angular-three-soba 1.12.4 → 1.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/abstractions/lib/billboard/billboard.d.ts +1 -1
- package/abstractions/lib/catmull-rom-line/catmull-rom-line.d.ts +1 -1
- package/abstractions/lib/cubic-bezier-line/cubic-bezier-line.d.ts +1 -1
- package/abstractions/lib/edges/edges.d.ts +2 -2
- package/abstractions/lib/gizmo-helper/gizmo-helper.d.ts +1 -1
- package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +1 -1
- package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +2 -2
- package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.d.ts +1 -1
- package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +1 -1
- package/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +2 -2
- package/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +1 -1
- package/abstractions/lib/line/line-input.d.ts +1 -1
- package/abstractions/lib/line/line.d.ts +1 -1
- package/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.d.ts +1 -1
- package/abstractions/lib/text/text.d.ts +1 -1
- package/abstractions/lib/text-3d/text-3d.d.ts +1 -1
- package/cameras/lib/camera/camera-content.d.ts +1 -1
- package/cameras/lib/camera/camera.d.ts +1 -1
- package/cameras/lib/cube-camera/cube-camera.d.ts +1 -1
- package/cameras/lib/orthographic-camera/orthographic-camera.d.ts +1 -1
- package/controls/lib/orbit-controls/orbit-controls.d.ts +1 -1
- package/esm2022/abstractions/lib/billboard/billboard.mjs +74 -0
- package/esm2022/abstractions/lib/catmull-rom-line/catmull-rom-line.mjs +120 -0
- package/esm2022/abstractions/lib/cubic-bezier-line/cubic-bezier-line.mjs +99 -0
- package/esm2022/abstractions/lib/edges/edges.mjs +96 -0
- package/esm2022/abstractions/lib/gizmo-helper/gizmo-helper.mjs +213 -0
- package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +92 -0
- package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +184 -0
- package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.mjs +46 -0
- package/{esm2020 → esm2022}/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +8 -7
- package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +195 -0
- package/{esm2020 → esm2022}/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +8 -7
- package/esm2022/abstractions/lib/line/line-input.mjs +76 -0
- package/esm2022/abstractions/lib/line/line.mjs +133 -0
- package/esm2022/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.mjs +128 -0
- package/esm2022/abstractions/lib/text/text.mjs +115 -0
- package/esm2022/abstractions/lib/text-3d/text-3d.mjs +145 -0
- package/esm2022/cameras/lib/camera/camera-content.mjs +21 -0
- package/esm2022/cameras/lib/camera/camera.mjs +75 -0
- package/esm2022/cameras/lib/cube-camera/cube-camera.mjs +131 -0
- package/esm2022/cameras/lib/orthographic-camera/orthographic-camera.mjs +93 -0
- package/{esm2020 → esm2022}/cameras/lib/perspective-camera/perspective-camera.mjs +8 -7
- package/esm2022/controls/lib/orbit-controls/orbit-controls.mjs +147 -0
- package/esm2022/loaders/index.mjs +6 -0
- package/esm2022/loaders/lib/cube-texture-loader/cube-texture-loader.mjs +10 -0
- package/esm2022/loaders/lib/loader/loader.mjs +134 -0
- package/esm2022/materials/lib/mesh-distort-material/mesh-distort-material.mjs +75 -0
- package/esm2022/materials/lib/mesh-reflector-material/mesh-reflector-material.mjs +328 -0
- package/esm2022/materials/lib/mesh-refraction-material/mesh-refraction-material.mjs +158 -0
- package/esm2022/materials/lib/mesh-transmission-material/mesh-transmission-material.mjs +238 -0
- package/esm2022/materials/lib/mesh-wobble-material/mesh-wobble-material.mjs +68 -0
- package/esm2022/misc/lib/bake-shadows/bake-shadows.mjs +26 -0
- package/esm2022/performance/lib/adaptive/adaptive-dpr.mjs +47 -0
- package/esm2022/performance/lib/adaptive/adaptive-events.mjs +37 -0
- package/esm2022/performance/lib/detailed/detailed.mjs +54 -0
- package/esm2022/performance/lib/stats/stats.mjs +80 -0
- package/esm2022/shaders/lib/blur-pass/blur-pass.mjs +61 -0
- package/esm2022/staging/lib/accumulative-shadows/accumulative-shadows.mjs +249 -0
- package/esm2022/staging/lib/accumulative-shadows/randomized-lights.mjs +201 -0
- package/{esm2020 → esm2022}/staging/lib/bounds/bounds.mjs +8 -7
- package/esm2022/staging/lib/camera-shake/camera-shake.mjs +122 -0
- package/esm2022/staging/lib/caustics/caustics.mjs +364 -0
- package/esm2022/staging/lib/center/center.mjs +143 -0
- package/esm2022/staging/lib/cloud/cloud.mjs +160 -0
- package/esm2022/staging/lib/contact-shadows/contact-shadows.mjs +228 -0
- package/esm2022/staging/lib/environment/environment-cube.mjs +41 -0
- package/esm2022/staging/lib/environment/environment-ground.mjs +67 -0
- package/esm2022/staging/lib/environment/environment-inputs.mjs +87 -0
- package/esm2022/staging/lib/environment/environment-map.mjs +39 -0
- package/esm2022/staging/lib/environment/environment-portal.mjs +111 -0
- package/{esm2020 → esm2022}/staging/lib/environment/environment.mjs +13 -11
- package/esm2022/staging/lib/float/float.mjs +77 -0
- package/esm2022/staging/lib/sky/sky.mjs +109 -0
- package/esm2022/staging/lib/sparkles/sparkles.mjs +210 -0
- package/esm2022/staging/lib/spot-light/shadow-mesh-input.mjs +51 -0
- package/esm2022/staging/lib/spot-light/spot-light-input.mjs +62 -0
- package/esm2022/staging/lib/spot-light/spot-light-shadow-no-shader.mjs +74 -0
- package/esm2022/staging/lib/spot-light/spot-light-shadow-shader.mjs +126 -0
- package/{esm2020 → esm2022}/staging/lib/spot-light/spot-light-shadow.mjs +8 -7
- package/esm2022/staging/lib/spot-light/spot-light.mjs +117 -0
- package/esm2022/staging/lib/spot-light/volumetric-mesh.mjs +86 -0
- package/{esm2020 → esm2022}/staging/lib/stage/stage.mjs +13 -11
- package/esm2022/staging/lib/stars/stars.mjs +140 -0
- package/{fesm2020 → fesm2022}/angular-three-soba-abstractions.mjs +89 -89
- package/{fesm2015 → fesm2022}/angular-three-soba-abstractions.mjs.map +1 -1
- package/{fesm2015 → fesm2022}/angular-three-soba-cameras.mjs +21 -21
- package/{fesm2015 → fesm2022}/angular-three-soba-cameras.mjs.map +1 -1
- package/{fesm2020 → fesm2022}/angular-three-soba-controls.mjs +5 -5
- package/fesm2022/angular-three-soba-controls.mjs.map +1 -0
- package/{fesm2020 → fesm2022}/angular-three-soba-loaders.mjs +15 -8
- package/fesm2022/angular-three-soba-loaders.mjs.map +1 -0
- package/{fesm2020 → fesm2022}/angular-three-soba-materials.mjs +25 -25
- package/fesm2022/angular-three-soba-materials.mjs.map +1 -0
- package/{fesm2020 → fesm2022}/angular-three-soba-misc.mjs +3 -3
- package/{fesm2020 → fesm2022}/angular-three-soba-misc.mjs.map +1 -1
- package/{fesm2020 → fesm2022}/angular-three-soba-performance.mjs +14 -14
- package/{fesm2020 → fesm2022}/angular-three-soba-performance.mjs.map +1 -1
- package/{fesm2020 → fesm2022}/angular-three-soba-shaders.mjs +2 -2
- package/fesm2022/angular-three-soba-shaders.mjs.map +1 -0
- package/{fesm2020 → fesm2022}/angular-three-soba-staging.mjs +139 -139
- package/{fesm2020 → fesm2022}/angular-three-soba-staging.mjs.map +1 -1
- package/loaders/index.d.ts +1 -0
- package/loaders/lib/cube-texture-loader/cube-texture-loader.d.ts +3 -0
- package/loaders/lib/loader/loader.d.ts +1 -1
- package/materials/lib/mesh-distort-material/mesh-distort-material.d.ts +8 -3
- package/materials/lib/mesh-reflector-material/mesh-reflector-material.d.ts +1 -1
- package/materials/lib/mesh-refraction-material/mesh-refraction-material.d.ts +1 -1
- package/materials/lib/mesh-transmission-material/mesh-transmission-material.d.ts +1 -1
- package/materials/lib/mesh-wobble-material/mesh-wobble-material.d.ts +1 -1
- package/package.json +43 -68
- package/performance/lib/adaptive/adaptive-dpr.d.ts +1 -1
- package/performance/lib/detailed/detailed.d.ts +1 -1
- package/performance/lib/stats/stats.d.ts +1 -1
- package/plugin/package.json +1 -1
- package/plugin/src/generators/init/compat.js +1 -1
- package/plugin/src/generators/init/compat.js.map +1 -1
- package/plugin/src/generators/init/init.d.ts +1 -1
- package/plugin/src/generators/init/init.js +1 -1
- package/plugin/src/generators/init/init.js.map +1 -1
- package/staging/lib/accumulative-shadows/accumulative-shadows.d.ts +2 -2
- package/staging/lib/accumulative-shadows/randomized-lights.d.ts +1 -1
- package/staging/lib/bounds/bounds.d.ts +1 -1
- package/staging/lib/camera-shake/camera-shake.d.ts +1 -1
- package/staging/lib/caustics/caustics.d.ts +2 -2
- package/staging/lib/center/center.d.ts +1 -1
- package/staging/lib/cloud/cloud.d.ts +1 -1
- package/staging/lib/contact-shadows/contact-shadows.d.ts +1 -1
- package/staging/lib/environment/environment-inputs.d.ts +1 -1
- package/staging/lib/float/float.d.ts +1 -1
- package/staging/lib/sky/sky.d.ts +1 -1
- package/staging/lib/sparkles/sparkles.d.ts +2 -2
- package/staging/lib/spot-light/shadow-mesh-input.d.ts +1 -1
- package/staging/lib/spot-light/spot-light-input.d.ts +1 -1
- package/staging/lib/spot-light/spot-light-shadow-no-shader.d.ts +1 -1
- package/staging/lib/spot-light/spot-light-shadow-shader.d.ts +1 -1
- package/staging/lib/spot-light/spot-light.d.ts +1 -1
- package/staging/lib/spot-light/volumetric-mesh.d.ts +1 -1
- package/staging/lib/stage/stage.d.ts +2 -2
- package/staging/lib/stars/stars.d.ts +2 -2
- package/esm2020/abstractions/lib/billboard/billboard.mjs +0 -73
- package/esm2020/abstractions/lib/catmull-rom-line/catmull-rom-line.mjs +0 -119
- package/esm2020/abstractions/lib/cubic-bezier-line/cubic-bezier-line.mjs +0 -98
- package/esm2020/abstractions/lib/edges/edges.mjs +0 -95
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-helper.mjs +0 -211
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +0 -91
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +0 -182
