@tresjs/post-processing 1.0.0-next.1 → 2.0.0

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Files changed (35) hide show
  1. package/README.md +0 -4
  2. package/dist/core/pmndrs/BloomPmndrs.vue.d.ts +61 -0
  3. package/dist/core/{effects/DepthOfField.vue.d.ts → pmndrs/DepthOfFieldPmndrs.vue.d.ts} +3 -13
  4. package/dist/core/pmndrs/EffectComposerPmndrs.vue.d.ts +36 -0
  5. package/dist/core/pmndrs/GlitchPmndrs.vue.d.ts +51 -0
  6. package/dist/core/pmndrs/NoisePmndrs.vue.d.ts +16 -0
  7. package/dist/core/{effects/Outline.vue.d.ts → pmndrs/OutlinePmndrs.vue.d.ts} +5 -29
  8. package/dist/core/pmndrs/PixelationPmndrs.vue.d.ts +12 -0
  9. package/dist/core/pmndrs/VignettePmndrs.vue.d.ts +20 -0
  10. package/dist/core/pmndrs/composables/useEffectPmndrs.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/index.d.ts +2 -11
  22. package/dist/tres-post-processing.d.ts +2 -0
  23. package/dist/tres-post-processing.js +2129 -0
  24. package/dist/tres-post-processing.umd.cjs +1009 -0
  25. package/dist/util/prop.d.ts +3 -4
  26. package/package.json +34 -28
  27. package/dist/core/EffectComposer.vue.d.ts +0 -73
  28. package/dist/core/effects/Bloom.vue.d.ts +0 -204
  29. package/dist/core/effects/Glitch.vue.d.ts +0 -105
  30. package/dist/core/effects/Noise.vue.d.ts +0 -40
  31. package/dist/core/effects/Pixelation.vue.d.ts +0 -22
  32. package/dist/core/effects/Vignette.vue.d.ts +0 -48
  33. package/dist/core/injectionKeys.d.ts +0 -4
  34. package/dist/tres-postprocessing.js +0 -345
  35. package/dist/tres-postprocessing.umd.cjs +0 -8
@@ -0,0 +1,2129 @@
1
+ /**
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+ * name: @tresjs/post-processing
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+ * version: v2.0.0
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+ * (c) 2025
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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 { watch as D, defineComponent as p, shallowRef as N, provide as de, computed as O, onUnmounted as j, renderSlot as ue, inject as ce, watchEffect as m, nextTick as fe } from "vue";
9
+ import { EffectComposer as K, RenderPass as Te, NormalPass as we, DepthDownsamplingPass as Me, EffectPass as ye, BloomEffect as Z, DepthOfFieldEffect as J, GlitchEffect as V, GlitchMode as Ce, BlendFunction as he, NoiseEffect as _, OutlineEffect as $, PixelationEffect as ee, VignetteTechnique as Ee, VignetteEffect as te } from "postprocessing";
10
+ import { useTresContext as S, useLoop as z, normalizeColor as Y } from "@tresjs/core";
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+ import { HalfFloatType as b, OrthographicCamera as De, BufferGeometry as Le, Float32BufferAttribute as se, Mesh as Pe, ShaderMaterial as x, UniformsUtils as w, Vector2 as h, WebGLRenderTarget as M, NoBlending as Be, Clock as Re, Color as X, MathUtils as v, DataTexture as Ne, RedFormat as Oe, FloatType as ze, MeshNormalMaterial as Fe, NearestFilter as E, DepthTexture as We, Vector4 as Ue, RawShaderMaterial as He, ColorManagement as Ge, SRGBTransfer as Xe, LinearToneMapping as je, ReinhardToneMapping as Ie, CineonToneMapping as Ve, ACESFilmicToneMapping as Ye, AgXToneMapping as Qe, NeutralToneMapping as qe, Texture as ae, LinearFilter as ke, Vector3 as R, AdditiveBlending as Ke, MeshBasicMaterial as Ze } from "three";
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+ import { useDevicePixelRatio as me } from "@vueuse/core";
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+ const pe = /([^[.\]])+/g, Je = (i, e) => {
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+ if (!e)
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+ return;
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+ const t = Array.isArray(e) ? e : e.match(pe);
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+ return t == null ? void 0 : t.reduce((s, a) => s && s[a], i);
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+ }, re = (i, e, t) => {
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+ const s = Array.isArray(e) ? e : e.match(pe);
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+ s && s.reduce((a, r, o) => (a[r] === void 0 && (a[r] = {}), o === s.length - 1 && (a[r] = t), a[r]), i);
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+ }, q = (i, e) => {
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+ const t = { ...i };
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+ return e.forEach((s) => delete t[s]), t;
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+ }, ge = (i, e, t, s, a = {}) => D(i, (r) => {
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+ var o;
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+ if (e.value)
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+ if (r === void 0) {
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+ const n = s();
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+ re(e.value, t, Je(n, t)), (o = n.dispose) == null || o.call(n);
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+ } else
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+ re(e.value, t, i());
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+ }, a), F = (i, e, t) => i.map(([s, a]) => ge(
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+ s,
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+ e,
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+ a,
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+ t
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+ )), I = (i, e, t) => Object.keys(i).map((s) => ge(
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+ () => i[s],
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+ e,
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+ s,
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+ t
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+ ));
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+ class oe {
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+ static isWebGL2Available() {
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+ try {
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+ const e = document.createElement("canvas");
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+ return !!(window.WebGL2RenderingContext && e.getContext("webgl2"));
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+ } catch {
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+ return !1;
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+ }
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+ }
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+ static isColorSpaceAvailable(e) {
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+ try {
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+ const t = document.createElement("canvas"), s = window.WebGL2RenderingContext && t.getContext("webgl2");
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+ return s.drawingBufferColorSpace = e, s.drawingBufferColorSpace === e;
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+ } catch {
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+ return !1;
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+ }
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+ }
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+ static getWebGL2ErrorMessage() {
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+ return this.getErrorMessage(2);
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+ }
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+ static getErrorMessage(e) {
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+ const t = {
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+ 1: "WebGL",
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+ 2: "WebGL 2"
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+ }, s = {
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+ 1: window.WebGLRenderingContext,
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+ 2: window.WebGL2RenderingContext
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+ };
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+ let a = 'Your $0 does not seem to support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation" style="color:#000">$1</a>';
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+ const r = document.createElement("div");
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+ return r.id = "webglmessage", r.style.fontFamily = "monospace", r.style.fontSize = "13px", r.style.fontWeight = "normal", r.style.textAlign = "center", r.style.background = "#fff", r.style.color = "#000", r.style.padding = "1.5em", r.style.width = "400px", r.style.margin = "5em auto 0", s[e] ? a = a.replace("$0", "graphics card") : a = a.replace("$0", "browser"), a = a.replace("$1", t[e]), r.innerHTML = a, r;
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+ }
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+ // @deprecated, r168
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+ static isWebGLAvailable() {
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+ console.warn("isWebGLAvailable() has been deprecated and will be removed in r178. Use isWebGL2Available() instead.");
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+ try {
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+ const e = document.createElement("canvas");
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+ return !!(window.WebGLRenderingContext && (e.getContext("webgl") || e.getContext("experimental-webgl")));
81
+ } catch {
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+ return !1;
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+ }
84
+ }
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+ static getWebGLErrorMessage() {
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+ return console.warn("getWebGLErrorMessage() has been deprecated and will be removed in r178. Use getWebGL2ErrorMessage() instead."), this.getErrorMessage(1);
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+ }
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+ }
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+ const ve = Symbol("effectComposerPmndrs"), pt = /* @__PURE__ */ p({
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+ __name: "EffectComposerPmndrs",
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+ props: {
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+ enabled: { type: Boolean, default: !0 },
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+ depthBuffer: { type: Boolean, default: void 0 },
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+ disableNormalPass: { type: Boolean, default: !1 },
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+ stencilBuffer: { type: Boolean, default: void 0 },
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+ resolutionScale: {},
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+ autoClear: { type: Boolean, default: !0 },
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+ multisampling: { default: 0 },
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+ frameBufferType: { default: b }
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+ },
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+ emits: ["render"],
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+ setup(i, { expose: e, emit: t }) {
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+ const s = i, a = t, { scene: r, camera: o, renderer: n, sizes: l, render: g } = S(), d = N(null);
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+ let c = null, u = null;
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+ de(ve, d), e({ composer: d });
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+ const T = () => {
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+ d.value && (u = new we(r.value, o.value), u.enabled = !1, d.value.addPass(u), s.resolutionScale !== void 0 && oe.isWebGL2Available() && (c = new Me({
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+ normalBuffer: u.texture,
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+ resolutionScale: s.resolutionScale
