying vec2 vUv;
1142
+ varying vec4 vOffset[ 3 ];
1143
+ varying vec2 vPixcoord;
1144
+
1145
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
1146
+ vPixcoord = texcoord / resolution;
1147
+
1148
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
1149
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
1150
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
1151
+
1152
+ // And these for the searches, they indicate the ends of the loops:
1153
+ vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
1154
+
1155
+ }
1156
+
1157
+ void main() {
1158
+
1159
+ vUv = uv;
1160
+
1161
+ SMAABlendingWeightCalculationVS( vUv );
1162
+
1163
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1164
+
1165
+ }`
1166
+ ),
1167
+ fragmentShader: (
1168
+ /* glsl */
1169
+ `
1170
+
1171
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
1172
+
1173
+ uniform sampler2D tDiffuse;
1174
+ uniform sampler2D tArea;
1175
+ uniform sampler2D tSearch;
1176
+ uniform vec2 resolution;
1177
+
1178
+ varying vec2 vUv;
1179
+ varying vec4 vOffset[3];
1180
+ varying vec2 vPixcoord;
1181
+
1182
+ #if __VERSION__ == 100
1183
+ vec2 round( vec2 x ) {
1184
+ return sign( x ) * floor( abs( x ) + 0.5 );
1185
+ }
1186
+ #endif
1187
+
1188
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
1189
+ // Not required if searchTex accesses are set to point:
1190
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
1191
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
1192
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
1193
+ e.r = bias + e.r * scale;
1194
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
1195
+ }
1196
+
1197
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1198
+ /**
1199
+ * @PSEUDO_GATHER4
1200
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
1201
+ * sample between edge, thus fetching four edges in a row.
1202
+ * Sampling with different offsets in each direction allows to disambiguate
1203
+ * which edges are active from the four fetched ones.
1204
+ */
1205
+ vec2 e = vec2( 0.0, 1.0 );
1206
+
1207
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1208
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1209
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
1210
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
1211
+ }
1212
+
1213
+ // We correct the previous (-0.25, -0.125) offset we applied:
1214
+ texcoord.x += 0.25 * resolution.x;
1215
+
1216
+ // The searches are bias by 1, so adjust the coords accordingly:
1217
+ texcoord.x += resolution.x;
1218
+
1219
+ // Disambiguate the length added by the last step:
1220
+ texcoord.x += 2.0 * resolution.x; // Undo last step
1221
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
1222
+
1223
+ return texcoord.x;
1224
+ }
1225
+
1226
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1227
+ vec2 e = vec2( 0.0, 1.0 );
1228
+
1229
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1230
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1231
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
1232
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
1233
+ }
1234
+
1235
+ texcoord.x -= 0.25 * resolution.x;
1236
+ texcoord.x -= resolution.x;
1237
+ texcoord.x -= 2.0 * resolution.x;
1238
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
1239
+
1240
+ return texcoord.x;
1241
+ }
1242
+
1243
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1244
+ vec2 e = vec2( 1.0, 0.0 );
1245
+
1246
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1247
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1248
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
1249
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
1250
+ }
1251
+
1252
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
1253
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
1254
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
1255
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
1256
+
1257
+ return texcoord.y;
1258
+ }
1259
+
1260
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1261
+ vec2 e = vec2( 1.0, 0.0 );
1262
+
1263
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1264
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1265
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
1266
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
1267
+ }
1268
+
1269
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
1270
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
1271
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
1272
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
1273
+
1274
+ return texcoord.y;