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.mjs +0 -45
- package/esm2020/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +0 -193
- package/esm2020/abstractions/lib/line/line-input.mjs +0 -75
- package/esm2020/abstractions/lib/line/line.mjs +0 -132
- package/esm2020/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.mjs +0 -127
- package/esm2020/abstractions/lib/text/text.mjs +0 -114
- package/esm2020/abstractions/lib/text-3d/text-3d.mjs +0 -144
- package/esm2020/cameras/lib/camera/camera-content.mjs +0 -20
- package/esm2020/cameras/lib/camera/camera.mjs +0 -74
- package/esm2020/cameras/lib/cube-camera/cube-camera.mjs +0 -130
- package/esm2020/cameras/lib/orthographic-camera/orthographic-camera.mjs +0 -92
- package/esm2020/controls/lib/orbit-controls/orbit-controls.mjs +0 -146
- package/esm2020/loaders/index.mjs +0 -5
- package/esm2020/loaders/lib/loader/loader.mjs +0 -133
- package/esm2020/materials/lib/mesh-distort-material/mesh-distort-material.mjs +0 -74
- package/esm2020/materials/lib/mesh-reflector-material/mesh-reflector-material.mjs +0 -327
- package/esm2020/materials/lib/mesh-refraction-material/mesh-refraction-material.mjs +0 -157
- package/esm2020/materials/lib/mesh-transmission-material/mesh-transmission-material.mjs +0 -237
- package/esm2020/materials/lib/mesh-wobble-material/mesh-wobble-material.mjs +0 -67
- package/esm2020/misc/lib/bake-shadows/bake-shadows.mjs +0 -25
- package/esm2020/performance/lib/adaptive/adaptive-dpr.mjs +0 -46
- package/esm2020/performance/lib/adaptive/adaptive-events.mjs +0 -36
- package/esm2020/performance/lib/detailed/detailed.mjs +0 -53
- package/esm2020/performance/lib/stats/stats.mjs +0 -79
- package/esm2020/shaders/lib/blur-pass/blur-pass.mjs +0 -61
- package/esm2020/staging/lib/accumulative-shadows/accumulative-shadows.mjs +0 -247
- package/esm2020/staging/lib/accumulative-shadows/randomized-lights.mjs +0 -199
- package/esm2020/staging/lib/camera-shake/camera-shake.mjs +0 -121
- package/esm2020/staging/lib/caustics/caustics.mjs +0 -363
- package/esm2020/staging/lib/center/center.mjs +0 -142
- package/esm2020/staging/lib/cloud/cloud.mjs +0 -159
- package/esm2020/staging/lib/contact-shadows/contact-shadows.mjs +0 -227
- package/esm2020/staging/lib/environment/environment-cube.mjs +0 -40
- package/esm2020/staging/lib/environment/environment-ground.mjs +0 -66
- package/esm2020/staging/lib/environment/environment-inputs.mjs +0 -86
- package/esm2020/staging/lib/environment/environment-map.mjs +0 -38
- package/esm2020/staging/lib/environment/environment-portal.mjs +0 -110
- package/esm2020/staging/lib/float/float.mjs +0 -76
- package/esm2020/staging/lib/sky/sky.mjs +0 -108
- package/esm2020/staging/lib/sparkles/sparkles.mjs +0 -209
- package/esm2020/staging/lib/spot-light/shadow-mesh-input.mjs +0 -50
- package/esm2020/staging/lib/spot-light/spot-light-input.mjs +0 -61
- package/esm2020/staging/lib/spot-light/spot-light-shadow-no-shader.mjs +0 -73
- package/esm2020/staging/lib/spot-light/spot-light-shadow-shader.mjs +0 -125
- package/esm2020/staging/lib/spot-light/spot-light.mjs +0 -116
- package/esm2020/staging/lib/spot-light/volumetric-mesh.mjs +0 -85
- package/esm2020/staging/lib/stars/stars.mjs +0 -139
- package/fesm2015/angular-three-soba-abstractions.mjs +0 -2048
- package/fesm2015/angular-three-soba-controls.mjs +0 -153
- package/fesm2015/angular-three-soba-controls.mjs.map +0 -1
- package/fesm2015/angular-three-soba-loaders.mjs +0 -222
- package/fesm2015/angular-three-soba-loaders.mjs.map +0 -1
- package/fesm2015/angular-three-soba-materials.mjs +0 -851
- package/fesm2015/angular-three-soba-materials.mjs.map +0 -1
- package/fesm2015/angular-three-soba-misc.mjs +0 -148
- package/fesm2015/angular-three-soba-misc.mjs.map +0 -1
- package/fesm2015/angular-three-soba-performance.mjs +0 -210
- package/fesm2015/angular-three-soba-performance.mjs.map +0 -1
- package/fesm2015/angular-three-soba-shaders.mjs +0 -1239
- package/fesm2015/angular-three-soba-shaders.mjs.map +0 -1
- package/fesm2015/angular-three-soba-staging.mjs +0 -3772
- package/fesm2015/angular-three-soba-staging.mjs.map +0 -1
- package/fesm2020/angular-three-soba-abstractions.mjs.map +0 -1
- package/fesm2020/angular-three-soba-cameras.mjs +0 -347
- package/fesm2020/angular-three-soba-cameras.mjs.map +0 -1
- package/fesm2020/angular-three-soba-controls.mjs.map +0 -1
- package/fesm2020/angular-three-soba-loaders.mjs.map +0 -1
- package/fesm2020/angular-three-soba-materials.mjs.map +0 -1
- package/fesm2020/angular-three-soba-shaders.mjs.map +0 -1
- package/fesm2020/angular-three-soba.mjs +0 -6
- package/fesm2020/angular-three-soba.mjs.map +0 -1
- /package/{esm2020 → esm2022}/abstractions/angular-three-soba-abstractions.mjs +0 -0
- /package/{esm2020 → esm2022}/abstractions/index.mjs +0 -0
- /package/{esm2020 → esm2022}/abstractions/lib/gizmo-helper/gizmo-viewcube/constants.mjs +0 -0
- /package/{esm2020 → esm2022}/angular-three-soba.mjs +0 -0
- /package/{esm2020 → esm2022}/cameras/angular-three-soba-cameras.mjs +0 -0
- /package/{esm2020 → esm2022}/cameras/index.mjs +0 -0
- /package/{esm2020 → esm2022}/controls/angular-three-soba-controls.mjs +0 -0
- /package/{esm2020 → esm2022}/controls/index.mjs +0 -0
- /package/{esm2020 → esm2022}/index.mjs +0 -0
- /package/{esm2020 → esm2022}/loaders/angular-three-soba-loaders.mjs +0 -0
- /package/{esm2020 → esm2022}/loaders/lib/gltf-loader/gltf-loader.mjs +0 -0
- /package/{esm2020 → esm2022}/loaders/lib/progress/progress.mjs +0 -0
- /package/{esm2020 → esm2022}/loaders/lib/texture-loader/texture-loader.mjs +0 -0
- /package/{esm2020 → esm2022}/materials/angular-three-soba-materials.mjs +0 -0
- /package/{esm2020 → esm2022}/materials/index.mjs +0 -0
- /package/{esm2020 → esm2022}/misc/angular-three-soba-misc.mjs +0 -0
- /package/{esm2020 → esm2022}/misc/index.mjs +0 -0
- /package/{esm2020 → esm2022}/misc/lib/animations/animations.mjs +0 -0
- /package/{esm2020 → esm2022}/misc/lib/depth-buffer/depth-buffer.mjs +0 -0
- /package/{esm2020 → esm2022}/misc/lib/fbo/fbo.mjs +0 -0
- /package/{esm2020 → esm2022}/performance/angular-three-soba-performance.mjs +0 -0
- /package/{esm2020 → esm2022}/performance/index.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/angular-three-soba-shaders.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/index.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/caustics-material/caustics-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/caustics-projection-material/caustics-projection-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/convolution-material/convolution-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/discard-material/discard-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/mesh-distort-material/mesh-distort-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/mesh-reflector-material/mesh-reflector-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/mesh-refraction-material/mesh-refraction-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/mesh-transmission-material/mesh-transmission-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/mesh-wobble-material/mesh-wobble-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/shader-material/shader-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/soft-shadow-material/soft-shadow-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/spot-light-material/spot-light-material.mjs +0 -0
- /package/{esm2020 → esm2022}/shaders/lib/star-field-material/star-field-material.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/angular-three-soba-staging.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/index.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/lib/accumulative-shadows/progressive-light-map.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/lib/environment/assets.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/lib/environment/utils.mjs +0 -0
- /package/{esm2020 → esm2022}/staging/lib/spot-light/common.mjs +0 -0
- /package/{fesm2015 → fesm2022}/angular-three-soba.mjs +0 -0
- /package/{fesm2015 → fesm2022}/angular-three-soba.mjs.map +0 -0
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{"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/angular-three-soba/materials/src/lib/mesh-distort-material/mesh-distort-material.ts","../../../../libs/angular-three-soba/materials/src/lib/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/angular-three-soba/materials/src/lib/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/angular-three-soba/materials/src/lib/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/angular-three-soba/materials/src/lib/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/angular-three-soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import { Component, CUSTOM_ELEMENTS_SCHEMA, inject, Input } from '@angular/core';\nimport { injectBeforeRender, injectNgtRef, NgtArgs, NgtRxStore } from 'angular-three';\nimport { MeshDistortMaterial, NGTS_DISTORT_MATERIAL_SHADER } from 'angular-three-soba/shaders';\n\n@Component({\n selector: 'ngts-mesh-distort-material',\n standalone: true,\n template: `\n <ngt-primitive\n *args=\"[material]\"\n [ref]=\"materialRef\"\n [time]=\"get('time')\"\n [distort]=\"get('distort')\"\n [radius]=\"get('radius')\"\n ngtCompound\n attach=\"material\"\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshDistortMaterial extends NgtRxStore {\n readonly MeshDistortMaterial = inject(NGTS_DISTORT_MATERIAL_SHADER);\n\n readonly material = new this.MeshDistortMaterial();\n\n @Input() materialRef = injectNgtRef<InstanceType<MeshDistortMaterial>>();\n\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n @Input() set distort(distort: number) {\n this.set({ distort });\n }\n\n @Input() set radius(radius: number) {\n this.set({ radius });\n }\n\n @Input() set speed(speed: number) {\n this.set({ speed });\n }\n\n override initialize(): void {\n super.initialize();\n this.set({ speed: 1, time: 0, distort: 0.4, radius: 1 });\n }\n\n constructor() {\n super();\n injectBeforeRender(({ clock }) => {\n this.material.time = clock.getElapsedTime() * this.get('speed');\n });\n }\n}\n","import { NgIf } from '@angular/common';\nimport { Component, CUSTOM_ELEMENTS_SCHEMA, inject, Input } from '@angular/core';\nimport {\n extend,\n getLocalState,\n injectBeforeRender,\n injectNgtRef,\n NgtArgs,\n NgtPush,\n NgtRenderState,\n NgtRxStore,\n NgtStore,\n startWithUndefined,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/shaders';\nimport { combineLatest, debounceTime, map } from 'rxjs';\nimport * as THREE from 'three';\n\nextend({ MeshReflectorMaterial });\n\n@Component({\n selector: 'ngts-mesh-reflector-material',\n standalone: true,\n template: `\n <ngt-mesh-reflector-material\n ngtCompound\n attach=\"material\"\n *ngIf=\"defines$ | ngtPush as defines\"\n [ref]=\"materialRef\"\n [defines]=\"defines\"\n [mirror]=\"reflectorProps.mirror\"\n [textureMatrix]=\"reflectorProps.textureMatrix\"\n [mixBlur]=\"reflectorProps.mixBlur\"\n [tDiffuse]=\"reflectorProps.tDiffuse\"\n [tDepth]=\"reflectorProps.tDepth\"\n [tDiffuseBlur]=\"reflectorProps.tDiffuseBlur\"\n [hasBlur]=\"reflectorProps.hasBlur\"\n [mixStrength]=\"reflectorProps.mixStrength\"\n [minDepthThreshold]=\"reflectorProps.minDepthThreshold\"\n [maxDepthThreshold]=\"reflectorProps.maxDepthThreshold\"\n [depthScale]=\"reflectorProps.depthScale\"\n [depthToBlurRatioBias]=\"reflectorProps.depthToBlurRatioBias\"\n [distortion]=\"reflectorProps.distortion\"\n [distortionMap]=\"reflectorProps.distortionMap\"\n [mixContrast]=\"reflectorProps.mixContrast\"\n >\n <ng-content />\n </ngt-mesh-reflector-material>\n `,\n imports: [NgtArgs, NgtPush, NgIf],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshReflectorMaterial extends NgtRxStore {\n @Input() materialRef = injectNgtRef<MeshReflectorMaterial>();\n\n @Input() set resolution(resolution: number) {\n this.set({ resolution });\n }\n\n @Input() set mixBlur(mixBlur: number) {\n this.set({ mixBlur });\n }\n\n @Input() set mixStrength(mixStrength: number) {\n this.set({ mixStrength });\n }\n\n @Input() set blur(blur: [number, number] | number) {\n this.set({ blur });\n }\n\n @Input() set mirror(mirror: number) {\n this.set({ mirror });\n }\n\n @Input() set minDepthThreshold(minDepthThreshold: number) {\n this.set({ minDepthThreshold });\n }\n\n @Input() set maxDepthThreshold(maxDepthThreshold: number) {\n this.set({ maxDepthThreshold });\n }\n\n @Input() set depthScale(depthScale: number) {\n this.set({ depthScale });\n }\n\n @Input() set depthToBlurRatioBias(depthToBlurRatioBias: number) {\n this.set({ depthToBlurRatioBias });\n }\n\n @Input() set distortionMap(distortionMap: THREE.Texture) {\n this.set({ distortionMap });\n }\n\n @Input() set distortion(distortion: number) {\n this.set({ distortion });\n }\n\n @Input() set mixContrast(mixContrast: number) {\n this.set({ mixContrast });\n }\n\n @Input() set reflectorOffset(reflectorOffset: number) {\n this.set({ reflectorOffset });\n }\n\n readonly defines$ = this.select('reflectorEntities', 'reflectorProps', 'defines').pipe(debounceTime(0));\n\n get reflectorProps() {\n return this.get('reflectorEntities', 'reflectorProps');\n }\n\n private readonly store = inject(NgtStore);\n\n private readonly reflectorPlane = new THREE.Plane();\n private readonly normal = new THREE.Vector3();\n private readonly reflectorWorldPosition = new THREE.Vector3();\n private readonly cameraWorldPosition = new THREE.Vector3();\n private readonly rotationMatrix = new THREE.Matrix4();\n private readonly lookAtPosition = new THREE.Vector3(0, 0, -1);\n private readonly clipPlane = new THREE.Vector4();\n private readonly view = new THREE.Vector3();\n private readonly target = new THREE.Vector3();\n private readonly q = new THREE.Vector4();\n private readonly textureMatrix = new THREE.Matrix4();\n private readonly virtualCamera = new THREE.PerspectiveCamera();\n\n override initialize(): void {\n super.initialize();\n this.set({\n mixBlur: 0,\n mixStrength: 1,\n resolution: 256,\n blur: [0, 0],\n minDepthThreshold: 0.9,\n maxDepthThreshold: 1,\n depthScale: 0,\n depthToBlurRatioBias: 0.25,\n mirror: 0,\n distortion: 1,\n mixContrast: 1,\n reflectorOffset: 0,\n });\n }\n\n constructor() {\n super();\n\n this.connect(\n 'normalizedBlur',\n this.select('blur').pipe(map((blur) => (Array.isArray(blur) ? blur : [blur, blur])))\n );\n this.connect('hasBlur', this.select('normalizedBlur').pipe(map(([x, y]) => x + y > 0)));\n this.connect(\n 'reflectorEntities',\n combineLatest([\n this.store.select('gl'),\n this.select('normalizedBlur'),\n this.select('resolution'),\n this.select('mirror'),\n this.select('hasBlur'),\n this.select('mixBlur'),\n this.select('mixStrength'),\n this.select('minDepthThreshold'),\n this.select('maxDepthThreshold'),\n this.select('depthScale'),\n this.select('depthToBlurRatioBias'),\n this.select('distortion'),\n this.select('distortionMap').pipe(startWithUndefined()),\n this.select('mixContrast'),\n ]).pipe(\n map(\n ([\n gl,\n blur,\n resolution,\n mirror,\n hasBlur,\n mixBlur,\n mixStrength,\n minDepthThreshold,\n maxDepthThreshold,\n depthScale,\n depthToBlurRatioBias,\n distortion,\n distortionMap,\n mixContrast,\n ]) => {\n const parameters = {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n encoding: gl.outputEncoding,\n type: THREE.HalfFloatType,\n };\n const fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n fbo1.depthBuffer = true;\n fbo1.depthTexture = new THREE.DepthTexture(resolution, resolution);\n fbo1.depthTexture.format = THREE.DepthFormat;\n fbo1.depthTexture.type = THREE.UnsignedShortType;\n\n const fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n const blurPass = new BlurPass({\n gl,\n resolution,\n width: blur[0],\n height: blur[1],\n minDepthThreshold,\n maxDepthThreshold,\n depthScale,\n depthToBlurRatioBias,\n });\n const reflectorProps = {\n mirror,\n textureMatrix: this.textureMatrix,\n mixBlur,\n tDiffuse: fbo1.texture,\n tDepth: fbo1.depthTexture,\n tDiffuseBlur: fbo2.texture,\n hasBlur,\n mixStrength,\n minDepthThreshold,\n maxDepthThreshold,\n depthScale,\n depthToBlurRatioBias,\n distortion,\n distortionMap,\n mixContrast,\n defines: {\n USE_BLUR: hasBlur ? '' : undefined,\n USE_DEPTH: depthScale > 0 ? '' : undefined,\n USE_DISTORTION: distortionMap ? '' : undefined,\n },\n };\n\n return { fbo1, fbo2, blurPass, reflectorProps };\n }\n )\n )\n );\n\n injectBeforeRender(this.onBeforeRender.bind(this));\n }\n\n private beforeRender(state: NgtRenderState) {\n const parent = getLocalState(this.materialRef.nativeElement).parent;\n if (!parent) return;\n\n const { camera } = state;\n\n this.reflectorWorldPosition.setFromMatrixPosition(parent.matrixWorld);\n this.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);\n this.rotationMatrix.extractRotation(parent.matrixWorld);\n this.normal.set(0, 0, 1);\n this.normal.applyMatrix4(this.rotationMatrix);\n this.reflectorWorldPosition.addScaledVector(this.normal, this.get('reflectorOffset'));\n this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);\n // Avoid rendering when reflector is facing away\n if (this.view.dot(this.normal) > 0) return;\n this.view.reflect(this.normal).negate();\n this.view.add(this.reflectorWorldPosition);\n this.rotationMatrix.extractRotation(camera.matrixWorld);\n this.lookAtPosition.set(0, 0, -1);\n this.lookAtPosition.applyMatrix4(this.rotationMatrix);\n this.lookAtPosition.add(this.cameraWorldPosition);\n this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);\n this.target.reflect(this.normal).negate();\n this.target.add(this.reflectorWorldPosition);\n this.virtualCamera.position.copy(this.view);\n this.virtualCamera.up.set(0, 1, 0);\n this.virtualCamera.up.applyMatrix4(this.rotationMatrix);\n this.virtualCamera.up.reflect(this.normal);\n this.virtualCamera.lookAt(this.target);\n this.virtualCamera.far = camera.far; // Used in WebGLBackground\n this.virtualCamera.updateMatrixWorld();\n this.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);\n // Update the texture matrix\n this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\n this.textureMatrix.multiply(this.virtualCamera.projectionMatrix);\n this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);\n this.textureMatrix.multiply(parent.matrixWorld);\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);\n this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);\n this.clipPlane.set(\n this.reflectorPlane.normal.x,\n this.reflectorPlane.normal.y,\n this.reflectorPlane.normal.z,\n this.reflectorPlane.constant\n );\n const projectionMatrix = this.virtualCamera.projectionMatrix;\n this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];\n this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];\n this.q.z = -1.0;\n this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];\n // Calculate the scaled plane vector\n this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = this.clipPlane.x;\n projectionMatrix.elements[6] = this.clipPlane.y;\n projectionMatrix.elements[10] = this.clipPlane.z + 1.0;\n projectionMatrix.elements[14] = this.clipPlane.w;\n }\n\n private onBeforeRender(state: NgtRenderState) {\n if (!this.materialRef.nativeElement) return;\n const parent = getLocalState(this.materialRef.nativeElement).parent;\n if (!parent) return;\n\n const { gl, scene } = state;\n const { hasBlur } = this.get();\n const { fbo1, fbo2, blurPass } = this.get('reflectorEntities');\n\n if (fbo1 && fbo2 && blurPass) {\n parent.visible = false;\n const currentXrEnabled = gl.xr.enabled;\n const currentShadowAutoUpdate = gl.shadowMap.autoUpdate;\n this.beforeRender(state);\n gl.xr.enabled = false;\n gl.shadowMap.autoUpdate = false;\n gl.setRenderTarget(fbo1);\n gl.state.buffers.depth.setMask(true);\n if (!gl.autoClear) gl.clear();\n gl.render(scene, this.virtualCamera);\n if (hasBlur) blurPass.render(gl, fbo1, fbo2);\n gl.xr.enabled = currentXrEnabled;\n gl.shadowMap.autoUpdate = currentShadowAutoUpdate;\n parent.visible = true;\n gl.setRenderTarget(null);\n }\n }\n}\n","import { NgIf } from '@angular/common';\nimport { Component, CUSTOM_ELEMENTS_SCHEMA, inject, Input, OnInit } from '@angular/core';\nimport { extend, getLocalState, injectBeforeRender, injectNgtRef, NgtPush, NgtRxStore, NgtStore } from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { combineLatest, map } from 'rxjs';\nimport { MeshBVH, SAH } from 'three-mesh-bvh';\n\nextend({ MeshRefractionMaterial });\n\nconst isCubeTexture = (def: THREE.CubeTexture | THREE.Texture): def is THREE.CubeTexture =>\n def && (def as THREE.CubeTexture).isCubeTexture;\n\n@Component({\n selector: 'ngts-mesh-refraction-material',\n standalone: true,\n template: `\n <ngt-mesh-refraction-material\n *ngIf=\"defines$ | ngtPush as defines\"\n [ref]=\"materialRef\"\n [defines]=\"defines\"\n [resolution]=\"get('resolution')\"\n [aberrationStrength]=\"get('aberrationStrength')\"\n [envMap]=\"get('envMap')\"\n [bounces]=\"get('bounces')\"\n [ior]=\"get('ior')\"\n [fresnel]=\"get('fresnel')\"\n [color]=\"get('color')\"\n [fastChroma]=\"get('fastChroma')\"\n ngtCompound\n attach=\"material\"\n >\n <ng-content />\n </ngt-mesh-refraction-material>\n `,\n imports: [NgtPush, NgIf],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshRefractionMaterial extends NgtRxStore implements OnInit {\n @Input() materialRef = injectNgtRef<InstanceType<typeof MeshRefractionMaterial>>();\n /** Environment map */\n @Input() set envMap(envMap: THREE.CubeTexture | THREE.Texture) {\n this.set({ envMap });\n }\n /** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n @Input() set bounces(bounces: number) {\n this.set({ bounces });\n }\n /** Refraction index, 2.4 */\n @Input() set ior(ior: number) {\n this.set({ ior });\n }\n /** Fresnel (strip light), 0 */\n @Input() set fresnel(fresnel: number) {\n this.set({ fresnel });\n }\n /** RGB shift intensity, can be expensive, 0 */\n @Input() set aberrationStrength(aberrationStrength: number) {\n this.set({ aberrationStrength });\n }\n /** Color, white */\n @Input() set color(color: THREE.ColorRepresentation) {\n this.set({ color });\n }\n /** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n @Input() set fastChroma(fastChroma: boolean) {\n this.set({ fastChroma });\n }\n\n readonly defines$ = this.select('defines');\n\n private readonly store = inject(NgtStore);\n\n override initialize(): void {\n super.initialize();\n this.set({\n aberrationStrength: 0,\n fastChroma: true,\n });\n }\n\n constructor() {\n super();\n this.connect(\n 'defines',\n combineLatest([this.select('aberrationStrength'), this.select('fastChroma'), this.select('envMap')]).pipe(\n map(([aberrationStrength, fastChroma, envMap]) => {\n const temp = {} as { [key: string]: string };\n // Sampler2D and SamplerCube need different defines\n const isCubeMap = isCubeTexture(envMap);\n const w = (isCubeMap ? envMap.image[0]?.width : envMap.image.width) ?? 1024;\n const cubeSize = w / 4;\n const _lodMax = Math.floor(Math.log2(cubeSize));\n const _cubeSize = Math.pow(2, _lodMax);\n const width = 3 * Math.max(_cubeSize, 16 * 7);\n const height = 4 * _cubeSize;\n if (isCubeMap) temp['ENVMAP_TYPE_CUBEM'] = '';\n temp['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n temp['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n temp['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n // Add defines from chromatic aberration\n if (aberrationStrength > 0) temp['CHROMATIC_ABERRATIONS'] = '';\n if (fastChroma) temp['FAST_CHROMA'] = '';\n return temp;\n })\n )\n );\n this.connect('resolution', this.store.select('size').pipe(map((size) => [size.width, size.height])));\n\n injectBeforeRender(({ camera }) => {\n if (this.materialRef.nativeElement) {\n (this.materialRef.nativeElement as any)!.viewMatrixInverse = camera.matrixWorld;\n (this.materialRef.nativeElement as any)!.projectionMatrixInverse = camera.projectionMatrixInverse;\n }\n });\n }\n\n ngOnInit() {\n this.setupGeometry();\n }\n\n private setupGeometry() {\n this.hold(this.materialRef.$, (material) => {\n const geometry = getLocalState(material).parent?.geometry;\n if (geometry) {\n (material as any).bvh.updateFrom(\n new MeshBVH(geometry.toNonIndexed(), { lazyGeneration: false, strategy: SAH } as any)\n );\n }\n });\n }\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n extend,\n getLocalState,\n injectBeforeRender,\n injectNgtRef,\n NgtAnyRecord,\n NgtArgs,\n NgtRxStore,\n} from 'angular-three';\nimport { injectNgtsFBO } from 'angular-three-soba/misc';\nimport { DiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/shaders';\nimport { combineLatest, map } from 'rxjs';\nimport * as THREE from 'three';\n\nextend({ MeshTransmissionMaterial });\n\n@Component({\n selector: 'ngts-mesh-transmission-material',\n standalone: true,\n template: `\n <ngt-mesh-transmission-material\n *args=\"[get('samples'), get('transmissionSampler')]\"\n ngtCompound\n [ref]=\"materialRef\"\n [buffer]=\"get('buffer') || fboMainRef.nativeElement?.texture\"\n [_transmission]=\"get('transmission')\"\n [transmission]=\"get('transmissionSampler') ? get('transmission') : 0\"\n [thickness]=\"get('thickness')\"\n [side]=\"get('side')\"\n [anisotropy]=\"get('anisotropy')\"\n [roughness]=\"get('roughness')\"\n [chromaticAberration]=\"get('chromaticAberration')\"\n [distortion]=\"get('distortion')\"\n [distortionScale]=\"get('distortionScale')\"\n [temporalDistortion]=\"get('temporalDistortion')\"\n [time]=\"get('time')\"\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshTranmissionMaterial extends NgtRxStore {\n @Input() materialRef = injectNgtRef<\n MeshTransmissionMaterial & {\n time: number;\n buffer?: THREE.Texture;\n }\n >();\n /** transmissionSampler, you can use the threejs transmission sampler texture that is\n * generated once for all transmissive materials. The upside is that it can be faster if you\n * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n * using this can't see other transparent or transmissive objects, default: false */\n @Input() set transmissionSampler(transmissionSampler: boolean) {\n this.set({ transmissionSampler });\n }\n /** Render the backside of the material (more cost, better results), default: false */\n @Input() set backside(backside: boolean) {\n this.set({ backside });\n }\n /** Backside thickness (when backside is true), default: 0 */\n @Input() set backsideThickness(backsideThickness: number) {\n this.set({ backsideThickness });\n }\n /** Resolution of the local buffer, default: undefined (fullscreen) */\n @Input() set resolution(resolution: number) {\n this.set({ resolution });\n }\n /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n @Input() set backsideResolution(backsideResolution: number) {\n this.set({ backsideResolution });\n }\n /** Refraction samples, default: 10 */\n @Input() set samples(samples: number) {\n this.set({ samples });\n }\n /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n @Input() set background(background: THREE.Texture | THREE.Color) {\n this.set({ background });\n }\n /* Transmission, default: 1 */\n @Input() set transmission(transmission: number) {\n this.set({ transmission });\n }\n /* Thickness (refraction), default: 0 */\n @Input() set thickness(thickness: number) {\n this.set({ thickness });\n }\n /* Roughness (blur), default: 0 */\n @Input() set roughness(roughness: number) {\n this.set({ roughness });\n }\n /* Chromatic aberration, default: 0.03 */\n @Input() set chromaticAberration(chromaticAberration: number) {\n this.set({ chromaticAberration });\n }\n /* Anisotropy, default: 0.1 */\n @Input() set anisotropy(anisotropy: number) {\n this.set({ anisotropy });\n }\n /* Distortion, default: 0 */\n @Input() set distortion(distortion: number) {\n this.set({ distortion });\n }\n /* Distortion scale, default: 0.5 */\n @Input() set distortionScale(distortionScale: number) {\n this.set({ distortionScale });\n }\n /* Temporal distortion (speed of movement), default: 0.0 */\n @Input() set temporalDistortion(temporalDistortion: number) {\n this.set({ temporalDistortion });\n }\n /** The scene rendered into a texture (use it to share a texture between materials), default: null */\n @Input() set buffer(buffer: THREE.Texture) {\n this.set({ buffer });\n }\n /** Internals */\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n readonly discardMaterial = new DiscardMaterial();\n readonly fboBackRef = injectNgtsFBO(() =>\n combineLatest([this.select('backsideResolution'), this.select('resolution')]).pipe(\n map(([backsideResolution, resolution]) => backsideResolution || resolution)\n )\n );\n readonly fboMainRef = injectNgtsFBO(() => this.select('resolution'));\n\n override initialize(): void {\n super.initialize();\n this.set({\n transmissionSampler: false,\n backside: false,\n side: THREE.FrontSide,\n transmission: 1,\n thickness: 0,\n backsideThickness: 0,\n samples: 10,\n roughness: 0,\n anisotropy: 0.1,\n chromaticAberration: 0.03,\n distortion: 0,\n distortionScale: 0.5,\n temporalDistortion: 0.0,\n buffer: null,\n });\n }\n\n constructor() {\n super();\n let oldBg: THREE.Scene['background'];\n let oldTone: THREE.WebGLRenderer['toneMapping'];\n let parent: THREE.Object3D;\n\n