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+ }), c.enabled = !1, d.value.addPass(c)));
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+ }, W = O(() => {
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+ const f = new K(), B = {
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+ depthBuffer: s.depthBuffer !== void 0 ? s.depthBuffer : f.inputBuffer.depthBuffer,
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+ stencilBuffer: s.stencilBuffer !== void 0 ? s.stencilBuffer : f.inputBuffer.stencilBuffer,
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+ multisampling: oe.isWebGL2Available() ? s.multisampling !== void 0 ? s.multisampling : f.multisampling : 0,
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+ frameBufferType: s.frameBufferType !== void 0 ? s.frameBufferType : b
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+ };
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+ return f.dispose(), B;
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+ }), k = () => {
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+ var f;
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+ !n.value && !r.value && !o.value || ((f = d.value) == null || f.dispose(), d.value = new K(n.value, W.value), d.value.addPass(new Te(r.value, o.value)), s.disableNormalPass || T());
122
+ };
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+ D([n, r, o, () => s.disableNormalPass], () => {
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+ !l.width.value || !l.height.value || k();
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+ }), D(() => [l.width.value, l.height.value], ([f, B]) => {
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+ !f && !B || (d.value ? d.value.setSize(f, B) : k());
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+ }, {
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+ immediate: !0
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+ });
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+ const { render: Ae } = z();
131
+ return Ae(() => {
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+ if (s.enabled && n.value && d.value && l.width.value && l.height.value && g.frames.value > 0) {
133
+ const f = n.value.autoClear;
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+ n.value.autoClear = s.autoClear, s.stencilBuffer && !s.autoClear && n.value.clearStencil(), d.value.render(), a("render", d.value), n.value.autoClear = f;
135
+ }
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+ g.frames.value = g.mode.value === "always" ? 1 : Math.max(0, g.frames.value - 1);
137
+ }), j(() => {
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+ var f;
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+ (f = d.value) == null || f.dispose();
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+ }), (f, B) => ue(f.$slots, "default");
141
+ }
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+ }), y = (i, e) => {
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+ const t = ce(ve), s = N(null), a = N(null), { scene: r, camera: o, invalidate: n } = S();
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+ e && D(e, () => n()), m(() => {
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+ !o.value || !(a != null && a.value) || (a.value.mainCamera = o.value);
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+ });
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+ const l = m(() => {
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+ !o.value || !(t != null && t.value) || !r.value || (fe(() => l()), !a.value && (a.value = i(), s.value = new ye(o.value, a.value), t.value.addPass(s.value)));
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+ });
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+ return j(() => {
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+ var g, d, c;
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+ s.value && ((g = t == null ? void 0 : t.value) == null || g.removePass(s.value)), (d = a.value) == null || d.dispose(), (c = s.value) == null || c.dispose();
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+ }), {
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+ pass: s,
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+ effect: a
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+ };
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+ }, gt = /* @__PURE__ */ p({
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+ __name: "BloomPmndrs",
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+ props: {
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+ blendFunction: {},
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+ intensity: {},
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+ kernelSize: {},
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+ luminanceThreshold: {},
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+ luminanceSmoothing: {},
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+ mipmapBlur: { type: Boolean, default: void 0 }
166
+ },
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+ setup(i, { expose: e }) {
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+ const t = i, { pass: s, effect: a } = y(() => new Z(t), t);
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+ return e({ pass: s, effect: a }), F(
170
+ [
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+ // blendFunction is not updated, because it has no setter in BloomEffect
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+ [() => t.intensity, "intensity"],
173
+ [() => t.kernelSize, "kernelSize"],
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+ [() => t.luminanceSmoothing, "luminanceMaterial.smoothing"],
175
+ [() => t.luminanceThreshold, "luminanceMaterial.threshold"]
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+ ],
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+ a,
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+ () => new Z()
179
+ ), () => {
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+ };
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+ }
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+ }), vt = /* @__PURE__ */ p({
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+ __name: "DepthOfFieldPmndrs",
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+ props: {
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+ blendFunction: {},
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+ worldFocusDistance: {},
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+ worldFocusRange: {},
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+ focusDistance: {},
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+ focusRange: {},
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+ bokehScale: {},
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+ resolutionScale: {},
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+ resolutionX: {},
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+ resolutionY: {}
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+ },
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+ setup(i, { expose: e }) {
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+ const t = i, { camera: s } = S(), { pass: a, effect: r } = y(() => new J(s.value, t), t);
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+ return e({ pass: a, effect: r }), F(
198
+ [
199
+ // blendFunction is not updated, because it has no setter in BloomEffect
200
+ [() => t.worldFocusDistance, "circleOfConfusionMaterial.worldFocusDistance"],
201
+ [() => t.focusDistance, "circleOfConfusionMaterial.focusDistance"],
202
+ [() => t.worldFocusRange, "circleOfConfusionMaterial.worldFocusRange"],
203
+ [() => t.focusRange, "circleOfConfusionMaterial.focusRange"],
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+ [() => t.bokehScale, "bokehScale"],
205
+ [() => t.resolutionScale, "blurPass.resolution.scale"],
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+ [() => t.resolutionX, "resolution.width"],
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+ [() => t.resolutionY, "resolution.height"]
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+ ],
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+ r,
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+ () => new J()
211
+ ), () => {
212
+ };
213
+ }
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+ }), xt = /* @__PURE__ */ p({
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+ __name: "GlitchPmndrs",
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+ props: {
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+ blendFunction: {},
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+ delay: {},
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+ duration: {},
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+ strength: {},
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+ mode: {},
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+ active: { type: Boolean },
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+ ratio: {},
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+ columns: {},
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+ chromaticAberrationOffset: {},
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+ perturbationMap: {},
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+ dtSize: {}
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+ },
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+ setup(i, { expose: e }) {
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+ const t = i, { pass: s, effect: a } = y(() => new V(t), t);
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+ e({ pass: s, effect: a });
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+ const { onBeforeRender: r } = z();
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+ return r(({ invalidate: o }) => o()), m(() => {
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+ const o = () => {
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+ if (t.mode !== void 0)
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+ return t.active === !1 ? Ce.DISABLED : t.mode;
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+ const n = new V(), l = n.mode;
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+ return n.dispose(), l;
239
+ };
240
+ a.value && (a.value.mode = o());
241
+ }), I(
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+ q(t, ["active", "mode", "blendFunction"]),
243
+ a,
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+ () => new V()
245
+ ), () => {
246
+ };
247
+ }
248
+ }), bt = /* @__PURE__ */ p({
249
+ __name: "NoisePmndrs",
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+ props: {
251
+ premultiply: { type: Boolean, default: !1 },
252
+ blendFunction: { default: he.SCREEN }
253
+ },
254
+ setup(i, { expose: e }) {
255
+ const t = i, { pass: s, effect: a } = y(() => new _(t), t);
256
+ e({ pass: s, effect: a });
257
+ const { onBeforeRender: r } = z();
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+ return r(({ invalidate: o }) => o()), I(
259
+ q(t, ["blendFunction"]),
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+ a,
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+ () => new _()
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+ ), () => {
263
+ };
264
+ }
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+ }), St = /* @__PURE__ */ p({
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+ __name: "OutlinePmndrs",
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+ props: {
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+ outlinedObjects: {},
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+ blur: { type: Boolean, default: void 0 },
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+ xRay: { type: Boolean, default: void 0 },
271
+ kernelSize: {},
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+ pulseSpeed: {},
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+ resolutionX: {},
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+ resolutionY: {},
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+ edgeStrength: {},
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+ patternScale: {},
