@woosh/meep-engine 2.36.15 → 2.36.16

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@@ -11,8 +11,6 @@ import {
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  } from "three";
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  import { Vector2 as ThreeVector2 } from "three/src/math/Vector2.js";
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- const DEPTH_ERROR_MARGIN = 0.0001;
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-
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  const CHUNK_LAMBERT_LIGHTING = `
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  vec3 diffuse = vec3( 1.0 );
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@@ -234,24 +232,32 @@ function make_fragment_shader() {
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  float d_n = 2.0*z - 1.0;
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- float fn = f*n;
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-
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  float z_diff = f - n;
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  float denominator = (f + n - d_n * z_diff );
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-
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- float z_view = (2.0*fn) / denominator;
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+
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+ float z_view = (2.0*f*n) / denominator;
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  return z_view-n;
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  }
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+ float depthToLinear_v2(float z){
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+ float far = cameraFar;
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+ float near = cameraNear;
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+
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+ // perspectiveDepthToViewZ
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+ float view_z = ( near * far ) / ( ( near-far ) * z + far );
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+
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+ return view_z;
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+ }
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+
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  float calculateFade(in float particleDepth, in float sceneDepth){
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  float zFade;
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- float linearParticleDepth = depthToLinear(particleDepth);
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+ float linearParticleDepth = depthToLinear_v2(particleDepth);
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- float linearSceneDepth = depthToLinear(sceneDepth);
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+ float linearSceneDepth = depthToLinear_v2(sceneDepth);
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  float depthDelta = (linearSceneDepth - linearParticleDepth);
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@@ -266,9 +272,9 @@ function make_fragment_shader() {
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  }
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  if(inputDepth <= 0.5){
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- zFade = 0.5 * pow( clamp(2.0*inputDepth, 0.0, 1.0), 2.0);
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+ zFade = 2.0 * pow( clamp(inputDepth, 0.0, 1.0), 2.0);
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  }else{
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- zFade = 1.0 - 0.5 * pow( clamp(2.0*(1.0 - inputDepth), 0.0, 1.0), 2.0);
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+ zFade = 1.0 - 2.0 * pow( clamp(1.0 - inputDepth, 0.0, 1.0), 2.0);
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  }
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  return zFade;
@@ -335,7 +341,7 @@ function make_fragment_shader() {
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  #ifdef DEPTH_READ_ENABLED
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- if(fragmentDepth + ${DEPTH_ERROR_MARGIN} > sceneDepth){
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+ if(fragmentDepth > sceneDepth){
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  discard;
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  }
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package/package.json CHANGED
@@ -5,7 +5,7 @@
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  "productName": "Meep",
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  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
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  "author": "Alexander Goldring",
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- "version": "2.36.15",
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+ "version": "2.36.16",
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  "dependencies": {
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  "gl-matrix": "3.4.3",
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  "fast-levenshtein": "2.0.6",