injectBeforeRender((state) => {\n const { transmissionSampler, background, backside, backsideThickness, thickness, side } = this.get();\n\n this.materialRef.nativeElement.time = state.clock.getElapsedTime();\n // Render only if the buffer matches the built-in and no transmission sampler is set\n if (\n this.materialRef.nativeElement.buffer === this.fboMainRef.nativeElement.texture &&\n !transmissionSampler\n ) {\n parent = getLocalState(this.materialRef.nativeElement).parent as THREE.Object3D;\n if (parent) {\n // Save defaults\n oldTone = state.gl.toneMapping;\n oldBg = state.scene.background;\n\n // Switch off tonemapping lest it double tone maps\n // Save the current background and set the HDR as the new BG\n // Use discardmaterial, the parent will be invisible, but it's shadows will still be cast\n state.gl.toneMapping = THREE.NoToneMapping;\n if (background) state.scene.background = background;\n (parent as NgtAnyRecord)['material'] = this.discardMaterial;\n\n if (backside) {\n // Render into the backside buffer\n state.gl.setRenderTarget(this.fboBackRef.nativeElement);\n state.gl.render(state.scene, state.camera);\n // And now prepare the material for the main render using the backside buffer\n (parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n (parent as NgtAnyRecord)['material'].buffer = this.fboBackRef.nativeElement.texture;\n (parent as NgtAnyRecord)['material'].thickness = backsideThickness;\n (parent as NgtAnyRecord)['material'].side = THREE.BackSide;\n }\n\n // Render into the main buffer\n state.gl.setRenderTarget(this.fboMainRef.nativeElement);\n state.gl.render(state.scene, state.camera);\n\n (parent as NgtAnyRecord)['material'].thickness = thickness;\n (parent as NgtAnyRecord)['material'].side = side;\n (parent as NgtAnyRecord)['material'].buffer = this.fboMainRef.nativeElement.texture;\n\n // Set old state back\n state.scene.background = oldBg;\n state.gl.setRenderTarget(null);\n (parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n state.gl.toneMapping = oldTone;\n }\n }\n });\n }\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport { extend, injectBeforeRender, injectNgtRef, NgtArgs, NgtRxStore } from 'angular-three';\nimport { MeshWobbleMaterial } from 'angular-three-soba/shaders';\n\nextend({ MeshWobbleMaterial });\n\n@Component({\n selector: 'ngts-mesh-wobble-material',\n standalone: true,\n template: `\n <ngt-primitive\n *args=\"[material]\"\n [ref]=\"materialRef\"\n [time]=\"get('time')\"\n [factor]=\"get('factor')\"\n attach=\"material\"\n ngtCompound\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshWobbleMaterial extends NgtRxStore {\n readonly material = new MeshWobbleMaterial();\n\n @Input() materialRef = injectNgtRef<MeshWobbleMaterial>();\n\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n @Input() set factor(factor: number) {\n this.set({ factor });\n }\n\n @Input() set speed(speed: number) {\n this.set({ speed });\n }\n\n override initialize(): void {\n super.initialize();\n this.set({ speed: 1, time: 0, factor: 1 });\n }\n\n constructor() {\n super();\n injectBeforeRender(({ clock }) => {\n this.material.time = clock.getElapsedTime() * this.get('speed');\n });\n }\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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@@ -67,10 +67,10 @@ class NgtsBakeShadows extends NgtRxStore {
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static { this.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsBakeShadows, deps: null, target: i0.ɵɵFactoryTarget.Directive }); }
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static { this.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "16.0.0", type: NgtsBakeShadows, isStandalone: true, selector: "ngts-bake-shadows", usesInheritance: true, ngImport: i0 }); }
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NgtsBakeShadows.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "15.2.5", type: NgtsBakeShadows, isStandalone: true, selector: "ngts-bake-shadows", usesInheritance: true, ngImport: i0 });
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.2.5", ngImport: i0, type: NgtsBakeShadows, decorators: [{
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsBakeShadows, decorators: [{
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{"version":3,"file":"angular-three-soba-misc.mjs","sources":["../../../../libs/angular-three-soba/misc/src/lib/animations/animations.ts","../../../../libs/angular-three-soba/misc/src/lib/bake-shadows/bake-shadows.ts","../../../../libs/angular-three-soba/misc/src/lib/fbo/fbo.ts","../../../../libs/angular-three-soba/misc/src/lib/depth-buffer/depth-buffer.ts","../../../../libs/angular-three-soba/misc/src/angular-three-soba-misc.ts"],"sourcesContent":["import { injectBeforeRender, injectNgtDestroy, injectNgtRef, NgtInjectedRef } from 'angular-three';\nimport { map, Observable, switchMap, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\nimport { AnimationClip } from 'three';\n\ntype Api = {\n ref: NgtInjectedRef<THREE.Object3D>;\n clips: THREE.AnimationClip[];\n mixer: THREE.AnimationMixer;\n names: string[];\n actions: Record<string, THREE.AnimationAction>;\n};\n\nexport function injectNgtsAnimations(\n animations$: Observable<AnimationClip[]>,\n ref?: NgtInjectedRef<THREE.Object3D> | THREE.Object3D\n): Api {\n let actualRef = injectNgtRef<THREE.Object3D>();\n\n if (ref) {\n if (ref instanceof THREE.Object3D) {\n actualRef.nativeElement = ref;\n } else {\n actualRef = ref;\n }\n }\n\n const mixer = new THREE.AnimationMixer(null!);\n const actions = {} as Record<string, THREE.AnimationAction>;\n let cached = {} as Record<string, THREE.AnimationAction>;\n\n const clips = [] as THREE.AnimationClip[];\n const names = [] as string[];\n\n const { destroy$ } = injectNgtDestroy(() => {\n // clear cached\n cached = {};\n // uncache actions\n Object.values(actions).forEach((action) => {\n if (actualRef.nativeElement) {\n mixer.uncacheAction(action as unknown as THREE.AnimationClip, actualRef.nativeElement);\n }\n });\n // stop all actions\n mixer.stopAllAction();\n });\n\n injectBeforeRender(({ delta }) => mixer.update(delta));\n\n actualRef.$.pipe(takeUntil(destroy$))\n .pipe(switchMap((object) => animations$.pipe(map((animations) => [object, animations] as const))))\n .subscribe(([object, animations]) => {\n for (let i = 0; i < animations.length; i++) {\n const clip = animations[i];\n\n names.push(clip.name);\n clips.push(clip);\n\n Object.defineProperty(actions, clip.name, {\n enumerable: true,\n get: () => {\n return cached[clip.name] || (cached[clip.name] = mixer.clipAction(clip, object));\n },\n });\n\n if (i === 0) {\n actions[clip.name].play();\n }\n }\n });\n\n return { ref: actualRef, actions, mixer, names, clips };\n}\n","import { Directive, inject, OnInit } from '@angular/core';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-bake-shadows', standalone: true })\nexport class NgtsBakeShadows extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n\n ngOnInit() {\n this.effect(this.store.select('gl'), (gl) => {\n gl.shadowMap.autoUpdate = false;\n gl.shadowMap.needsUpdate = true;\n\n return () => {\n gl.shadowMap.autoUpdate = gl.shadowMap.needsUpdate = true;\n };\n });\n }\n}\n","import { inject } from '@angular/core';\nimport { injectNgtDestroy, injectNgtRef, NgtStore, safeDetectChanges } from 'angular-three';\nimport { isObservable, Observable, of, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\n\ninterface FBOSettings extends THREE.WebGLRenderTargetOptions {\n /** Defines the count of MSAA samples. Can only be used with WebGL 2. Default: 0 */\n samples?: number;\n /** If set, the scene depth will be rendered into buffer.depthTexture. Default: false */\n depth?: boolean;\n}\n\nexport interface NgtsFBOParams {\n width?: number | FBOSettings;\n height?: number;\n settings?: FBOSettings;\n}\n\nexport function injectNgtsFBO(\n paramsFactory: (defaultParams: Partial<NgtsFBOParams>) => NgtsFBOParams | Observable<NgtsFBOParams>\n) {\n const store = inject(NgtStore);\n const targetRef = injectNgtRef<THREE.WebGLRenderTarget>();\n const { destroy$, cdr } = injectNgtDestroy(() => {\n targetRef.nativeElement?.dispose();\n });\n const params = paramsFactory({});\n const params$ = isObservable(params) ? params : of(params);\n\n params$.pipe(takeUntil(destroy$)).subscribe(({ width, height, settings }) => {\n const { gl, size, viewport } = store.get();\n const _width = typeof width === 'number' ? width : size.width * viewport.dpr;\n const _height = typeof height === 'number' ? height : size.height * viewport.dpr;\n const _settings = (typeof width === 'number' ? settings : (width as FBOSettings)) || {};\n\n const { samples = 0, depth, ...targetSettings } = _settings;\n\n if (!targetRef.nativeElement) {\n const target = new THREE.WebGLRenderTarget(_width, _height, {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n encoding: gl.outputEncoding,\n type: THREE.HalfFloatType,\n ...targetSettings,\n });\n if (depth) target.depthTexture = new THREE.DepthTexture(_width, _height, THREE.FloatType);\n\n target.samples = samples;\n targetRef.nativeElement = target;\n }\n\n targetRef.nativeElement.setSize(_width, _height);\n if (samples) targetRef.nativeElement.samples = samples;\n safeDetectChanges(cdr);\n });\n\n return targetRef;\n}\n","import { inject } from '@angular/core';\nimport { injectBeforeRender, injectNgtDestroy, injectNgtRef, NgtStore } from 'angular-three';\nimport { combineLatest, isObservable, map, Observable, of, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\nimport { injectNgtsFBO } from '../fbo/fbo';\n\nexport interface NgtsDepthBufferParams {\n size: number;\n frames: number;\n}\n\nexport function injectNgtsDepthBuffer(\n paramsFactory: (\n defaultParams: Partial<NgtsDepthBufferParams>\n ) => NgtsDepthBufferParams | Observable<NgtsDepthBufferParams> = (params) => params as NgtsDepthBufferParams\n) {\n const depthBufferRef = injectNgtRef<THREE.DepthTexture>();\n\n const store = inject(NgtStore);\n const { destroy$ } = injectNgtDestroy();\n\n const params = paramsFactory({ size: 256, frames: Infinity });\n const params$ = isObservable(params) ? params : of(params);\n\n let rawParams = { size: 256, frames: Infinity };\n\n const fbo = injectNgtsFBO(() => {\n return combineLatest([params$, store.select('size'), store.select('viewport', 'dpr')]).pipe(\n map(([params, size, dpr]) => {\n rawParams = params;\n const w = params.size || size.width * dpr;\n const h = params.size || size.height * dpr;\n const depthTexture = new THREE.DepthTexture(w, h);\n depthTexture.format = THREE.DepthFormat;\n depthTexture.type = THREE.UnsignedShortType;\n const depthConfig = { depthTexture };\n\n return { width: w, height: h, settings: depthConfig };\n })\n );\n });\n\n let count = 0;\n injectBeforeRender(({ gl, scene, camera }) => {\n if ((rawParams.frames === Infinity || count < rawParams.frames) && fbo.nativeElement) {\n gl.setRenderTarget(fbo.nativeElement);\n gl.render(scene, camera);\n gl.setRenderTarget(null);\n count++;\n }\n });\n\n fbo.