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+ multisampling: {},
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+ blendFunction: {},
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+ patternTexture: {},
280
+ resolutionScale: {},
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+ hiddenEdgeColor: {},
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+ visibleEdgeColor: {}
283
+ },
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+ setup(i, { expose: e }) {
285
+ const t = i, s = (d) => d !== void 0 ? Y(d).getHex() : void 0, { camera: a, scene: r } = S(), o = {
286
+ blur: t.blur,
287
+ xRay: t.xRay,
288
+ kernelSize: t.kernelSize,
289
+ pulseSpeed: t.pulseSpeed,
290
+ resolutionX: t.resolutionX,
291
+ resolutionY: t.resolutionY,
292
+ patternScale: t.patternScale,
293
+ edgeStrength: t.edgeStrength,
294
+ blendFunction: t.blendFunction,
295
+ multisampling: t.multisampling,
296
+ patternTexture: t.patternTexture,
297
+ resolutionScale: t.resolutionScale,
298
+ hiddenEdgeColor: s(t.hiddenEdgeColor),
299
+ visibleEdgeColor: s(t.visibleEdgeColor)
300
+ }, { pass: n, effect: l } = y(() => new $(r.value, a.value, o), t);
301
+ e({ pass: n, effect: l }), D(
302
+ [() => t.outlinedObjects, l],
303
+ // watchEffect is intentionally not used here as it would result in an endless loop
304
+ () => {
305
+ var d;
306
+ (d = l.value) == null || d.selection.set(t.outlinedObjects || []);
307
+ },
308
+ {
309
+ immediate: !0
310
+ }
311
+ );
312
+ const g = O(() => ({
313
+ hiddenEdgeColor: t.hiddenEdgeColor ? Y(t.hiddenEdgeColor) : void 0,
314
+ visibleEdgeColor: t.visibleEdgeColor ? Y(t.visibleEdgeColor) : void 0
315
+ }));
316
+ return F(
317
+ [
318
+ /* some properties are not updated because of different reasons:
319
+ resolutionX - has no setter in OutlineEffect
320
+ resolutionY - has no setter in OutlineEffect
321
+ blendFunction - has no setter in OutlineEffect
322
+ patternTexture - different type in constructor and in setter
323
+ resolutionScale - has no setter in OutlineEffect
324
+ */
325
+ [() => t.blur, "blur"],
326
+ [() => t.xRay, "xRay"],
327
+ [() => t.pulseSpeed, "pulseSpeed"],
328
+ [() => t.kernelSize, "kernelSize"],
329
+ [() => t.edgeStrength, "edgeStrength"],
330
+ [() => t.patternScale, "patternScale"],
331
+ [() => t.multisampling, "multisampling"],
332
+ [() => g.value.hiddenEdgeColor, "hiddenEdgeColor"],
333
+ [() => g.value.visibleEdgeColor, "visibleEdgeColor"]
334
+ ],
335
+ l,
336
+ () => new $()
337
+ ), () => {
338
+ };
339
+ }
340
+ }), At = /* @__PURE__ */ p({
341
+ __name: "PixelationPmndrs",
342
+ props: {
343
+ granularity: {}
344
+ },
345
+ setup(i, { expose: e }) {
346
+ const t = i, { pass: s, effect: a } = y(() => new ee(t.granularity), t);
347
+ return e({ pass: s, effect: a }), I(
348
+ t,
349
+ a,
350
+ () => new ee()
351
+ ), () => {
352
+ };
353
+ }
354
+ }), Tt = /* @__PURE__ */ p({
355
+ __name: "VignettePmndrs",
356
+ props: {
357
+ technique: { default: Ee.DEFAULT },
358
+ blendFunction: { default: he.NORMAL },
359
+ offset: { default: 0.5 },
360
+ darkness: { default: 0.5 }
361
+ },
362
+ setup(i, { expose: e }) {
363
+ const t = i, { pass: s, effect: a } = y(() => new te(t), t);
364
+ return e({ pass: s, effect: a }), I(
365
+ q(t, ["blendFunction"]),
366
+ a,
367
+ () => new te()
368
+ ), () => {
369
+ };
370
+ }
371
+ }), xe = {
372
+ name: "CopyShader",
373
+ uniforms: {
374
+ tDiffuse: { value: null },
375
+ opacity: { value: 1 }
376
+ },
377
+ vertexShader: (
378
+ /* glsl */
379
+ `
380
+
381
+ varying vec2 vUv;
382
+
383
+ void main() {
384
+
385
+ vUv = uv;
386
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
387
+
388
+ }`
389
+ ),
390
+ fragmentShader: (
391
+ /* glsl */
392
+ `
393
+
394
+ uniform float opacity;
395
+
396
+ uniform sampler2D tDiffuse;
397
+
398
+ varying vec2 vUv;
399
+
400
+ void main() {
401
+
402
+ vec4 texel = texture2D( tDiffuse, vUv );
403
+ gl_FragColor = opacity * texel;
404
+
405
+
406
+ }`
407
+ )
408
+ };
409
+ class A {
410
+ constructor() {
411
+ this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
412
+ }
413
+ setSize() {
414
+ }
415
+ render() {
416
+ console.error("THREE.Pass: .render() must be implemented in derived pass.");
417
+ }
418
+ dispose() {
419
+ }
420
+ }
421
+ const _e = new De(-1, 1, 1, -1, 0, 1);
422
+ class $e extends Le {
423
+ constructor() {
424
+ super(), this.setAttribute("position", new se([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)), this.setAttribute("uv", new se([0, 2, 0, 0, 2, 0], 2));
425
+ }
426
+ }
427
+ const et = new $e();
428
+ class C {
429
+ constructor(e) {
430
+ this._mesh = new Pe(et, e);
431
+ }
432
+ dispose() {
433
+ this._mesh.geometry.dispose();
434
+ }
435
+ render(e) {
436
+ e.render(this._mesh, _e);
437
+ }
438
+ get material() {
439
+ return this._mesh.material;
440
+ }
441
+ set material(e) {
442
+ this._mesh.material = e;
443
+ }
444
+ }
445
+ class tt extends A {
446
+ constructor(e, t) {
447
+ super(), this.textureID = t !== void 0 ? t : "tDiffuse", e instanceof x ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = w.clone(e.uniforms), this.material = new x({
448
+ name: e.name !== void 0 ? e.name : "unspecified",
449
+ defines: Object.assign({}, e.defines),
450
+ uniforms: this.uniforms,
451
+ vertexShader: e.vertexShader,
452
+ fragmentShader: e.fragmentShader
453
+ })), this.fsQuad = new C(this.material);
454
+ }
455
+ render(e, t, s) {
456
+ 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));
457
+ }
458
+ dispose() {
459
+ this.material.dispose(), this.fsQuad.dispose();
460
+ }
461
+ }
462
+ class ie extends A {
463
+ constructor(e, t) {
464
+ super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;
465
+ }
466
+ render(e, t, s) {
467
+ const a = e.getContext(), r = e.state;
468
+ r.buffers.color.setMask(!1), r.buffers.depth.setMask(!1), r.buffers.color.setLocked(!0), r.buffers.depth.setLocked(!0);
469
+ let o, n;
470
+ this.inverse ? (o = 0, n = 1) : (o = 1, n = 0), r.buffers.stencil.setTest(!0), r.buffers.stencil.setOp(a.REPLACE, a.REPLACE, a.REPLACE), r.buffers.stencil.setFunc(a.ALWAYS, o, 4294967295), r.buffers.stencil.setClear(n), 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);
471
+ }
472
+ }
473
+ class st extends A {
474
+ constructor() {
475
+ super(), this.needsSwap = !1;
476
+ }
477
+ render(e) {
478
+ e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);
479
+ }
480
+ }
481
+ class at {
482
+ constructor(e, t) {
483
+ if (this.renderer = e, this._pixelRatio = e.getPixelRatio(), t === void 0) {
484
+ const s = e.getSize(new h());
485
+ this._width = s.width, this._height = s.height, t = new M(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: b }), t.texture.name = "EffectComposer.rt1";
486
+ } else
487
+ this._width = t.width, this._height = t.height;
488
+ 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 tt(xe), this.copyPass.material.blending = Be, this.clock = new Re();
489
+ }
490
+ swapBuffers() {
491
+ const e = this.readBuffer;
492
+ this.readBuffer = this.writeBuffer, this.writeBuffer = e;
493
+ }
494
+ addPass(e) {
495
+ this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
496
+ }
497
+ insertPass(e, t) {
498
+ this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
499
+ }
500
+ removePass(e) {
501
+ const t = this.passes.indexOf(e);
502
+ t !== -1 && this.passes.splice(t, 1);
503
+ }
504
+ isLastEnabledPass(e) {
505
+ for (let t = e + 1; t < this.passes.length; t++)
506
+ if (this.passes[t].enabled)
507
+ return !1;
508
+ return !0;
509
+ }
510
+ render(e) {
511
+ e === void 0 && (e = this.clock.getDelta());
512
+ const t = this.renderer.getRenderTarget();
513
+ let s = !1;
514
+ for (let a = 0, r = this.passes.length; a < r; a++) {
515
+ const o = this.passes[a];
516
+ if (o.enabled !== !1) {
517
+ if (o.renderToScreen = this.renderToScreen && this.isLastEnabledPass(a), o.render(this.renderer, this.writeBuffer, this.readBuffer, e, s), o.needsSwap) {
518
+ if (s) {
519
+ const n = this.renderer.getContext(), l = this.renderer.state.buffers.stencil;
520
+ l.setFunc(n.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), l.setFunc(n.EQUAL, 1, 4294967295);
521
+ }
522
+ this.swapBuffers();
523
+ }
524
+ ie !== void 0 && (o instanceof ie ? s = !0 : o instanceof st && (s = !1));
525
+ }
526
+ }
527
+ this.renderer.setRenderTarget(t);
528
+ }
529
+ reset(e) {
530
+ if (e === void 0) {
531
+ const t = this.renderer.getSize(new h());
532
+ 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);
533
+ }
534
+ this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = e, this.renderTarget2 = e.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;
535
+ }
536
+ setSize(e, t) {
537
+ this._width = e, this._height = t;
538
+ const s = this._width * this._pixelRatio, a = this._height * this._pixelRatio;
539
+ this.renderTarget1.setSize(s, a), this.renderTarget2.setSize(s, a);
540
+ for (let r = 0; r < this.passes.length; r++)
541
+ this.passes[r].setSize(s, a);
542
+ }
543
+ setPixelRatio(e) {
544
+ this._pixelRatio = e, this.setSize(this._width, this._height);
545
+ }
546
+ dispose() {
547
+ this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();
548
+ }
549
+ }
550
+ class rt extends A {
551
+ constructor(e, t, s = null, a = null, r = null) {
552
+ 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 X();
553
+ }
554
+ render(e, t, s) {
555
+ const a = e.autoClear;
556
+ e.autoClear = !1;
557
+ let r, o;
558
+ this.overrideMaterial !== null && (o = 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 = o), e.autoClear = a;
559
+ }
560
+ }
561
+ const be = Symbol("effectComposerThree"), wt = /* @__PURE__ */ p({
562
+ __name: "EffectComposer",
563
+ props: {
564
+ enabled: { type: Boolean, default: !0 },
565
+ withoutRenderPass: { type: Boolean }
566
+ },
567
+ setup(i, { expose: e }) {
568
+ const t = i, s = N(null);
569
+ de(be, s), e({ composer: s });
570
+ const { renderer: a, sizes: r, scene: o, camera: n, render: l } = S();
571
+ m(() => {
572
+ var u;
573
+ (u = s.value) == null || u.dispose(), s.value = new at(a.value);
574
+ }), m(() => {
575
+ var W;
576
+ const { width: u, height: T } = r;
577
+ T.value && u.value && ((W = s.value) == null || W.setSize(u.value, T.value));
578
+ });
579
+ const { pixelRatio: d } = me();
580
+ m(() => {
581
+ var u;
582
+ (u = s.value) == null || u.setPixelRatio(d.value);
583
+ }), t.withoutRenderPass || m(() => {
584
+ n.value && o.value && s.value && s.value.addPass(new rt(o.value, n.value));
585
+ });
586
+ const { render: c } = z();
587
+ return c(() => {
588
+ l.frames.value > 0 && s.value && t.enabled && s.value.render(), l.frames.value = l.mode.value === "always" ? 1 : Math.max(0, l.frames.value - 1);
589
+ }), j(() => {
590
+ var u;
591
+ (u = s.value) == null || u.dispose();
592
+ }), (u, T) => ue(u.$slots, "default");
593
+ }
594
+ }), P = (i, e) => {
595
+ const t = ce(be), s = N(i()), { sizes: a, invalidate: r } = S();
596
+ e && D(e, () => r());
597
+ const o = m(() => {
598
+ !(t != null && t.value) || !a.height.value || !a.width.value || (t.value.addPass(s.value), fe(() => o()));
599
+ });
600
+ return j(() => {
601
+ var n;
602
+ (n = t == null ? void 0 : t.value) == null || n.removePass(s.value), s.value.dispose();
603
+ }), { pass: s };
604
+ }, ot = {
605
+ uniforms: {
606
+ tDiffuse: { value: null },
607
+ //diffuse texture
608
+ tDisp: { value: null },
609
+ //displacement texture for digital glitch squares
610
+ byp: { value: 0 },
611
+ //apply the glitch ?
612
+ amount: { value: 0.08 },
613
+ angle: { value: 0.02 },
614
+ seed: { value: 0.02 },
615
+ seed_x: { value: 0.02 },
616
+ //-1,1
617
+ seed_y: { value: 0.02 },
618
+ //-1,1
619
+ distortion_x: { value: 0.5 },
620
+ distortion_y: { value: 0.6 },
621
+ col_s: { value: 0.05 }
622
+ },
623
+ vertexShader: (
624
+ /* glsl */
625
+ `
626
+
627
+ varying vec2 vUv;
628
+ void main() {
629
+ vUv = uv;
630
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
631
+ }`
632
+ ),
633
+ fragmentShader: (
634
+ /* glsl */
635
+ `
636
+
637
+ uniform int byp; //should we apply the glitch ?