1275
+ }
1276
+
1277
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
1278
+ // Rounding prevents precision errors of bilinear filtering:
1279
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
1280
+
1281
+ // We do a scale and bias for mapping to texel space:
1282
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
1283
+
1284
+ // Move to proper place, according to the subpixel offset:
1285
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
1286
+
1287
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
1288
+ }
1289
+
1290
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
1291
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
1292
+
1293
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
1294
+
1295
+ if ( e.g > 0.0 ) { // Edge at north
1296
+ vec2 d;
1297
+
1298
+ // Find the distance to the left:
1299
+ vec2 coords;
1300
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
1301
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
1302
+ d.x = coords.x;
1303
+
1304
+ // Now fetch the left crossing edges, two at a time using bilinear
1305
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
1306
+ // discern what value each edge has:
1307
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
1308
+
1309
+ // Find the distance to the right:
1310
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
1311
+ d.y = coords.x;
1312
+
1313
+ // We want the distances to be in pixel units (doing this here allow to
1314
+ // better interleave arithmetic and memory accesses):
1315
+ d = d / resolution.x - pixcoord.x;
1316
+
1317
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
1318
+ // quadratically:
1319
+ vec2 sqrt_d = sqrt( abs( d ) );
1320
+
1321
+ // Fetch the right crossing edges:
1322
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
1323
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
1324
+
1325
+ // Ok, we know how this pattern looks like, now it is time for getting
1326
+ // the actual area:
1327
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
1328
+ }
1329
+
1330
+ if ( e.r > 0.0 ) { // Edge at west
1331
+ vec2 d;
1332
+
1333
+ // Find the distance to the top:
1334
+ vec2 coords;
1335
+
1336
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
1337
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
1338
+ d.x = coords.y;
1339
+
1340
+ // Fetch the top crossing edges:
1341
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
1342
+
1343
+ // Find the distance to the bottom:
1344
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
1345
+ d.y = coords.y;
1346
+
1347
+ // We want the distances to be in pixel units:
1348
+ d = d / resolution.y - pixcoord.y;
1349
+
1350
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
1351
+ // quadratically:
1352
+ vec2 sqrt_d = sqrt( abs( d ) );
1353
+
1354
+ // Fetch the bottom crossing edges:
1355
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
1356
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
1357
+
1358
+ // Get the area for this direction:
1359
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
1360
+ }
1361
+
1362
+ return weights;
1363
+ }
1364
+
1365
+ void main() {
1366
+
1367
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
1368
+
1369
+ }`
1370
+ )
1371
+ }, R = {
1372
+ name: "SMAABlendShader",
1373
+ uniforms: {
1374
+ tDiffuse: { value: null },
1375
+ tColor: { value: null },
1376
+ resolution: { value: new u(1 / 1024, 1 / 512) }
1377
+ },
1378
+ vertexShader: (
1379
+ /* glsl */
1380
+ `
1381
+
1382
+ uniform vec2 resolution;
1383
+
1384
+ varying vec2 vUv;
1385
+ varying vec4 vOffset[ 2 ];
1386
+
1387
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
1388
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
1389
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
1390
+ }
1391
+
1392
+ void main() {
1393
+
1394
+ vUv = uv;
1395
+
1396
+ SMAANeighborhoodBlendingVS( vUv );
1397
+
1398
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1399
+
1400
+ }`
1401
+ ),
1402
+ fragmentShader: (
1403
+ /* glsl */
1404
+ `
1405
+
1406
+ uniform sampler2D tDiffuse;
1407
+ uniform sampler2D tColor;
1408
+ uniform vec2 resolution;
1409
+
1410
+ varying vec2 vUv;
1411
+ varying vec4 vOffset[ 2 ];
1412
+
1413
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
1414
+ // Fetch the blending weights for current pixel:
1415
+ vec4 a;
1416
+ a.xz = texture2D( blendTex, texcoord ).xz;
1417
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
1418
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
1419
+
1420
+ // Is there any blending weight with a value greater than 0.0?