$.pipe(takeUntil(destroy$)).subscribe((fbo) => {\n depthBufferRef.nativeElement = fbo.depthTexture;\n });\n\n return depthBufferRef;\n}\n","/**\n * Generated bundle index. 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{"version":3,"file":"angular-three-soba-misc.mjs","sources":["../../../../libs/angular-three-soba/misc/src/lib/animations/animations.ts","../../../../libs/angular-three-soba/misc/src/lib/bake-shadows/bake-shadows.ts","../../../../libs/angular-three-soba/misc/src/lib/fbo/fbo.ts","../../../../libs/angular-three-soba/misc/src/lib/depth-buffer/depth-buffer.ts","../../../../libs/angular-three-soba/misc/src/angular-three-soba-misc.ts"],"sourcesContent":["import { injectBeforeRender, injectNgtDestroy, injectNgtRef, NgtInjectedRef } from 'angular-three';\nimport { map, Observable, switchMap, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\nimport { AnimationClip } from 'three';\n\ntype Api = {\n ref: NgtInjectedRef<THREE.Object3D>;\n clips: THREE.AnimationClip[];\n mixer: THREE.AnimationMixer;\n names: string[];\n actions: Record<string, THREE.AnimationAction>;\n};\n\nexport function injectNgtsAnimations(\n animations$: Observable<AnimationClip[]>,\n ref?: NgtInjectedRef<THREE.Object3D> | THREE.Object3D\n): Api {\n let actualRef = injectNgtRef<THREE.Object3D>();\n\n if (ref) {\n if (ref instanceof THREE.Object3D) {\n actualRef.nativeElement = ref;\n } else {\n actualRef = ref;\n }\n }\n\n const mixer = new THREE.AnimationMixer(null!);\n const actions = {} as Record<string, THREE.AnimationAction>;\n let cached = {} as Record<string, THREE.AnimationAction>;\n\n const clips = [] as THREE.AnimationClip[];\n const names = [] as string[];\n\n const { destroy$ } = injectNgtDestroy(() => {\n // clear cached\n cached = {};\n // uncache actions\n Object.values(actions).forEach((action) => {\n if (actualRef.nativeElement) {\n mixer.uncacheAction(action as unknown as THREE.AnimationClip, actualRef.nativeElement);\n }\n });\n // stop all actions\n mixer.stopAllAction();\n });\n\n injectBeforeRender(({ delta }) => mixer.update(delta));\n\n actualRef.$.pipe(takeUntil(destroy$))\n .pipe(switchMap((object) => animations$.pipe(map((animations) => [object, animations] as const))))\n .subscribe(([object, animations]) => {\n for (let i = 0; i < animations.length; i++) {\n const clip = animations[i];\n\n names.push(clip.name);\n clips.push(clip);\n\n Object.defineProperty(actions, clip.name, {\n enumerable: true,\n get: () => {\n return cached[clip.name] || (cached[clip.name] = mixer.clipAction(clip, object));\n },\n });\n\n if (i === 0) {\n actions[clip.name].play();\n }\n }\n });\n\n return { ref: actualRef, actions, mixer, names, clips };\n}\n","import { Directive, inject, OnInit } from '@angular/core';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-bake-shadows', standalone: true })\nexport class NgtsBakeShadows extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n\n ngOnInit() {\n this.effect(this.store.select('gl'), (gl) => {\n gl.shadowMap.autoUpdate = false;\n gl.shadowMap.needsUpdate = true;\n\n return () => {\n gl.shadowMap.autoUpdate = gl.shadowMap.needsUpdate = true;\n };\n });\n }\n}\n","import { inject } from '@angular/core';\nimport { injectNgtDestroy, injectNgtRef, NgtStore, safeDetectChanges } from 'angular-three';\nimport { isObservable, Observable, of, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\n\ninterface FBOSettings extends THREE.WebGLRenderTargetOptions {\n /** Defines the count of MSAA samples. Can only be used with WebGL 2. Default: 0 */\n samples?: number;\n /** If set, the scene depth will be rendered into buffer.depthTexture. Default: false */\n depth?: boolean;\n}\n\nexport interface NgtsFBOParams {\n width?: number | FBOSettings;\n height?: number;\n settings?: FBOSettings;\n}\n\nexport function injectNgtsFBO(\n paramsFactory: (defaultParams: Partial<NgtsFBOParams>) => NgtsFBOParams | Observable<NgtsFBOParams>\n) {\n const store = inject(NgtStore);\n const targetRef = injectNgtRef<THREE.WebGLRenderTarget>();\n const { destroy$, cdr } = injectNgtDestroy(() => {\n targetRef.nativeElement?.dispose();\n });\n const params = paramsFactory({});\n const params$ = isObservable(params) ? params : of(params);\n\n params$.pipe(takeUntil(destroy$)).subscribe(({ width, height, settings }) => {\n const { gl, size, viewport } = store.get();\n const _width = typeof width === 'number' ? width : size.width * viewport.dpr;\n const _height = typeof height === 'number' ? height : size.height * viewport.dpr;\n const _settings = (typeof width === 'number' ? settings : (width as FBOSettings)) || {};\n\n const { samples = 0, depth, ...targetSettings } = _settings;\n\n if (!targetRef.nativeElement) {\n const target = new THREE.WebGLRenderTarget(_width, _height, {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n encoding: gl.outputEncoding,\n type: THREE.HalfFloatType,\n ...targetSettings,\n });\n if (depth) target.depthTexture = new THREE.DepthTexture(_width, _height, THREE.FloatType);\n\n target.samples = samples;\n targetRef.nativeElement = target;\n }\n\n targetRef.nativeElement.setSize(_width, _height);\n if (samples) targetRef.nativeElement.samples = samples;\n safeDetectChanges(cdr);\n });\n\n return targetRef;\n}\n","import { inject } from '@angular/core';\nimport { injectBeforeRender, injectNgtDestroy, injectNgtRef, NgtStore } from 'angular-three';\nimport { combineLatest, isObservable, map, Observable, of, takeUntil } from 'rxjs';\nimport * as THREE from 'three';\nimport { injectNgtsFBO } from '../fbo/fbo';\n\nexport interface NgtsDepthBufferParams {\n size: number;\n frames: number;\n}\n\nexport function injectNgtsDepthBuffer(\n paramsFactory: (\n defaultParams: Partial<NgtsDepthBufferParams>\n ) => NgtsDepthBufferParams | Observable<NgtsDepthBufferParams> = (params) => params as NgtsDepthBufferParams\n) {\n const depthBufferRef = injectNgtRef<THREE.DepthTexture>();\n\n const store = inject(NgtStore);\n const { destroy$ } = injectNgtDestroy();\n\n const params = paramsFactory({ size: 256, frames: Infinity });\n const params$ = isObservable(params) ? params : of(params);\n\n let rawParams = { size: 256, frames: Infinity };\n\n const fbo = injectNgtsFBO(() => {\n return combineLatest([params$, store.select('size'), store.select('viewport', 'dpr')]).pipe(\n map(([params, size, dpr]) => {\n rawParams = params;\n const w = params.size || size.width * dpr;\n const h = params.size || size.height * dpr;\n const depthTexture = new THREE.DepthTexture(w, h);\n depthTexture.format = THREE.DepthFormat;\n depthTexture.type = THREE.UnsignedShortType;\n const depthConfig = { depthTexture };\n\n return { width: w, height: h, settings: depthConfig };\n })\n );\n });\n\n let count = 0;\n injectBeforeRender(({ gl, scene, camera }) => {\n if ((rawParams.frames === Infinity || count < rawParams.frames) && fbo.nativeElement) {\n gl.setRenderTarget(fbo.nativeElement);\n gl.render(scene, camera);\n gl.setRenderTarget(null);\n count++;\n }\n });\n\n fbo.$.pipe(takeUntil(destroy$)).subscribe((fbo) => {\n depthBufferRef.nativeElement = fbo.depthTexture;\n });\n\n return depthBufferRef;\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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@@ -35,10 +35,10 @@ class NgtsAdaptiveDpr extends NgtRxStore {
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static { this.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsAdaptiveDpr, deps: null, target: i0.ɵɵFactoryTarget.Directive }); }
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static { this.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "16.0.0", type: NgtsAdaptiveDpr, isStandalone: true, selector: "ngts-adaptive-dpr", inputs: { pixelated: "pixelated" }, providers: [RxActionFactory], usesInheritance: true, ngImport: i0 }); }
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NgtsAdaptiveDpr.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "15.2.5", type: NgtsAdaptiveDpr, isStandalone: true, selector: "ngts-adaptive-dpr", inputs: { pixelated: "pixelated" }, providers: [RxActionFactory], usesInheritance: true, ngImport: i0 });
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.2.5", ngImport: i0, type: NgtsAdaptiveDpr, decorators: [{
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsAdaptiveDpr, decorators: [{