638
+
639
+ uniform sampler2D tDiffuse;
640
+ uniform sampler2D tDisp;
641
+
642
+ uniform float amount;
643
+ uniform float angle;
644
+ uniform float seed;
645
+ uniform float seed_x;
646
+ uniform float seed_y;
647
+ uniform float distortion_x;
648
+ uniform float distortion_y;
649
+ uniform float col_s;
650
+
651
+ varying vec2 vUv;
652
+
653
+
654
+ float rand(vec2 co){
655
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
656
+ }
657
+
658
+ void main() {
659
+ if(byp<1) {
660
+ vec2 p = vUv;
661
+ float xs = floor(gl_FragCoord.x / 0.5);
662
+ float ys = floor(gl_FragCoord.y / 0.5);
663
+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
664
+ float disp = texture2D(tDisp, p*seed*seed).r;
665
+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
666
+ if(seed_x>0.){
667
+ p.y = 1. - (p.y + distortion_y);
668
+ }
669
+ else {
670
+ p.y = distortion_y;
671
+ }
672
+ }
673
+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
674
+ if(seed_y>0.){
675
+ p.x=distortion_x;
676
+ }
677
+ else {
678
+ p.x = 1. - (p.x + distortion_x);
679
+ }
680
+ }
681
+ p.x+=disp*seed_x*(seed/5.);
682
+ p.y+=disp*seed_y*(seed/5.);
683
+ //base from RGB shift shader
684
+ vec2 offset = amount * vec2( cos(angle), sin(angle));
685
+ vec4 cr = texture2D(tDiffuse, p + offset);
686
+ vec4 cga = texture2D(tDiffuse, p);
687
+ vec4 cb = texture2D(tDiffuse, p - offset);
688
+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
689
+ //add noise
690
+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
691
+ gl_FragColor = gl_FragColor+ snow;
692
+ }
693
+ else {
694
+ gl_FragColor=texture2D (tDiffuse, vUv);
695
+ }
696
+ }`
697
+ )
698
+ };
699
+ class ne extends A {
700
+ constructor(e = 64) {
701
+ super();
702
+ const t = ot;
703
+ this.uniforms = w.clone(t.uniforms), this.heightMap = this.generateHeightmap(e), this.uniforms.tDisp.value = this.heightMap, this.material = new x({
704
+ uniforms: this.uniforms,
705
+ vertexShader: t.vertexShader,
706
+ fragmentShader: t.fragmentShader
707
+ }), this.fsQuad = new C(this.material), this.goWild = !1, this.curF = 0, this.generateTrigger();
708
+ }
709
+ render(e, t, s) {
710
+ 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 = v.randFloat(-Math.PI, Math.PI), this.uniforms.seed_x.value = v.randFloat(-1, 1), this.uniforms.seed_y.value = v.randFloat(-1, 1), this.uniforms.distortion_x.value = v.randFloat(0, 1), this.uniforms.distortion_y.value = v.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 = v.randFloat(-Math.PI, Math.PI), this.uniforms.distortion_x.value = v.randFloat(0, 1), this.uniforms.distortion_y.value = v.randFloat(0, 1), this.uniforms.seed_x.value = v.randFloat(-0.3, 0.3), this.uniforms.seed_y.value = v.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));
711
+ }
712
+ generateTrigger() {
713
+ this.randX = v.randInt(120, 240);
714
+ }
715
+ generateHeightmap(e) {
716
+ const t = new Float32Array(e * e), s = e * e;
717
+ for (let r = 0; r < s; r++) {
718
+ const o = v.randFloat(0, 1);
719
+ t[r] = o;
720
+ }
721
+ const a = new Ne(t, e, e, Oe, ze);
722
+ return a.needsUpdate = !0, a;
723
+ }
724
+ dispose() {
725
+ this.material.dispose(), this.heightMap.dispose(), this.fsQuad.dispose();
726
+ }
727
+ }
728
+ const Mt = /* @__PURE__ */ p({
729
+ __name: "Glitch",
730
+ props: {
731
+ dtSize: {},
732
+ goWild: { type: Boolean }
733
+ },
734
+ setup(i, { expose: e }) {
735
+ const t = i, { pass: s } = P(() => new ne(t.dtSize), t);
736
+ e({ pass: s });
737
+ const { onBeforeRender: a } = z();
738
+ return a(({ invalidate: r }) => r()), F(
739
+ [[() => t.goWild, "goWild"]],
740
+ s,
741
+ () => new ne()
742
+ ), () => {
743
+ };
744
+ }
745
+ }), G = {
746
+ name: "HalftoneShader",
747
+ uniforms: {
748
+ tDiffuse: { value: null },
749
+ shape: { value: 1 },
750
+ radius: { value: 4 },
751
+ rotateR: { value: Math.PI / 12 * 1 },
752
+ rotateG: { value: Math.PI / 12 * 2 },
753
+ rotateB: { value: Math.PI / 12 * 3 },
754
+ scatter: { value: 0 },
755
+ width: { value: 1 },
756
+ height: { value: 1 },
757
+ blending: { value: 1 },
758
+ blendingMode: { value: 1 },
759
+ greyscale: { value: !1 },
760
+ disable: { value: !1 }
761
+ },
762
+ vertexShader: (
763
+ /* glsl */
764
+ `
765
+
766
+ varying vec2 vUV;
767
+
768
+ void main() {
769
+
770
+ vUV = uv;
771
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
772
+
773
+ }`
774
+ ),
775
+ fragmentShader: (
776
+ /* glsl */
777
+ `
778
+
779
+ #define SQRT2_MINUS_ONE 0.41421356
780
+ #define SQRT2_HALF_MINUS_ONE 0.20710678
781
+ #define PI2 6.28318531
782
+ #define SHAPE_DOT 1
783
+ #define SHAPE_ELLIPSE 2
784
+ #define SHAPE_LINE 3
785
+ #define SHAPE_SQUARE 4
786
+ #define BLENDING_LINEAR 1
787
+ #define BLENDING_MULTIPLY 2
788
+ #define BLENDING_ADD 3
789
+ #define BLENDING_LIGHTER 4
790
+ #define BLENDING_DARKER 5
791
+ uniform sampler2D tDiffuse;
792
+ uniform float radius;
793
+ uniform float rotateR;
794
+ uniform float rotateG;
795
+ uniform float rotateB;
796
+ uniform float scatter;
797
+ uniform float width;
798
+ uniform float height;
799
+ uniform int shape;
800
+ uniform bool disable;
801
+ uniform float blending;
802
+ uniform int blendingMode;
803
+ varying vec2 vUV;
804
+ uniform bool greyscale;
805
+ const int samples = 8;
806
+
807
+ float blend( float a, float b, float t ) {
808
+
809
+ // linear blend
810
+ return a * ( 1.0 - t ) + b * t;
811
+
812
+ }
813
+
814
+ float hypot( float x, float y ) {
815
+
816
+ // vector magnitude
817
+ return sqrt( x * x + y * y );
818
+
819
+ }
820
+
821
+ float rand( vec2 seed ){
822
+
823
+ // get pseudo-random number
824
+ return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );
825
+
826
+ }
827
+
828
+ float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {
829
+
830
+ // apply shape-specific transforms
831
+ float dist = hypot( coord.x - p.x, coord.y - p.y );
832
+ float rad = channel;
833
+
834
+ if ( shape == SHAPE_DOT ) {
835
+
836
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
837
+
838
+ } else if ( shape == SHAPE_ELLIPSE ) {
839
+
840
+ rad = pow( abs( rad ), 1.125 ) * rad_max;
841
+
842
+ if ( dist != 0.0 ) {
843
+ float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );
844
+ dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;
845
+ }
846
+
847
+ } else if ( shape == SHAPE_LINE ) {
848
+
849
+ rad = pow( abs( rad ), 1.5) * rad_max;
850
+ float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;
851
+ dist = hypot( normal.x * dot_p, normal.y * dot_p );
852
+
853
+ } else if ( shape == SHAPE_SQUARE ) {
854
+
855
+ float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;
856
+ float sin_t = abs( sin( theta ) );
857
+ float cos_t = abs( cos( theta ) );
858
+ rad = pow( abs( rad ), 1.4 );
859
+ rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );
860
+
861
+ }
862
+
863
+ return rad - dist;
864
+
865
+ }
866
+
867
+ struct Cell {
868
+
869
+ // grid sample positions
870
+ vec2 normal;
871
+ vec2 p1;
872
+ vec2 p2;
873
+ vec2 p3;
874
+ vec2 p4;
875
+ float samp2;
876
+ float samp1;
877
+ float samp3;
878
+ float samp4;
879
+
880
+ };
881
+
882
+ vec4 getSample( vec2 point ) {
883
+
884
+ // multi-sampled point
885
+ vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );
886
+ float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;
887
+ float step = PI2 / float( samples );
888
+ float dist = radius * 0.66;
889
+
890
+ for ( int i = 0; i < samples; ++i ) {
891
+
892
+ float r = base + step * float( i );
893
+ vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );
894
+ tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );
895
+
896
+ }
897
+
898
+ tex /= float( samples ) + 1.0;
899
+ return tex;
900
+
901
+ }
902
+
903
+ float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {
904
+
905
+ // get colour for given point
906
+ float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;
907
+
908
+ if ( channel == 0 ) {
909
+
910
+ c.samp1 = getSample( c.p1 ).r;
911
+ c.samp2 = getSample( c.p2 ).r;
912
+ c.samp3 = getSample( c.p3 ).r;
913
+ c.samp4 = getSample( c.p4 ).r;
914
+
915
+ } else if (channel == 1) {
916
+
917
+ c.samp1 = getSample( c.p1 ).g;
918
+ c.samp2 = getSample( c.p2 ).g;
919
+ c.samp3 = getSample( c.p3 ).g;
920
+ c.samp4 = getSample( c.p4 ).g;
921
+
922
+ } else {
923
+
924
+ c.samp1 = getSample( c.p1 ).b;
925
+ c.samp3 = getSample( c.p3 ).b;
926
+ c.samp2 = getSample( c.p2 ).b;
927
+ c.samp4 = getSample( c.p4 ).b;
928
+
929
+ }
930
+
931
+ dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );
932
+ dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );
933
+ dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );
934
+ dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );
935
+ res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;
936
+ res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;
937
+ res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;
938
+ res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;
939
+ res = clamp( res, 0.0, 1.0 );
940
+
941
+ return res;
942
+
943
+ }
944
+
945
+ Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {
946
+
947
+ // get containing cell
948
+ Cell c;
949
+
950
+ // calc grid
951
+ vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );
952
+ float threshold = step * 0.5;
953
+ float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );
954
+ float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );
955
+ vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );
956
+ float offset_normal = mod( hypot( offset.x, offset.y ), step );
957
+ float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;
958
+ float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;
959
+ float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );
960
+ float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;
961
+ float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;
962
+
963
+ // get closest corner
964
+ c.normal = n;
965
+ c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;
966
+ c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;
967
+
968
+ // scatter
969
+ if ( scatter != 0.0 ) {
970
+
971
+ float off_mag = scatter * threshold * 0.5;
972
+ float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;
973
+ c.p1.x += cos( off_angle ) * off_mag;
974
+ c.p1.y += sin( off_angle ) * off_mag;
975
+
976
+ }
977
+
978
+ // find corners
979
+ float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );
980
+ float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );
981
+ c.p2.x = c.p1.x - n.x * normal_step;
982
+ c.p2.y = c.p1.y - n.y * normal_step;
983
+ c.p3.x = c.p1.x + n.y * line_step;
984
+ c.p3.y = c.p1.y - n.x * line_step;
985
+ c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;
986
+ c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;
987
+
988
+ return c;
989
+
990
+ }
991
+
992
+ float blendColour( float a, float b, float t ) {
993
+
994
+ // blend colours
995
+ if ( blendingMode == BLENDING_LINEAR ) {
996
+ return blend( a, b, 1.0 - t );
997
+ } else if ( blendingMode == BLENDING_ADD ) {
998
+ return blend( a, min( 1.0, a + b ), t );
999
+ } else if ( blendingMode == BLENDING_MULTIPLY ) {
1000
+ return blend( a, max( 0.0, a * b ), t );
1001
+ } else if ( blendingMode == BLENDING_LIGHTER ) {
1002
+ return blend( a, max( a, b ), t );
1003
+ } else if ( blendingMode == BLENDING_DARKER ) {
1004
+ return blend( a, min( a, b ), t );
1005
+ } else {
1006
+ return blend( a, b, 1.0 - t );
1007
+ }
1008
+
1009
+ }
1010
+
1011
+ void main() {
1012
+
1013
+ if ( ! disable ) {
1014
+
1015
+ // setup
1016
+ vec2 p = vec2( vUV.x * width, vUV.y * height );
1017
+ vec2 origin = vec2( 0, 0 );
1018
+ float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;
1019
+
1020
+ // get channel samples
1021
+ Cell cell_r = getReferenceCell( p, origin, rotateR, radius );
1022
+ Cell cell_g = getReferenceCell( p, origin, rotateG, radius );
1023
+ Cell cell_b = getReferenceCell( p, origin, rotateB, radius );
1024
+ float r = getDotColour( cell_r, p, 0, rotateR, aa );
1025
+ float g = getDotColour( cell_g, p, 1, rotateG, aa );
1026
+ float b = getDotColour( cell_b, p, 2, rotateB, aa );
1027
+
1028
+ // blend with original
1029
+ vec4 colour = texture2D( tDiffuse, vUV );
1030
+ r = blendColour( r, colour.r, blending );
1031
+ g = blendColour( g, colour.g, blending );
1032
+ b = blendColour( b, colour.b, blending );
1033
+
1034
+ if ( greyscale ) {
1035
+ r = g = b = (r + b + g) / 3.0;
1036
+ }
1037
+
1038
+ gl_FragColor = vec4( r, g, b, 1.0 );
1039
+
1040
+ } else {
1041
+
1042
+ gl_FragColor = texture2D( tDiffuse, vUV );
1043
+
1044
+ }
1045
+
1046
+ }`
1047
+ )
1048
+ };
1049
+ class it extends A {
1050
+ constructor(e, t, s) {
1051
+ super(), this.uniforms = w.clone(G.uniforms), this.material = new x({
1052
+ uniforms: this.uniforms,
1053
+ fragmentShader: G.fragmentShader,
1054
+ vertexShader: G.vertexShader
1055
+ }), this.uniforms.width.value = e, this.uniforms.height.value = t;
1056
+ for (const a in s)
1057
+ s.hasOwnProperty(a) && this.uniforms.hasOwnProperty(a) && (this.uniforms[a].value = s[a]);
1058
+ this.fsQuad = new C(this.material);
1059
+ }
1060
+ render(e, t, s) {
1061
+ 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));
1062
+ }
1063
+ setSize(e, t) {
1064
+ this.uniforms.width.value = e, this.uniforms.height.value = t;
1065
+ }
1066
+ dispose() {
1067
+ this.material.dispose(), this.fsQuad.dispose();
1068
+ }
1069
+ }
1070
+ const yt = /* @__PURE__ */ p({
1071
+ __name: "Halftone",
1072
+ props: {
1073
+ shape: {},
1074
+ radius: {},
1075
+ rotateR: {},
1076
+ rotateG: {},
1077
+ rotateB: {},
1078
+ scatter: {},
1079
+ blending: {},
1080
+ greyscale: { type: Boolean },
1081
+ blendingMode: {}
1082
+ },
1083
+ setup(i, { expose: e }) {
1084
+ const t = i, { sizes: s } = S(), a = O(
1085
+ () => Object.fromEntries(
1086
+ Object.entries(t).filter(([o, n]) => n !== void 0)
1087
+ )
1088
+ ), { pass: r } = P(() => new it(
1089
+ s.width.value,
1090
+ s.height.value,
1091
+ a.value
1092
+ ), t);
1093
+ return e({ pass: r }), m(() => {
1094
+ r.value.setSize(s.width.value, s.height.value);
1095
+ }), m(() => {
1096
+ Object.entries(t).forEach(([o, n]) => {
1097
+ o in r.value.uniforms && (r.value.uniforms[o].value = n ?? G.uniforms[o].value);
1098
+ });
1099
+ }), () => {
1100
+ };
1101
+ }
1102
+ });
1103
+ class le extends A {
1104
+ constructor(e, t, s, a = {}) {
1105
+ super(), this.pixelSize = e, this.resolution = new h(), this.renderResolution = new h(), this.pixelatedMaterial = this.createPixelatedMaterial(), this.normalMaterial = new Fe(), this.fsQuad = new C(this.pixelatedMaterial), this.scene = t, this.camera = s, this.normalEdgeStrength = a.normalEdgeStrength || 0.3, this.depthEdgeStrength = a.depthEdgeStrength || 0.4, this.beautyRenderTarget = new M(), this.beautyRenderTarget.texture.minFilter = E, this.beautyRenderTarget.texture.magFilter = E, this.beautyRenderTarget.texture.type = b, this.beautyRenderTarget.depthTexture = new We(), this.normalRenderTarget = new M(), this.normalRenderTarget.texture.minFilter = E, this.normalRenderTarget.texture.magFilter = E, this.normalRenderTarget.texture.type = b;
1106
+ }
1107
+ dispose() {
1108
+ this.beautyRenderTarget.dispose(), this.normalRenderTarget.dispose(), this.pixelatedMaterial.dispose(), this.normalMaterial.dispose(), this.fsQuad.dispose();
1109
+ }
1110
+ setSize(e, t) {
1111
+ this.resolution.set(e, t), this.renderResolution.set(e / this.pixelSize | 0, t / this.pixelSize | 0);
1112
+ const { x: s, y: a } = this.renderResolution;
1113
+ this.beautyRenderTarget.setSize(s, a), this.normalRenderTarget.setSize(s, a), this.fsQuad.material.uniforms.resolution.value.set(s, a, 1 / s, 1 / a);
1114
+ }
1115
+ setPixelSize(e) {
1116
+ this.pixelSize = e, this.setSize(this.resolution.x, this.resolution.y);
1117
+ }
1118
+ render(e, t) {
1119
+ const s = this.fsQuad.material.uniforms;
1120
+ s.normalEdgeStrength.value = this.normalEdgeStrength, s.depthEdgeStrength.value = this.depthEdgeStrength, e.setRenderTarget(this.beautyRenderTarget), e.render(this.scene, this.camera);
1121
+ const a = this.scene.overrideMaterial;
1122
+ 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);
1123
+ }
1124
+ createPixelatedMaterial() {
1125
+ return new x({
1126
+ uniforms: {
1127
+ tDiffuse: { value: null },
1128
+ tDepth: { value: null },
1129
+ tNormal: { value: null },
1130
+ resolution: {
1131
+ value: new Ue(
1132
+ this.renderResolution.x,
1133
+ this.renderResolution.y,
1134
+ 1 / this.renderResolution.x,
1135
+ 1 / this.renderResolution.y
1136
+ )
1137
+ },
1138
+ normalEdgeStrength: { value: 0 },
1139
+ depthEdgeStrength: { value: 0 }
1140
+ },
1141
+ vertexShader: (
1142
+ /* glsl */
1143
+ `
1144
+ varying vec2 vUv;
1145
+
1146
+ void main() {
1147
+
1148
+ vUv = uv;
1149
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1150
+
1151
+ }
1152
+ `
1153
+ ),
1154
+ fragmentShader: (
1155
+ /* glsl */
1156
+ `
1157
+ uniform sampler2D tDiffuse;
1158
+ uniform sampler2D tDepth;
1159
+ uniform sampler2D tNormal;
1160
+ uniform vec4 resolution;
1161
+ uniform float normalEdgeStrength;
1162
+ uniform float depthEdgeStrength;
1163
+ varying vec2 vUv;
1164
+
1165
+ float getDepth(int x, int y) {
1166
+
1167
+ return texture2D( tDepth, vUv + vec2(x, y) * resolution.zw ).r;
1168
+
1169
+ }
1170
+
1171
+ vec3 getNormal(int x, int y) {
1172
+
1173
+ return texture2D( tNormal, vUv + vec2(x, y) * resolution.zw ).rgb * 2.0 - 1.0;
1174
+
1175
+ }
1176
+
1177
+ float depthEdgeIndicator(float depth, vec3 normal) {
1178
+
1179
+ float diff = 0.0;
1180
+ diff += clamp(getDepth(1, 0) - depth, 0.0, 1.0);
1181
+ diff += clamp(getDepth(-1, 0) - depth, 0.0, 1.0);
1182
+ diff += clamp(getDepth(0, 1) - depth, 0.0, 1.0);
1183
+ diff += clamp(getDepth(0, -1) - depth, 0.0, 1.0);
1184
+ return floor(smoothstep(0.01, 0.02, diff) * 2.) / 2.;
1185
+
1186
+ }
1187
+
1188
+ float neighborNormalEdgeIndicator(int x, int y, float depth, vec3 normal) {
1189
+
1190
+ float depthDiff = getDepth(x, y) - depth;
1191
+ vec3 neighborNormal = getNormal(x, y);
1192
+
1193
+ // Edge pixels should yield to faces who's normals are closer to the bias normal.
1194
+ vec3 normalEdgeBias = vec3(1., 1., 1.); // This should probably be a parameter.
1195
+ float normalDiff = dot(normal - neighborNormal, normalEdgeBias);
1196
+ float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
1197
+
1198
+ // Only the shallower pixel should detect the normal edge.