1421
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
1422
+ return texture2D( colorTex, texcoord, 0.0 );
1423
+ } else {
1424
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
1425
+ // favor blending by choosing the line with the maximum weight for each
1426
+ // direction:
1427
+ vec2 offset;
1428
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
1429
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
1430
+
1431
+ // Then we go in the direction that has the maximum weight:
1432
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
1433
+ offset.y = 0.0;
1434
+ } else {
1435
+ offset.x = 0.0;
1436
+ }
1437
+
1438
+ // Fetch the opposite color and lerp by hand:
1439
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
1440
+ texcoord += sign( offset ) * resolution;
1441
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
1442
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
1443
+
1444
+ // WebGL port note: Added gamma correction
1445
+ C.xyz = pow(C.xyz, vec3(2.2));
1446
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
1447
+ vec4 mixed = mix(C, Cop, s);
1448
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
1449
+
1450
+ return mixed;
1451
+ }
1452
+ }
1453
+
1454
+ void main() {
1455
+
1456
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
1457
+
1458
+ }`
1459
+ )
1460
+ };
1461
+ class ze extends m {
1462
+ constructor(e, t) {
1463
+ super(), this.edgesRT = new v(e, t, {
1464
+ depthBuffer: !1,
1465
+ type: x
1466
+ }), this.edgesRT.texture.name = "SMAAPass.edges", this.weightsRT = new v(e, t, {
1467
+ depthBuffer: !1,
1468
+ type: x
1469
+ }), this.weightsRT.texture.name = "SMAAPass.weights";
1470
+ const s = this, a = new Image();
1471
+ a.src = this.getAreaTexture(), a.onload = function() {
1472
+ s.areaTexture.needsUpdate = !0;
1473
+ }, this.areaTexture = new F(), this.areaTexture.name = "SMAAPass.area", this.areaTexture.image = a, this.areaTexture.minFilter = Se, this.areaTexture.generateMipmaps = !1, this.areaTexture.flipY = !1;
1474
+ const r = new Image();
1475
+ r.src = this.getSearchTexture(), r.onload = function() {
1476
+ s.searchTexture.needsUpdate = !0;
1477
+ }, this.searchTexture = new F(), this.searchTexture.name = "SMAAPass.search", this.searchTexture.image = r, this.searchTexture.magFilter = A, this.searchTexture.minFilter = A, this.searchTexture.generateMipmaps = !1, this.searchTexture.flipY = !1, this.uniformsEdges = g.clone(E.uniforms), this.uniformsEdges.resolution.value.set(1 / e, 1 / t), this.materialEdges = new c({
1478
+ defines: Object.assign({}, E.defines),
1479
+ uniforms: this.uniformsEdges,
1480
+ vertexShader: E.vertexShader,
1481
+ fragmentShader: E.fragmentShader
1482
+ }), this.uniformsWeights = g.clone(L.uniforms), this.uniformsWeights.resolution.value.set(1 / e, 1 / t), this.uniformsWeights.tDiffuse.value = this.edgesRT.texture, this.uniformsWeights.tArea.value = this.areaTexture, this.uniformsWeights.tSearch.value = this.searchTexture, this.materialWeights = new c({
1483
+ defines: Object.assign({}, L.defines),
1484
+ uniforms: this.uniformsWeights,
1485
+ vertexShader: L.vertexShader,
1486
+ fragmentShader: L.fragmentShader
1487
+ }), this.uniformsBlend = g.clone(R.uniforms), this.uniformsBlend.resolution.value.set(1 / e, 1 / t), this.uniformsBlend.tDiffuse.value = this.weightsRT.texture, this.materialBlend = new c({
1488