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@@ -69,10 +69,10 @@ class NgtsAdaptiveEvents extends NgtRxStore {
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static { this.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsAdaptiveEvents, deps: null, target: i0.ɵɵFactoryTarget.Directive }); }
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static { this.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "16.0.0", type: NgtsAdaptiveEvents, isStandalone: true, selector: "ngts-adaptive-events", providers: [RxActionFactory], usesInheritance: true, ngImport: i0 }); }
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NgtsAdaptiveEvents.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "15.2.5", type: NgtsAdaptiveEvents, isStandalone: true, selector: "ngts-adaptive-events", providers: [RxActionFactory], usesInheritance: true, ngImport: i0 });
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "15.2.5", ngImport: i0, type: NgtsAdaptiveEvents, decorators: [{
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i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsAdaptiveEvents, decorators: [{
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@@ -104,14 +104,14 @@ class NgtsDetailed extends NgtRxStore {
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NgtsDetailed.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "15.2.5", type: NgtsDetailed, isStandalone: true, selector: "ngts-detailed[distances]", inputs: { lodRef: "lodRef", distances: "distances" }, usesInheritance: true, ngImport: i0, template: `
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static { this.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsDetailed, deps: null, target: i0.ɵɵFactoryTarget.Component }); }
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static { this.ɵcmp = i0.ɵɵngDeclareComponent({ minVersion: "14.0.0", version: "16.0.0", type: NgtsDetailed, isStandalone: true, selector: "ngts-detailed[distances]", inputs: { lodRef: "lodRef", distances: "distances" }, usesInheritance: true, ngImport: i0, template: `
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static { this.ɵfac = i0.ɵɵngDeclareFactory({ minVersion: "12.0.0", version: "16.0.0", ngImport: i0, type: NgtsStats, deps: null, target: i0.ɵɵFactoryTarget.Directive }); }
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static { this.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "16.0.0", type: NgtsStats, isStandalone: true, selector: "ngts-stats", inputs: { showPanel: "showPanel", parent: "parent", classes: "classes", right: "right" }, usesInheritance: true, ngImport: i0 }); }
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NgtsStats.ɵdir = i0.ɵɵngDeclareDirective({ minVersion: "14.0.0", version: "15.2.5", type: NgtsStats, isStandalone: true, selector: "ngts-stats", inputs: { showPanel: "showPanel", parent: "parent", classes: "classes", right: "right" }, usesInheritance: true, ngImport: i0 });
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{"version":3,"file":"angular-three-soba-performance.mjs","sources":["../../../../libs/angular-three-soba/performance/src/lib/adaptive/adaptive-dpr.ts","../../../../libs/angular-three-soba/performance/src/lib/adaptive/adaptive-events.ts","../../../../libs/angular-three-soba/performance/src/lib/detailed/detailed.ts","../../../../libs/angular-three-soba/performance/src/lib/stats/stats.ts","../../../../libs/angular-three-soba/performance/src/angular-three-soba-performance.ts"],"sourcesContent":["import { Directive, inject, Input, OnInit } from '@angular/core';\nimport { RxActionFactory } from '@rx-angular/state/actions';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({\n selector: 'ngts-adaptive-dpr',\n standalone: true,\n providers: [RxActionFactory],\n})\nexport class NgtsAdaptiveDpr extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n private readonly actions = inject(RxActionFactory<{ restorePixel: void }>).create();\n\n @Input() pixelated = false;\n\n ngOnInit(): void {\n this.effect(this.actions.restorePixel$, () => {\n const domElement = this.store.get('gl', 'domElement');\n return () => {\n const active = this.store.get('internal', 'active');\n const setDpr = this.store.get('setDpr');\n const initialDpr = this.store.get('viewport', 'initialDpr');\n if (active) setDpr(initialDpr);\n if (this.pixelated && domElement) domElement.style.imageRendering = 'auto';\n };\n });\n\n this.actions.restorePixel();\n\n this.hold(this.store.select('performance', 'current'), (performanceCurrent) => {\n const { gl, viewport, setDpr } = this.store.get();\n setDpr(performanceCurrent * viewport.initialDpr);\n if (this.pixelated && gl.domElement)\n gl.domElement.style.imageRendering = performanceCurrent === 1 ? 'auto' : 'pixelated';\n });\n }\n}\n","import { Directive, inject, OnInit } from '@angular/core';\nimport { RxActionFactory } from '@rx-angular/state/actions';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({\n selector: 'ngts-adaptive-events',\n standalone: true,\n providers: [RxActionFactory],\n})\nexport class NgtsAdaptiveEvents extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n private readonly actions = inject(RxActionFactory<{ setEvents: void }>).create();\n\n ngOnInit(): void {\n this.effect(this.actions.setEvents$, () => {\n const enabled = this.store.get('events', 'enabled');\n return () => {\n const setEvents = this.store.get('setEvents');\n setEvents({ enabled });\n };\n });\n this.actions.setEvents();\n\n this.hold(this.store.select('performance', 'current'), (current) => {\n const setEvents = this.store.get('setEvents');\n setEvents({ enabled: current === 1 });\n });\n }\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input, OnInit } from '@angular/core';\nimport { extend, injectNgtRef, NgtBeforeRenderEvent, NgtRxStore } from 'angular-three';\nimport { combineLatest } from 'rxjs';\nimport { LOD } from 'three';\n\nextend({ LOD });\n\n@Component({\n selector: 'ngts-detailed[distances]',\n standalone: true,\n template: `\n <ngt-lOD [ref]=\"lodRef\" ngtCompound (beforeRender)=\"onLODBeforeRender($any($event))\">\n <ng-content />\n </ngt-lOD>\n `,\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsDetailed extends NgtRxStore implements OnInit {\n @Input() lodRef = injectNgtRef<LOD>();\n\n @Input() set distances(distances: number[]) {\n this.set({ distances });\n }\n\n ngOnInit() {\n this.updateLodChildren();\n }\n\n onLODBeforeRender({ object, state }: NgtBeforeRenderEvent<THREE.LOD>) {\n object.update(state.camera);\n }\n\n private updateLodChildren() {\n this.hold(combineLatest([this.lodRef.children$(), this.select('distances')]), ([children, distances]) => {\n this.lodRef.nativeElement.levels.length = 0;\n children.forEach((child, index) => {\n this.lodRef.nativeElement.addLevel(child, distances[index]);\n });\n });\n }\n}\n","import { DOCUMENT } from '@angular/common';\nimport { Directive, ElementRef, inject, Input, OnInit } from '@angular/core';\nimport { addAfterEffect, addEffect, is, NgtAnyRecord, NgtRxStore, startWithUndefined } from 'angular-three';\nimport { combineLatest } from 'rxjs';\nimport * as Stats from 'stats.js';\n\n@Directive({\n selector: 'ngts-stats',\n standalone: true,\n})\nexport class NgtsStats extends NgtRxStore implements OnInit {\n private readonly document = inject(DOCUMENT);\n private readonly stats: Stats = (Stats as NgtAnyRecord)['default']\n ? new (Stats as NgtAnyRecord)['default']()\n : new Stats();\n\n @Input() set showPanel(showPanel: number) {\n this.set({ showPanel: showPanel === undefined ? this.get('showPanel') : showPanel });\n }\n\n @Input() set parent(parent: HTMLElement | ElementRef<HTMLElement>) {\n this.set({ parent: is.ref(parent) ? parent.nativeElement : parent });\n }\n\n @Input() set classes(classes: string) {\n this.set({ classes });\n }\n\n @Input() set right(right: boolean) {\n this.set({ right });\n }\n\n override initialize(): void {\n super.initialize();\n this.set({ showPanel: 0, right: false });\n }\n\n ngOnInit() {\n this.effect(\n combineLatest([\n this.select('showPanel'),\n this.select('right'),\n this.select('parent').pipe(startWithUndefined()),\n this.select('classes').pipe(startWithUndefined()),\n ]),\n ([showPanel, right, parent, classes]) => {\n const node = parent ?? this.document.body;\n this.stats.showPanel(showPanel);\n node.appendChild(this.stats.dom);\n if (classes) {\n this.stats.dom.classList.add(...classes.split(' ').filter((cls: string) => cls));\n }\n if (right) {\n this.stats.dom.style.right = '0px';\n this.stats.dom.style.left = 'inherit';\n } else {\n this.stats.dom.style.left = '0px';\n this.stats.dom.style.right = 'inherit';\n }\n const begin = addEffect(() => this.stats.begin());\n const end = addAfterEffect(() => this.stats.end());\n return () => {\n node.removeChild(this.stats.dom);\n begin();\n end();\n };\n }\n );\n }\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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{"version":3,"file":"angular-three-soba-performance.mjs","sources":["../../../../libs/angular-three-soba/performance/src/lib/adaptive/adaptive-dpr.ts","../../../../libs/angular-three-soba/performance/src/lib/adaptive/adaptive-events.ts","../../../../libs/angular-three-soba/performance/src/lib/detailed/detailed.ts","../../../../libs/angular-three-soba/performance/src/lib/stats/stats.ts","../../../../libs/angular-three-soba/performance/src/angular-three-soba-performance.ts"],"sourcesContent":["import { Directive, inject, Input, OnInit } from '@angular/core';\nimport { RxActionFactory } from '@rx-angular/state/actions';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({\n selector: 'ngts-adaptive-dpr',\n standalone: true,\n providers: [RxActionFactory],\n})\nexport class NgtsAdaptiveDpr extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n private readonly actions = inject(RxActionFactory<{ restorePixel: void }>).create();\n\n @Input() pixelated = false;\n\n ngOnInit(): void {\n this.effect(this.actions.restorePixel$, () => {\n const domElement = this.store.get('gl', 'domElement');\n return () => {\n const active = this.store.get('internal', 'active');\n const setDpr = this.store.get('setDpr');\n const initialDpr = this.store.get('viewport', 'initialDpr');\n if (active) setDpr(initialDpr);\n if (this.pixelated && domElement) domElement.style.imageRendering = 'auto';\n };\n });\n\n this.actions.restorePixel();\n\n this.hold(this.store.select('performance', 'current'), (performanceCurrent) => {\n const { gl, viewport, setDpr } = this.store.get();\n setDpr(performanceCurrent * viewport.initialDpr);\n if (this.pixelated && gl.domElement)\n gl.domElement.style.imageRendering = performanceCurrent === 1 ? 