1199
+ float depthIndicator = clamp(sign(depthDiff * .25 + .0025), 0.0, 1.0);
1200
+
1201
+ return (1.0 - dot(normal, neighborNormal)) * depthIndicator * normalIndicator;
1202
+
1203
+ }
1204
+
1205
+ float normalEdgeIndicator(float depth, vec3 normal) {
1206
+
1207
+ float indicator = 0.0;
1208
+
1209
+ indicator += neighborNormalEdgeIndicator(0, -1, depth, normal);
1210
+ indicator += neighborNormalEdgeIndicator(0, 1, depth, normal);
1211
+ indicator += neighborNormalEdgeIndicator(-1, 0, depth, normal);
1212
+ indicator += neighborNormalEdgeIndicator(1, 0, depth, normal);
1213
+
1214
+ return step(0.1, indicator);
1215
+
1216
+ }
1217
+
1218
+ void main() {
1219
+
1220
+ vec4 texel = texture2D( tDiffuse, vUv );
1221
+
1222
+ float depth = 0.0;
1223
+ vec3 normal = vec3(0.0);
1224
+
1225
+ if (depthEdgeStrength > 0.0 || normalEdgeStrength > 0.0) {
1226
+
1227
+ depth = getDepth(0, 0);
1228
+ normal = getNormal(0, 0);
1229
+
1230
+ }
1231
+
1232
+ float dei = 0.0;
1233
+ if (depthEdgeStrength > 0.0)
1234
+ dei = depthEdgeIndicator(depth, normal);
1235
+
1236
+ float nei = 0.0;
1237
+ if (normalEdgeStrength > 0.0)
1238
+ nei = normalEdgeIndicator(depth, normal);
1239
+
1240
+ float Strength = dei > 0.0 ? (1.0 - depthEdgeStrength * dei) : (1.0 + normalEdgeStrength * nei);
1241
+
1242
+ gl_FragColor = texel * Strength;
1243
+
1244
+ }
1245
+ `
1246
+ )
1247
+ });
1248
+ }
1249
+ }
1250
+ const Ct = /* @__PURE__ */ p({
1251
+ __name: "Pixelation",
1252
+ props: {
1253
+ pixelSize: {},
1254
+ depthEdgeStrength: {},
1255
+ normalEdgeStrength: {}
1256
+ },
1257
+ setup(i, { expose: e }) {
1258
+ const t = i, { scene: s, camera: a } = S(), { pass: r } = P(() => new le(t.pixelSize, s.value, a.value), t);
1259
+ return e({ pass: r }), m(() => {
1260
+ r.value.setPixelSize(t.pixelSize);
1261
+ }), F(
1262
+ [
1263
+ [() => t.depthEdgeStrength, "depthEdgeStrength"],
1264
+ [() => t.normalEdgeStrength, "normalEdgeStrength"]
1265
+ ],
1266
+ r,
1267
+ () => new le(1, s.value, a.value)
1268
+ ), () => {
1269
+ };
1270
+ }
1271
+ }), nt = {
1272
+ name: "OutputShader",
1273
+ uniforms: {
1274
+ tDiffuse: { value: null },
1275
+ toneMappingExposure: { value: 1 }
1276
+ },
1277
+ vertexShader: (
1278
+ /* glsl */
1279
+ `
1280
+ precision highp float;
1281
+
1282
+ uniform mat4 modelViewMatrix;
1283
+ uniform mat4 projectionMatrix;
1284
+
1285
+ attribute vec3 position;
1286
+ attribute vec2 uv;
1287
+
1288
+ varying vec2 vUv;
1289
+
1290
+ void main() {
1291
+
1292
+ vUv = uv;
1293
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1294
+
1295
+ }`
1296
+ ),
1297
+ fragmentShader: (
1298
+ /* glsl */
1299
+ `
1300
+
1301
+ precision highp float;
1302
+
1303
+ uniform sampler2D tDiffuse;
1304
+
1305
+ #include <tonemapping_pars_fragment>
1306
+ #include <colorspace_pars_fragment>
1307
+
1308
+ varying vec2 vUv;
1309
+
1310
+ void main() {
1311
+
1312
+ gl_FragColor = texture2D( tDiffuse, vUv );
1313
+
1314
+ // tone mapping
1315
+
1316
+ #ifdef LINEAR_TONE_MAPPING
1317
+
1318
+ gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
1319
+
1320
+ #elif defined( REINHARD_TONE_MAPPING )
1321
+
1322
+ gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
1323
+
1324
+ #elif defined( CINEON_TONE_MAPPING )
1325
+
1326
+ gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
1327
+
1328
+ #elif defined( ACES_FILMIC_TONE_MAPPING )
1329
+
1330
+ gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
1331
+
1332
+ #elif defined( AGX_TONE_MAPPING )
1333
+
1334
+ gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
1335
+
1336
+ #elif defined( NEUTRAL_TONE_MAPPING )
1337
+
1338
+ gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
1339
+
1340
+ #endif
1341
+
1342
+ // color space
1343
+
1344
+ #ifdef SRGB_TRANSFER
1345
+
1346
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
1347
+
1348
+ #endif
1349
+
1350
+ }`
1351
+ )
1352
+ };
1353
+ class lt extends A {
1354
+ constructor() {
1355
+ super();
1356
+ const e = nt;
1357
+ this.uniforms = w.clone(e.uniforms), this.material = new He({
1358
+ name: e.name,
1359
+ uniforms: this.uniforms,
1360
+ vertexShader: e.vertexShader,
1361
+ fragmentShader: e.fragmentShader
1362
+ }), this.fsQuad = new C(this.material), this._outputColorSpace = null, this._toneMapping = null;
1363
+ }
1364
+ render(e, t, s) {
1365
+ 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 = {}, Ge.getTransfer(this._outputColorSpace) === Xe && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === je ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === Ie ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === Ve ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === Ye ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === Qe ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === qe && (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));
1366
+ }
1367
+ dispose() {
1368
+ this.material.dispose(), this.fsQuad.dispose();
1369
+ }
1370
+ }
1371
+ const Et = /* @__PURE__ */ p({
1372
+ __name: "Output",
1373
+ setup(i, { expose: e }) {
1374
+ const { pass: t } = P(() => new lt());
1375
+ return e({ pass: t }), () => {
1376
+ };
1377
+ }
1378
+ }), U = {
1379
+ name: "SMAAEdgesShader",
1380
+ defines: {
1381
+ SMAA_THRESHOLD: "0.1"
1382
+ },
1383
+ uniforms: {
1384
+ tDiffuse: { value: null },
1385
+ resolution: { value: new h(1 / 1024, 1 / 512) }
1386
+ },
1387
+ vertexShader: (
1388
+ /* glsl */
1389
+ `
1390
+
1391
+ uniform vec2 resolution;
1392
+
1393
+ varying vec2 vUv;
1394
+ varying vec4 vOffset[ 3 ];
1395
+
1396
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
1397
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
1398
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
1399
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
1400
+ }
1401
+
1402
+ void main() {
1403
+
1404
+ vUv = uv;
1405
+
1406
+ SMAAEdgeDetectionVS( vUv );
1407
+
1408
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1409
+
1410
+ }`
1411
+ ),
1412
+ fragmentShader: (
1413
+ /* glsl */
1414
+ `
1415
+
1416
+ uniform sampler2D tDiffuse;
1417
+
1418
+ varying vec2 vUv;
1419
+ varying vec4 vOffset[ 3 ];
1420
+
1421
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
1422
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
1423
+
1424
+ // Calculate color deltas:
1425
+ vec4 delta;
1426
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
1427
+
1428
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
1429
+ vec3 t = abs( C - Cleft );
1430
+ delta.x = max( max( t.r, t.g ), t.b );
1431
+
1432
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
1433
+ t = abs( C - Ctop );
1434
+ delta.y = max( max( t.r, t.g ), t.b );
1435
+
1436
+ // We do the usual threshold:
1437
+ vec2 edges = step( threshold, delta.xy );
1438
+
1439
+ // Then discard if there is no edge:
1440
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
1441
+ discard;
1442
+
1443
+ // Calculate right and bottom deltas:
1444
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
1445
+ t = abs( C - Cright );
1446
+ delta.z = max( max( t.r, t.g ), t.b );
1447
+
1448
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
1449
+ t = abs( C - Cbottom );
1450
+ delta.w = max( max( t.r, t.g ), t.b );
1451
+
1452
+ // Calculate the maximum delta in the direct neighborhood:
1453
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
1454
+
1455
+ // Calculate left-left and top-top deltas:
1456
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
1457
+ t = abs( C - Cleftleft );
1458
+ delta.z = max( max( t.r, t.g ), t.b );
1459
+
1460
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
1461
+ t = abs( C - Ctoptop );
1462
+ delta.w = max( max( t.r, t.g ), t.b );
1463
+
1464
+ // Calculate the final maximum delta:
1465
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
1466
+
1467
+ // Local contrast adaptation in action:
1468
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
1469
+
1470
+ return vec4( edges, 0.0, 0.0 );
1471
+ }
1472
+
1473
+ void main() {
1474
+
1475
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
1476
+
1477
+ }`
1478
+ )
1479
+ }, H = {
1480
+ name: "SMAAWeightsShader",
1481
+ defines: {
1482
+ SMAA_MAX_SEARCH_STEPS: "8",
1483
+ SMAA_AREATEX_MAX_DISTANCE: "16",
1484
+ SMAA_AREATEX_PIXEL_SIZE: "( 1.0 / vec2( 160.0, 560.0 ) )",
1485
+ SMAA_AREATEX_SUBTEX_SIZE: "( 1.0 / 7.0 )"
1486
+ },
1487
+ uniforms: {
1488
+ tDiffuse: { value: null },
1489
+ tArea: { value: null },
1490
+ tSearch: { value: null },
1491
+ resolution: { value: new h(1 / 1024, 1 / 512) }
1492
+ },
1493
+ vertexShader: (
1494
+ /* glsl */
1495
+ `
1496
+
1497
+ uniform vec2 resolution;
1498
+
1499
+ varying vec2 vUv;
1500
+ varying vec4 vOffset[ 3 ];
1501
+ varying vec2 vPixcoord;
1502
+
1503
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
1504
+ vPixcoord = texcoord / resolution;
1505
+
1506
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
1507
+ 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
1508
+ 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
1509
+
1510
+ // And these for the searches, they indicate the ends of the loops:
1511
+ 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 );
1512
+
1513
+ }
1514
+
1515
+ void main() {
1516
+
1517
+ vUv = uv;
1518
+
1519
+ SMAABlendingWeightCalculationVS( vUv );
1520
+
1521
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1522
+
1523
+ }`
1524
+ ),
1525
+ fragmentShader: (
1526
+ /* glsl */
1527
+ `
1528
+
1529
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
1530
+
1531
+ uniform sampler2D tDiffuse;
1532
+ uniform sampler2D tArea;
1533
+ uniform sampler2D tSearch;
1534
+ uniform vec2 resolution;
1535
+
1536
+ varying vec2 vUv;
1537
+ varying vec4 vOffset[3];
1538
+ varying vec2 vPixcoord;
1539
+
1540
+ #if __VERSION__ == 100
1541
+ vec2 round( vec2 x ) {
1542
+ return sign( x ) * floor( abs( x ) + 0.5 );
1543
+ }
1544
+ #endif
1545
+
1546
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
1547
+ // Not required if searchTex accesses are set to point:
1548
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
1549
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
1550
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
1551
+ e.r = bias + e.r * scale;
1552
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
1553
+ }
1554
+
1555
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1556
+ /**
1557
+ * @PSEUDO_GATHER4
1558
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
1559
+ * sample between edge, thus fetching four edges in a row.
1560
+ * Sampling with different offsets in each direction allows to disambiguate
1561
+ * which edges are active from the four fetched ones.