+ uniforms: this.uniformsBlend,
1489
+ vertexShader: R.vertexShader,
1490
+ fragmentShader: R.fragmentShader
1491
+ }), this.fsQuad = new T(null);
1492
+ }
1493
+ render(e, t, s) {
1494
+ this.uniformsEdges.tDiffuse.value = s.texture, this.fsQuad.material = this.materialEdges, e.setRenderTarget(this.edgesRT), this.clear && e.clear(), this.fsQuad.render(e), this.fsQuad.material = this.materialWeights, e.setRenderTarget(this.weightsRT), this.clear && e.clear(), this.fsQuad.render(e), this.uniformsBlend.tColor.value = s.texture, this.fsQuad.material = this.materialBlend, this.renderToScreen ? (e.setRenderTarget(null), this.fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(), this.fsQuad.render(e));
1495
+ }
1496
+ setSize(e, t) {
1497
+ this.edgesRT.setSize(e, t), this.weightsRT.setSize(e, t), this.materialEdges.uniforms.resolution.value.set(1 / e, 1 / t), this.materialWeights.uniforms.resolution.value.set(1 / e, 1 / t), this.materialBlend.uniforms.resolution.value.set(1 / e, 1 / t);
1498
+ }
1499
+ getAreaTexture() {
1500
+ return 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";
1501
+ }
1502
+ getSearchTexture() {
1503
+ return "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII=";
1504
+ }
1505
+ dispose() {
1506
+ this.edgesRT.dispose(), this.weightsRT.dispose(), this.areaTexture.dispose(), this.searchTexture.dispose(), this.materialEdges.dispose(), this.materialWeights.dispose(), this.materialBlend.dispose(), this.fsQuad.dispose();
1507
+ }
1508
+ }
1509
+ const Ye = /* @__PURE__ */ S({
1510
+ __name: "SMAA",
1511
+ props: {
1512
+ width: {},
1513
+ height: {}
1514
+ },
1515
+ setup(o, { expose: e }) {
1516
+ const t = o, { sizes: s } = w(), { pixelRatio: a } = V(), r = O(() => t.width ?? s.width.value * a.value), i = O(() => t.height ?? s.height.value * a.value), { pass: l } = y(() => new ze(r.value, i.value), t);
1517
+ return e({ pass: l }), f(() => {
1518
+ l.value.setSize(r.value, i.value);
1519
+ }), () => {
1520
+ };
1521
+ }
1522
+ }), K = {
1523
+ name: "LuminosityHighPassShader",
1524
+ shaderID: "luminosityHighPass",
1525
+ uniforms: {
1526
+ tDiffuse: { value: null },
1527
+ luminosityThreshold: { value: 1 },
1528
+ smoothWidth: { value: 1 },
1529
+ defaultColor: { value: new N(0) },
1530
+ defaultOpacity: { value: 0 }
1531
+ },
1532
+ vertexShader: (
1533
+ /* glsl */
1534
+ `
1535
+
1536
+ varying vec2 vUv;
1537
+
1538
+ void main() {
1539
+
1540
+ vUv = uv;
1541
+
1542
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1543
+
1544
+ }`
1545
+ ),
1546
+ fragmentShader: (
1547
+ /* glsl */
1548
+ `
1549
+
1550
+ uniform sampler2D tDiffuse;
1551
+ uniform vec3 defaultColor;
1552
+ uniform float defaultOpacity;
1553
+ uniform float luminosityThreshold;
1554
+ uniform float smoothWidth;
1555
+
1556
+ varying vec2 vUv;
1557
+
1558
+ void main() {
1559
+
1560
+ vec4 texel = texture2D( tDiffuse, vUv );
1561
+
1562
+ float v = luminance( texel.xyz );
1563
+
1564
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
1565
+
1566
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
1567
+
1568
+ gl_FragColor = mix( outputColor, texel, alpha );
1569
+
1570
+ }`
1571
+ )
1572
+ };
1573
+ class M extends m {
1574
+ constructor(e, t, s, a) {
1575
+ super(), this.strength = t !== void 0 ? t : 1, this.radius = s, this.threshold = a, this.resolution = e !== void 0 ? new u(e.x, e.y) : new u(256, 256), this.clearColor = new N(0, 0, 0), this.renderTargetsHorizontal = [], this.renderTargetsVertical = [], this.nMips = 5;