1562
+ */
1563
+ vec2 e = vec2( 0.0, 1.0 );
1564
+
1565
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1566
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1567
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
1568
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
1569
+ }
1570
+
1571
+ // We correct the previous (-0.25, -0.125) offset we applied:
1572
+ texcoord.x += 0.25 * resolution.x;
1573
+
1574
+ // The searches are bias by 1, so adjust the coords accordingly:
1575
+ texcoord.x += resolution.x;
1576
+
1577
+ // Disambiguate the length added by the last step:
1578
+ texcoord.x += 2.0 * resolution.x; // Undo last step
1579
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
1580
+
1581
+ return texcoord.x;
1582
+ }
1583
+
1584
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1585
+ vec2 e = vec2( 0.0, 1.0 );
1586
+
1587
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1588
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1589
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
1590
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
1591
+ }
1592
+
1593
+ texcoord.x -= 0.25 * resolution.x;
1594
+ texcoord.x -= resolution.x;
1595
+ texcoord.x -= 2.0 * resolution.x;
1596
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
1597
+
1598
+ return texcoord.x;
1599
+ }
1600
+
1601
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1602
+ vec2 e = vec2( 1.0, 0.0 );
1603
+
1604
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1605
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1606
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
1607
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
1608
+ }
1609
+
1610
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
1611
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
1612
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
1613
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
1614
+
1615
+ return texcoord.y;
1616
+ }
1617
+
1618
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
1619
+ vec2 e = vec2( 1.0, 0.0 );
1620
+
1621
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
1622
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
1623
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
1624
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
1625
+ }
1626
+
1627
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
1628
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
1629
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
1630
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
1631
+
1632
+ return texcoord.y;
1633
+ }
1634
+
1635
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
1636
+ // Rounding prevents precision errors of bilinear filtering:
1637
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
1638
+
1639
+ // We do a scale and bias for mapping to texel space:
1640
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
1641
+
1642
+ // Move to proper place, according to the subpixel offset:
1643
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
1644
+
1645
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
1646
+ }
1647
+
1648
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
1649
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
1650
+
1651
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
1652
+
1653
+ if ( e.g > 0.0 ) { // Edge at north
1654
+ vec2 d;
1655
+
1656
+ // Find the distance to the left:
1657
+ vec2 coords;
1658
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
1659
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
1660
+ d.x = coords.x;
1661
+
1662
+ // Now fetch the left crossing edges, two at a time using bilinear
1663
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
1664
+ // discern what value each edge has:
1665
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
1666
+
1667
+ // Find the distance to the right:
1668
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
1669
+ d.y = coords.x;
1670
+
1671
+ // We want the distances to be in pixel units (doing this here allow to
1672
+ // better interleave arithmetic and memory accesses):
1673
+ d = d / resolution.x - pixcoord.x;
1674
+
1675
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
1676
+ // quadratically:
1677
+ vec2 sqrt_d = sqrt( abs( d ) );
1678
+
1679
+ // Fetch the right crossing edges:
1680
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
1681
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
1682
+
1683
+ // Ok, we know how this pattern looks like, now it is time for getting
1684
+ // the actual area:
1685
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
1686
+ }
1687
+
1688
+ if ( e.r > 0.0 ) { // Edge at west
1689
+ vec2 d;
1690
+
1691
+ // Find the distance to the top:
1692
+ vec2 coords;
1693
+
1694
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
1695
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
1696
+ d.x = coords.y;
1697
+
1698
+ // Fetch the top crossing edges:
1699
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
1700
+
1701
+ // Find the distance to the bottom:
1702
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
1703
+ d.y = coords.y;
1704
+
1705
+ // We want the distances to be in pixel units:
1706
+ d = d / resolution.y - pixcoord.y;
1707
+
1708
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
1709
+ // quadratically:
1710
+ vec2 sqrt_d = sqrt( abs( d ) );
1711
+
1712
+ // Fetch the bottom crossing edges:
1713
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
1714
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
1715
+
1716
+ // Get the area for this direction:
1717
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
1718
+ }
1719
+
1720
+ return weights;
1721
+ }
1722
+
1723
+ void main() {
1724
+
1725
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
1726
+
1727
+ }`
1728
+ )
1729
+ }, Q = {
1730
+ name: "SMAABlendShader",
1731
+ uniforms: {
1732
+ tDiffuse: { value: null },
1733
+ tColor: { value: null },
1734
+ resolution: { value: new h(1 / 1024, 1 / 512) }
1735
+ },
1736
+ vertexShader: (
1737
+ /* glsl */
1738
+ `
1739
+
1740
+ uniform vec2 resolution;
1741
+
1742
+ varying vec2 vUv;
1743
+ varying vec4 vOffset[ 2 ];
1744
+
1745
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
1746
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
1747
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
1748
+ }
1749
+
1750
+ void main() {
1751
+
1752
+ vUv = uv;
1753
+
1754
+ SMAANeighborhoodBlendingVS( vUv );
1755
+
1756
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1757
+
1758
+ }`
1759
+ ),
1760
+ fragmentShader: (
1761
+ /* glsl */
1762
+ `
1763
+
1764
+ uniform sampler2D tDiffuse;
1765
+ uniform sampler2D tColor;
1766
+ uniform vec2 resolution;
1767
+
1768
+ varying vec2 vUv;
1769
+ varying vec4 vOffset[ 2 ];
1770
+
1771
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
1772
+ // Fetch the blending weights for current pixel:
1773
+ vec4 a;
1774
+ a.xz = texture2D( blendTex, texcoord ).xz;
1775
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
1776
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
1777
+
1778
+ // Is there any blending weight with a value greater than 0.0?
1779
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
1780
+ return texture2D( colorTex, texcoord, 0.0 );
1781
+ } else {
1782
+ // Up to 4 lines can be crossing a pixel (one through each edge). We
1783
+ // favor blending by choosing the line with the maximum weight for each
1784
+ // direction:
1785
+ vec2 offset;
1786
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
1787
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
1788
+
1789
+ // Then we go in the direction that has the maximum weight:
1790
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
1791
+ offset.y = 0.0;
1792
+ } else {
1793
+ offset.x = 0.0;
1794
+ }
1795
+
1796
+ // Fetch the opposite color and lerp by hand:
1797
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
1798
+ texcoord += sign( offset ) * resolution;
1799
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
1800
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
1801
+
1802
+ // WebGL port note: Added gamma correction
1803
+ C.xyz = pow(C.xyz, vec3(2.2));
1804
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
1805
+ vec4 mixed = mix(C, Cop, s);
1806
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
1807
+
1808
+ return mixed;
1809
+ }
1810
+ }
1811
+
1812
+ void main() {
1813
+
1814
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
1815
+
1816
+ }`
1817
+ )
1818
+ };
1819
+ class dt extends A {
1820
+ constructor(e, t) {
1821
+ super(), this.edgesRT = new M(e, t, {
1822
+ depthBuffer: !1,
1823
+ type: b
1824
+ }), this.edgesRT.texture.name = "SMAAPass.edges", this.weightsRT = new M(e, t, {
1825
+ depthBuffer: !1,
1826
+ type: b
1827
+ }), this.weightsRT.texture.name = "SMAAPass.weights";
1828
+ const s = this, a = new Image();
1829
+ a.src = this.getAreaTexture(), a.onload = function() {
1830
+ s.areaTexture.needsUpdate = !0;
1831
+ }, this.areaTexture = new ae(), this.areaTexture.name = "SMAAPass.area", this.areaTexture.image = a, this.areaTexture.minFilter = ke, this.areaTexture.generateMipmaps = !1, this.areaTexture.flipY = !1;
1832
+ const r = new Image();
1833
+ r.src = this.getSearchTexture(), r.onload = function() {
1834
+ s.searchTexture.needsUpdate = !0;
1835
+ }, this.searchTexture = new ae(), this.searchTexture.name = "SMAAPass.search", this.searchTexture.image = r, this.searchTexture.magFilter = E, this.searchTexture.minFilter = E, this.searchTexture.generateMipmaps = !1, this.searchTexture.flipY = !1, this.uniformsEdges = w.clone(U.uniforms), this.uniformsEdges.resolution.value.set(1 / e, 1 / t), this.materialEdges = new x({
1836
+ defines: Object.assign({}, U.defines),
1837
+ uniforms: this.uniformsEdges,
1838
+ vertexShader: U.vertexShader,
1839
+ fragmentShader: U.fragmentShader
1840
+ }), this.uniformsWeights = w.clone(H.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 x({
1841
+ defines: Object.assign({}, H.defines),
1842
+ uniforms: this.uniformsWeights,
1843
+ vertexShader: H.vertexShader,
1844
+ fragmentShader: H.fragmentShader
1845
+ }), this.uniformsBlend = w.clone(Q.uniforms), this.uniformsBlend.resolution.value.set(1 / e, 1 / t), this.uniformsBlend.tDiffuse.value = this.weightsRT.texture, this.materialBlend = new x({
1846
+ uniforms: this.uniformsBlend,
1847
+ vertexShader: Q.vertexShader,
1848
+ fragmentShader: Q.fragmentShader
1849
+ }), this.fsQuad = new C(null);
1850
+ }
1851
+ render(e, t, s) {
1852
+ 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));
1853
+ }
1854
+ setSize(e, t) {
1855
+ 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);
1856
+ }
1857
+ getAreaTexture() {
1858
+ return "data:image/png;base64,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";
1859
+ }
1860
+ getSearchTexture() {
1861
+ return "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII=";
1862
+ }
1863
+ dispose() {
1864
+ this.edgesRT.dispose(), this.weightsRT.dispose(), this.areaTexture.dispose(), this.searchTexture.dispose(), this.materialEdges.dispose(), this.materialWeights.dispose(), this.materialBlend.dispose(), this.fsQuad.dispose();
1865
+ }
1866
+ }
1867
+ const Dt = /* @__PURE__ */ p({
1868
+ __name: "SMAA",
1869
+ props: {
1870
+ width: {},
1871
+ height: {}
1872
+ },
1873
+ setup(i, { expose: e }) {
1874
+ const t = i, { sizes: s } = S(), { pixelRatio: a } = me(), r = O(() => t.width ?? s.width.value * a.value), o = O(() => t.height ?? s.height.value * a.value), { pass: n } = P(() => new dt(r.value, o.value), t);
1875
+ return e({ pass: n }), m(() => {
1876
+ n.value.setSize(r.value, o.value);
1877
+ }), () => {
1878
+ };
1879
+ }
1880
+ }), Se = {
1881
+ name: "LuminosityHighPassShader",
1882
+ shaderID: "luminosityHighPass",
1883
+ uniforms: {
1884
+ tDiffuse: { value: null },
1885
+ luminosityThreshold: { value: 1 },
1886
+ smoothWidth: { value: 1 },
1887
+ defaultColor: { value: new X(0) },
1888
+ defaultOpacity: { value: 0 }
1889
+ },
1890
+ vertexShader: (
1891
+ /* glsl */
1892
+ `
1893
+
1894
+ varying vec2 vUv;
1895
+
1896
+ void main() {
1897
+
1898
+ vUv = uv;
1899
+
1900
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
1901
+
1902
+ }`
1903
+ ),
1904
+ fragmentShader: (
1905
+ /* glsl */
1906
+ `
1907
+
1908
+ uniform sampler2D tDiffuse;
1909
+ uniform vec3 defaultColor;
1910
+ uniform float defaultOpacity;
1911
+ uniform float luminosityThreshold;
1912
+ uniform float smoothWidth;
1913
+
1914
+ varying vec2 vUv;
1915
+
1916
+ void main() {
1917
+
1918
+ vec4 texel = texture2D( tDiffuse, vUv );
1919
+
1920
+ float v = luminance( texel.xyz );
1921
+
1922
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
1923
+
1924
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
1925
+
1926
+ gl_FragColor = mix( outputColor, texel, alpha );
1927
+
1928
+ }`
1929
+ )
1930
+ };
1931
+ class L extends A {
1932
+ constructor(e, t, s, a) {
1933
+ super(), this.strength = t !== void 0 ? t : 1, this.radius = s, this.threshold = a, this.resolution = e !== void 0 ? new h(e.x, e.y) : new h(256, 256), this.clearColor = new X(0, 0, 0), this.renderTargetsHorizontal = [], this.renderTargetsVertical = [], this.nMips = 5;
1934
+ let r = Math.round(this.resolution.x / 2), o = Math.round(this.resolution.y / 2);
1935
+ this.renderTargetBright = new M(r, o, { type: b }), this.renderTargetBright.texture.name = "UnrealBloomPass.bright", this.renderTargetBright.texture.generateMipmaps = !1;
1936
+ for (let c = 0; c < this.nMips; c++) {
1937
+ const u = new M(r, o, { type: b });
1938
+ u.texture.name = "UnrealBloomPass.h" + c, u.texture.generateMipmaps = !1, this.renderTargetsHorizontal.push(u);
1939
+ const T = new M(r, o, { type: b });
1940
+ T.texture.name = "UnrealBloomPass.v" + c, T.texture.generateMipmaps = !1, this.renderTargetsVertical.push(T), r = Math.round(r / 2), o = Math.round(o / 2);
1941
+ }
1942
+ const n = Se;
1943
+ this.highPassUniforms = w.clone(n.uniforms), this.highPassUniforms.luminosityThreshold.value = a, this.highPassUniforms.smoothWidth.value = 0.01, this.materialHighPassFilter = new x({
1944
+ uniforms: this.highPassUniforms,
1945
+ vertexShader: n.vertexShader,
1946
+ fragmentShader: n.fragmentShader
1947
+ }), this.separableBlurMaterials = [];
1948
+ const l = [3, 5, 7, 9, 11];
1949
+ r = Math.round(this.resolution.x / 2), o = Math.round(this.resolution.y / 2);
1950
+ for (let c = 0; c < this.nMips; c++)
1951
+ this.separableBlurMaterials.push(this.getSeparableBlurMaterial(l[c])), this.separableBlurMaterials[c].uniforms.invSize.value = new h(1 / r, 1 / o), r = Math.round(r / 2), o = Math.round(o / 2);
1952
+ 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;
1953
+ const g = [1, 0.8, 0.6, 0.4, 0.2];
1954
+ this.compositeMaterial.uniforms.bloomFactors.value = g, this.bloomTintColors = [new R(1, 1, 1), new R(1, 1, 1), new R(1, 1, 1), new R(1, 1, 1), new R(1, 1, 1)], this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors;
1955
+ const d = xe;
1956
+ this.copyUniforms = w.clone(d.uniforms), this.blendMaterial = new x({
1957
+ uniforms: this.copyUniforms,
1958
+ vertexShader: d.vertexShader,
1959
+ fragmentShader: d.fragmentShader,
1960
+ blending: Ke,
1961
+ depthTest: !1,
1962
+ depthWrite: !1,
1963
+ transparent: !0
1964
+ }), this.enabled = !0, this.needsSwap = !1, this._oldClearColor = new X(), this.oldClearAlpha = 1, this.basic = new Ze(), this.fsQuad = new C(null);
1965
+ }
1966
+ dispose() {
1967
+ for (let e = 0; e < this.renderTargetsHorizontal.length; e++)
1968
+ this.renderTargetsHorizontal[e].dispose();
1969
+ for (let e = 0; e < this.renderTargetsVertical.length; e++)
1970
+ this.renderTargetsVertical[e].dispose();
1971
+ this.renderTargetBright.dispose();
1972
+ for (let e = 0; e < this.separableBlurMaterials.length; e++)
1973
+ this.separableBlurMaterials[e].dispose();
1974
+ this.compositeMaterial.dispose(), this.blendMaterial.dispose(), this.basic.dispose(), this.fsQuad.dispose();
1975
+ }
1976
+ setSize(e, t) {
1977
+ let s = Math.round(e / 2), a = Math.round(t / 2);
1978
+ this.renderTargetBright.setSize(s, a);
1979
+ for (let r = 0; r < this.nMips; r++)
1980
+ this.renderTargetsHorizontal[r].setSize(s, a), this.renderTargetsVertical[r].setSize(s, a), this.separableBlurMaterials[r].uniforms.invSize.value = new h(1 / s, 1 / a), s = Math.round(s / 2), a = Math.round(a / 2);
1981
+ }
1982
+ render(e, t, s, a, r) {
1983
+ e.getClearColor(this._oldClearColor), this.oldClearAlpha = e.getClearAlpha();
1984
+ const o = e.autoClear;
1985
+ 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);
1986
+ let n = this.renderTargetBright;
1987
+ for (let l = 0; l < this.nMips; l++)
1988
+ this.fsQuad.material = this.separableBlurMaterials[l], this.separableBlurMaterials[l].uniforms.colorTexture.value = n.texture, this.separableBlurMaterials[l].uniforms.direction.value = L.BlurDirectionX, e.setRenderTarget(this.renderTargetsHorizontal[l]), e.clear(), this.fsQuad.render(e), this.separableBlurMaterials[l].uniforms.colorTexture.value = this.renderTargetsHorizontal[l].texture, this.separableBlurMaterials[l].uniforms.direction.value = L.BlurDirectionY, e.setRenderTarget(this.renderTargetsVertical[l]), e.clear(), this.fsQuad.render(e), n = this.renderTargetsVertical[l];
1989
+ 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 = o;
1990
+ }
1991
+ getSeparableBlurMaterial(e) {
1992
+ const t = [];
1993
+ for (let s = 0; s < e; s++)
1994
+ t.push(0.39894 * Math.exp(-0.5 * s * s / (e * e)) / e);
1995
+ return new x({
1996
+ defines: {
1997
+ KERNEL_RADIUS: e
1998
+ },
1999
+ uniforms: {
2000
+ colorTexture: { value: null },
2001
+ invSize: { value: new h(0.5, 0.5) },
2002
+ // inverse texture size
2003
+ direction: { value: new h(0.5, 0.5) },
2004
+ gaussianCoefficients: { value: t }
2005
+ // precomputed Gaussian coefficients
2006
+ },
2007
+ vertexShader: `varying vec2 vUv;
2008
+ void main() {
2009
+ vUv = uv;
2010
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
2011
+ }`,
2012
+ fragmentShader: `#include <common>
2013
+ varying vec2 vUv;
2014
+ uniform sampler2D colorTexture;
2015
+ uniform vec2 invSize;
2016
+ uniform vec2 direction;
2017
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
2018
+
2019
+ void main() {
2020
+ float weightSum = gaussianCoefficients[0];
2021
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
2022
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
2023
+ float x = float(i);
2024
+ float w = gaussianCoefficients[i];
2025
+ vec2 uvOffset = direction * invSize * x;
2026
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
2027
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
2028
+ diffuseSum += (sample1 + sample2) * w;
2029
+ weightSum += 2.0 * w;
2030
+ }
2031
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
2032
+ }`
2033
+ });
2034
+ }
2035
+ getCompositeMaterial(e) {
2036
+ return new x({
2037
+ defines: {
2038
+ NUM_MIPS: e
2039
+ },
2040
+ uniforms: {
2041
+ blurTexture1: { value: null },
2042
+ blurTexture2: { value: null },
2043
+ blurTexture3: { value: null },
2044
+ blurTexture4: { value: null },
2045
+ blurTexture5: { value: null },
2046
+ bloomStrength: { value: 1 },
2047
+ bloomFactors: { value: null },
2048
+ bloomTintColors: { value: null },
2049
+ bloomRadius: { value: 0 }
2050
+ },
2051
+ vertexShader: `varying vec2 vUv;
2052
+ void main() {
2053
+ vUv = uv;
2054
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
2055
+ }`,
2056
+ fragmentShader: `varying vec2 vUv;
2057
+ uniform sampler2D blurTexture1;
2058
+ uniform sampler2D blurTexture2;
2059
+ uniform sampler2D blurTexture3;
2060
+ uniform sampler2D blurTexture4;
2061
+ uniform sampler2D blurTexture5;
2062
+ uniform float bloomStrength;
2063
+ uniform float bloomRadius;
2064
+ uniform float bloomFactors[NUM_MIPS];
2065
+ uniform vec3 bloomTintColors[NUM_MIPS];
2066
+
2067
+ float lerpBloomFactor(const in float factor) {
2068
+ float mirrorFactor = 1.2 - factor;
2069
+ return mix(factor, mirrorFactor, bloomRadius);
2070
+ }
2071
+
2072
+ void main() {
2073
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
2074
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
2075
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
2076
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
2077
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
2078
+ }`
2079
+ });
2080
+ }
2081
+ }
2082
+ L.BlurDirectionX = new h(1, 0);
2083
+ L.BlurDirectionY = new h(0, 1);
2084
+ const Lt = /* @__PURE__ */ p({
2085
+ __name: "UnrealBloom",
2086
+ props: {
2087
+ radius: { default: 0 },
2088
+ strength: { default: 1 },
2089
+ threshold: { default: 0 }
2090
+ },
2091
+ setup(i, { expose: e }) {
2092
+ const t = i, { sizes: s } = S(), { pass: a } = P(() => new L(
2093
+ new h(s.width.value, s.height.value),
2094
+ t.radius,
2095
+ t.strength,
2096
+ t.threshold
2097
+ ), t);
2098
+ return e({ pass: a }), m(() => {
2099
+ var r;
2100
+ a.value.radius = t.radius ?? ((r = a.value.getCompositeMaterial().uniforms.bloomRadius) == null ? void 0 : r.value) ?? 0.1;
2101
+ }), m(() => {
2102
+ var r;
2103
+ a.value.strength = t.strength ?? ((r = a.value.getCompositeMaterial().uniforms.bloomStrength) == null ? void 0 : r.value) ?? 1;
2104
+ }), m(() => {
2105
+ var r;
2106
+ a.value.threshold = t.threshold ?? ((r = Se.uniforms.luminosityThreshold) == null ? void 0 : r.value) ?? 1;
2107
+ }), () => {
2108
+ };
2109
+ }
2110
+ });
2111
+ export {
2112
+ gt as BloomPmndrs,
2113
+ vt as DepthOfFieldPmndrs,
2114
+ wt as EffectComposer,
2115
+ pt as EffectComposerPmndrs,
2116
+ Mt as Glitch,
2117
+ xt as GlitchPmndrs,
2118
+ yt as Halftone,
2119
+ bt as NoisePmndrs,
2120
+ St as OutlinePmndrs,
2121
+ Et as Output,
2122
+ Ct as Pixelation,
2123
+ At as PixelationPmndrs,
2124
+ Dt as SMAA,
2125
+ Lt as UnrealBloom,
2126
+ Tt as VignettePmndrs,
2127
+ P as useEffect,
2128
+ y as useEffectPmndrs
2129
+ };