1576
+ let r = Math.round(this.resolution.x / 2), i = Math.round(this.resolution.y / 2);
1577
+ this.renderTargetBright = new v(r, i, { type: x }), this.renderTargetBright.texture.name = "UnrealBloomPass.bright", this.renderTargetBright.texture.generateMipmaps = !1;
1578
+ for (let p = 0; p < this.nMips; p++) {
1579
+ const d = new v(r, i, { type: x });
1580
+ d.texture.name = "UnrealBloomPass.h" + p, d.texture.generateMipmaps = !1, this.renderTargetsHorizontal.push(d);
1581
+ const b = new v(r, i, { type: x });
1582
+ b.texture.name = "UnrealBloomPass.v" + p, b.texture.generateMipmaps = !1, this.renderTargetsVertical.push(b), r = Math.round(r / 2), i = Math.round(i / 2);
1583
+ }
1584
+ const l = K;
1585
+ this.highPassUniforms = g.clone(l.uniforms), this.highPassUniforms.luminosityThreshold.value = a, this.highPassUniforms.smoothWidth.value = 0.01, this.materialHighPassFilter = new c({
1586
+ uniforms: this.highPassUniforms,
1587
+ vertexShader: l.vertexShader,
1588
+ fragmentShader: l.fragmentShader
1589
+ }), this.separableBlurMaterials = [];
1590
+ const n = [3, 5, 7, 9, 11];
1591
+ r = Math.round(this.resolution.x / 2), i = Math.round(this.resolution.y / 2);
1592
+ for (let p = 0; p < this.nMips; p++)
1593
+ this.separableBlurMaterials.push(this.getSeperableBlurMaterial(n[p])), this.separableBlurMaterials[p].uniforms.invSize.value = new u(1 / r, 1 / i), r = Math.round(r / 2), i = Math.round(i / 2);
1594
+ this.compositeMaterial = this.getCompositeMaterial(this.nMips), this.compositeMaterial.uniforms.blurTexture1.value = this.renderTargetsVertical[0].texture, this.compositeMaterial.uniforms.blurTexture2.value = this.renderTargetsVertical[1].texture, this.compositeMaterial.uniforms.blurTexture3.value = this.renderTargetsVertical[2].texture, this.compositeMaterial.uniforms.blurTexture4.value = this.renderTargetsVertical[3].texture, this.compositeMaterial.uniforms.blurTexture5.value = this.renderTargetsVertical[4].texture, this.compositeMaterial.uniforms.bloomStrength.value = t, this.compositeMaterial.uniforms.bloomRadius.value = 0.1;
1595
+ const z = [1, 0.8, 0.6, 0.4, 0.2];
1596
+ this.compositeMaterial.uniforms.bloomFactors.value = z, this.bloomTintColors = [new C(1, 1, 1), new C(1, 1, 1), new C(1, 1, 1), new C(1, 1, 1), new C(1, 1, 1)], this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors;
1597
+ const D = Q;
1598
+ this.copyUniforms = g.clone(D.uniforms), this.blendMaterial = new c({
1599
+ uniforms: this.copyUniforms,
1600
+ vertexShader: D.vertexShader,
1601
+ fragmentShader: D.fragmentShader,
1602
+ blending: Te,
1603
+ depthTest: !1,
1604
+ depthWrite: !1,
1605
+ transparent: !0
1606
+ }), this.enabled = !0, this.needsSwap = !1, this._oldClearColor = new N(), this.oldClearAlpha = 1, this.basic = new Ae(), this.fsQuad = new T(null);
1607
+ }
1608
+ dispose() {
1609
+ for (let e = 0; e < this.renderTargetsHorizontal.length; e++)
1610
+ this.renderTargetsHorizontal[e].dispose();
1611
+ for (let e = 0; e < this.renderTargetsVertical.length; e++)
1612
+ this.renderTargetsVertical[e].dispose();
1613
+ this.renderTargetBright.dispose();
1614
+ for (let e = 0; e < this.separableBlurMaterials.length; e++)
1615
+ this.separableBlurMaterials[e].dispose();
1616
+ this.compositeMaterial.dispose(), this.blendMaterial.dispose(), this.basic.dispose(), this.fsQuad.dispose();
1617
+ }
1618
+ setSize(e, t) {
1619
+ let s = Math.round(e / 2), a = Math.round(t / 2);
1620
+ this.renderTargetBright.setSize(s, a);
1621
+ for (let r = 0; r < this.nMips; r++)
1622
+ this.renderTargetsHorizontal[r].setSize(s, a), this.renderTargetsVertical[r].setSize(s, a), this.separableBlurMaterials[r].uniforms.invSize.value = new u(1 / s, 1 / a), s = Math.round(s / 2), a = Math.round(a / 2);
1623
+ }
1624
+ render(e, t, s, a, r) {
1625
+ e.getClearColor(this._oldClearColor), this.oldClearAlpha = e.getClearAlpha();
1626
+ const i = e.autoClear;
1627
+ e.autoClear = !1, e.setClearColor(this.clearColor, 0), r && e.state.buffers.stencil.setTest(!1), this.renderToScreen && (this.fsQuad.material = this.basic, this.basic.map = s.texture, e.setRenderTarget(null), e.clear(), this.fsQuad.render(e)), this.highPassUniforms.tDiffuse.value = s.texture, this.highPassUniforms.luminosityThreshold.value = this.threshold, this.fsQuad.material = this.materialHighPassFilter, e.setRenderTarget(this.renderTargetBright), e.clear(), this.fsQuad.render(e);
1628
+ let l = this.renderTargetBright;
1629
+ for (let n = 0; n < this.nMips; n++)
1630
+ this.fsQuad.material = this.separableBlurMaterials[n], this.separableBlurMaterials[n].uniforms.colorTexture.value = l.texture, this.separableBlurMaterials[n].uniforms.direction.value = M.BlurDirectionX, e.setRenderTarget(this.renderTargetsHorizontal[n]), e.clear(), this.fsQuad.render(e), this.separableBlurMaterials[n].uniforms.colorTexture.value = this.renderTargetsHorizontal[n].texture, this.separableBlurMaterials[n].uniforms.direction.value = M.BlurDirectionY, e.setRenderTarget(this.renderTargetsVertical[n]), e.clear(), this.fsQuad.render(e), l = this.renderTargetsVertical[n];
1631
+ this.fsQuad.material = this.compositeMaterial, this.compositeMaterial.uniforms.bloomStrength.value = this.strength, this.compositeMaterial.uniforms.bloomRadius.value = this.radius, this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, e.setRenderTarget(this.renderTargetsHorizontal[0]), e.clear(), this.fsQuad.render(e), this.fsQuad.material = this.blendMaterial, this.copyUniforms.tDiffuse.value = this.renderTargetsHorizontal[0].texture, r && e.state.buffers.stencil.setTest(!0), this.renderToScreen ? (e.setRenderTarget(null), this.fsQuad.render(e)) : (e.setRenderTarget(s), this.fsQuad.render(e)), e.setClearColor(this._oldClearColor, this.oldClearAlpha), e.autoClear = i;
1632
+ }
1633
+ getSeperableBlurMaterial(e) {
1634
+ const t = [];
1635
+ for (let s = 0; s < e; s++)
1636
+ t.push(0.39894 * Math.exp(-0.5 * s * s / (e * e)) / e);
1637
+ return new c({
1638
+ defines: {
1639
+ KERNEL_RADIUS: e
1640
+ },
1641
+ uniforms: {
1642
+ colorTexture: { value: null },
1643
+ invSize: { value: new u(0.5, 0.5) },
1644
+ // inverse texture size
1645
+ direction: { value: new u(0.5, 0.5) },
1646
+ gaussianCoefficients: { value: t }
1647
+ // precomputed Gaussian coefficients
1648
+ },
1649
+ vertexShader: `varying vec2 vUv;
1650
+ void main() {
1651
+ vUv = uv;
1652
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1653
+ }`,
1654
+ fragmentShader: `#include <common>
1655
+ varying vec2 vUv;
1656
+ uniform sampler2D colorTexture;
1657
+ uniform vec2 invSize;
1658
+ uniform vec2 direction;
1659
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
1660
+
1661
+ void main() {
1662
+ float weightSum = gaussianCoefficients[0];
1663
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
1664
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
1665
+ float x = float(i);
1666
+ float w = gaussianCoefficients[i];
1667
+ vec2 uvOffset = direction * invSize * x;
1668
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
1669
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
1670
+ diffuseSum += (sample1 + sample2) * w;
1671
+ weightSum += 2.0 * w;
1672
+ }
1673
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
1674
+ }`
1675
+ });
1676
+ }
1677
+ getCompositeMaterial(e) {
1678
+ return new c({
1679
+ defines: {
1680
+ NUM_MIPS: e
1681
+ },
1682
+ uniforms: {
1683
+ blurTexture1: { value: null },
1684
+ blurTexture2: { value: null },
1685
+ blurTexture3: { value: null },
1686
+ blurTexture4: { value: null },
1687
+ blurTexture5: { value: null },
1688
+ bloomStrength: { value: 1 },
1689
+ bloomFactors: { value: null },
1690
+ bloomTintColors: { value: null },
1691
+ bloomRadius: { value: 0 }
1692
+ },
1693
+ vertexShader: `varying vec2 vUv;
1694
+ void main() {
1695
+ vUv = uv;
1696
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1697
+ }`,
1698
+ fragmentShader: `varying vec2 vUv;
1699
+ uniform sampler2D blurTexture1;
1700
+ uniform sampler2D blurTexture2;
1701
+ uniform sampler2D blurTexture3;
1702
+ uniform sampler2D blurTexture4;
1703
+ uniform sampler2D blurTexture5;
1704
+ uniform float bloomStrength;
1705
+ uniform float bloomRadius;
1706
+ uniform float bloomFactors[NUM_MIPS];
1707
+ uniform vec3 bloomTintColors[NUM_MIPS];
1708
+
1709
+ float lerpBloomFactor(const in float factor) {
1710
+ float mirrorFactor = 1.2 - factor;
1711
+ return mix(factor, mirrorFactor, bloomRadius);
1712
+ }
1713
+
1714
+ void main() {
1715
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
1716
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
1717
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
1718
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
1719
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
1720
+ }`
1721
+ });
1722
+ }
1723
+ }
1724
+ M.BlurDirectionX = new u(1, 0);
1725
+ M.BlurDirectionY = new u(0, 1);
1726
+ const Qe = /* @__PURE__ */ S({
1727
+ __name: "UnrealBloom",
1728
+ props: {
1729
+ radius: { default: 0 },
1730
+ strength: { default: 1 },
1731
+ threshold: { default: 0 }
1732
+ },
1733
+ setup(o, { expose: e }) {
1734
+ const t = o, { sizes: s } = w(), { pass: a } = y(() => new M(
1735
+ new u(s.width.value, s.height.value),
1736
+ t.radius,
1737
+ t.strength,
1738
+ t.threshold
1739
+ ), t);
1740
+ return e({ pass: a }), f(() => {
1741
+ var r;
1742
+ a.value.radius = t.radius ?? ((r = a.value.getCompositeMaterial().uniforms.bloomRadius) == null ? void 0 : r.value) ?? 0.1;
1743
+ }), f(() => {
1744
+ var r;
1745
+ a.value.strength = t.strength ?? ((r = a.value.getCompositeMaterial().uniforms.bloomStrength) == null ? void 0 : r.value) ?? 1;
1746
+ }), f(() => {
1747
+ var r;
1748
+ a.value.threshold = t.threshold ?? ((r = K.uniforms.luminosityThreshold) == null ? void 0 : r.value) ?? 1;
1749
+ }), () => {
1750
+ };
1751
+ }
1752
+ });
1753
+ export {
1754
+ Xe as EffectComposer,
1755
+ Ge as Glitch,
1756
+ Ie as Halftone,
1757
+ Ve as Output,
1758
+ je as Pixelation,
1759
+ Ye as SMAA,
1760
+ Qe as UnrealBloom,
1761
+ y as useEffect
1762
+ };