'auto' : 'pixelated';\n });\n }\n}\n","import { Directive, inject, OnInit } from '@angular/core';\nimport { RxActionFactory } from '@rx-angular/state/actions';\nimport { NgtRxStore, NgtStore } from 'angular-three';\n\n@Directive({\n selector: 'ngts-adaptive-events',\n standalone: true,\n providers: [RxActionFactory],\n})\nexport class NgtsAdaptiveEvents extends NgtRxStore implements OnInit {\n private readonly store = inject(NgtStore);\n private readonly actions = inject(RxActionFactory<{ setEvents: void }>).create();\n\n ngOnInit(): void {\n this.effect(this.actions.setEvents$, () => {\n const enabled = this.store.get('events', 'enabled');\n return () => {\n const setEvents = this.store.get('setEvents');\n setEvents({ enabled });\n };\n });\n this.actions.setEvents();\n\n this.hold(this.store.select('performance', 'current'), (current) => {\n const setEvents = this.store.get('setEvents');\n setEvents({ enabled: current === 1 });\n });\n }\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input, OnInit } from '@angular/core';\nimport { extend, injectNgtRef, NgtBeforeRenderEvent, NgtRxStore } from 'angular-three';\nimport { combineLatest } from 'rxjs';\nimport { LOD } from 'three';\n\nextend({ LOD });\n\n@Component({\n selector: 'ngts-detailed[distances]',\n standalone: true,\n template: `\n <ngt-lOD [ref]=\"lodRef\" ngtCompound (beforeRender)=\"onLODBeforeRender($any($event))\">\n <ng-content />\n </ngt-lOD>\n `,\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsDetailed extends NgtRxStore implements OnInit {\n @Input() lodRef = injectNgtRef<LOD>();\n\n @Input() set distances(distances: number[]) {\n this.set({ distances });\n }\n\n ngOnInit() {\n this.updateLodChildren();\n }\n\n onLODBeforeRender({ object, state }: NgtBeforeRenderEvent<THREE.LOD>) {\n object.update(state.camera);\n }\n\n private updateLodChildren() {\n this.hold(combineLatest([this.lodRef.children$(), this.select('distances')]), ([children, distances]) => {\n this.lodRef.nativeElement.levels.length = 0;\n children.forEach((child, index) => {\n this.lodRef.nativeElement.addLevel(child, distances[index]);\n });\n });\n }\n}\n","import { DOCUMENT } from '@angular/common';\nimport { Directive, ElementRef, inject, Input, OnInit } from '@angular/core';\nimport { addAfterEffect, addEffect, is, NgtAnyRecord, NgtRxStore, startWithUndefined } from 'angular-three';\nimport { combineLatest } from 'rxjs';\nimport * as Stats from 'stats.js';\n\n@Directive({\n selector: 'ngts-stats',\n standalone: true,\n})\nexport class NgtsStats extends NgtRxStore implements OnInit {\n private readonly document = inject(DOCUMENT);\n private readonly stats: Stats = (Stats as NgtAnyRecord)['default']\n ? new (Stats as NgtAnyRecord)['default']()\n : new Stats();\n\n @Input() set showPanel(showPanel: number) {\n this.set({ showPanel: showPanel === undefined ? this.get('showPanel') : showPanel });\n }\n\n @Input() set parent(parent: HTMLElement | ElementRef<HTMLElement>) {\n this.set({ parent: is.ref(parent) ? parent.nativeElement : parent });\n }\n\n @Input() set classes(classes: string) {\n this.set({ classes });\n }\n\n @Input() set right(right: boolean) {\n this.set({ right });\n }\n\n override initialize(): void {\n super.initialize();\n this.set({ showPanel: 0, right: false });\n }\n\n ngOnInit() {\n this.effect(\n combineLatest([\n this.select('showPanel'),\n this.select('right'),\n this.select('parent').pipe(startWithUndefined()),\n this.select('classes').pipe(startWithUndefined()),\n ]),\n ([showPanel, right, parent, classes]) => {\n const node = parent ?? this.document.body;\n this.stats.showPanel(showPanel);\n node.appendChild(this.stats.dom);\n if (classes) {\n this.stats.dom.classList.add(...classes.split(' ').filter((cls: string) => cls));\n }\n if (right) {\n this.stats.dom.style.right = '0px';\n this.stats.dom.style.left = 'inherit';\n } else {\n this.stats.dom.style.left = '0px';\n this.stats.dom.style.right = 'inherit';\n }\n const begin = addEffect(() => this.stats.begin());\n const end = addAfterEffect(() => this.stats.end());\n return () => {\n node.removeChild(this.stats.dom);\n begin();\n end();\n };\n }\n );\n }\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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@@ -1,5 +1,5 @@
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1
1
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import * as THREE from 'three';
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2
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-
import { ShaderMaterial, Uniform, Vector2, NoBlending, WebGLRenderTarget, LinearFilter, Scene,
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2
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+
import { ShaderMaterial, Uniform, Vector2, NoBlending, WebGLRenderTarget, LinearFilter, Scene, PerspectiveCamera, BufferGeometry, BufferAttribute, Mesh, MeshStandardMaterial, Vector3, Color } from 'three';
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3
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import { InjectionToken } from '@angular/core';
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import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
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5
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@@ -111,7 +111,7 @@ class BlurPass {
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this.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);
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this.convolutionMaterial.setResolution(new Vector2(width, height));
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this.scene = new Scene();
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-
this.camera = new
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this.camera = new PerspectiveCamera();
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this.convolutionMaterial.uniforms['minDepthThreshold'].value = minDepthThreshold;
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this.convolutionMaterial.uniforms['maxDepthThreshold'].value = maxDepthThreshold;
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117
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this.convolutionMaterial.uniforms['depthScale'].value = depthScale;
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@@ -0,0 +1 @@
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+
{"version":3,"file":"angular-three-soba-shaders.mjs","sources":["../../../../libs/angular-three-soba/shaders/src/lib/convolution-material/convolution-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/blur-pass/blur-pass.ts","../../../../libs/angular-three-soba/shaders/src/lib/shader-material/shader-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/caustics-material/caustics-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/caustics-projection-material/caustics-projection-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/discard-material/discard-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/mesh-distort-material/mesh-distort-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/soft-shadow-material/soft-shadow-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/spot-light-material/spot-light-material.ts","../../../../libs/angular-three-soba/shaders/src/lib/star-field-material/star-field-material.ts","../../../../libs/angular-three-soba/shaders/src/angular-three-soba-shaders.ts"],"sourcesContent":["import { NoBlending, ShaderMaterial, Uniform, Vector2 } from 'three';\n\nexport class ConvolutionMaterial extends ShaderMaterial {\n readonly kernel: Float32Array;\n constructor(texelSize = new Vector2()) {\n super({\n uniforms: {\n inputBuffer: new Uniform(null),\n depthBuffer: new Uniform(null),\n resolution: new Uniform(new Vector2()),\n texelSize: new Uniform(new Vector2()),\n halfTexelSize: new Uniform(new Vector2()),\n kernel: new Uniform(0.0),\n scale: new Uniform(1.0),\n cameraNear: new Uniform(0.0),\n cameraFar: new Uniform(1.0),\n minDepthThreshold: new Uniform(0.0),\n maxDepthThreshold: new Uniform(1.0),\n depthScale: new Uniform(0.0),\n depthToBlurRatioBias: new Uniform(0.25),\n },\n fragmentShader: `#include <common>\n #include <dithering_pars_fragment>\n uniform sampler2D inputBuffer;\n uniform sampler2D depthBuffer;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float minDepthThreshold;\n uniform float maxDepthThreshold;\n uniform float depthScale;\n uniform float depthToBlurRatioBias;\n varying vec2 vUv;\n varying vec2 vUv0;\n varying vec2 vUv1;\n varying vec2 vUv2;\n varying vec2 vUv3;\n\n void main() {\n float depthFactor = 0.0;\n\n #ifdef USE_DEPTH\n vec4 depth = texture2D(depthBuffer, vUv);\n depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a));\n depthFactor *= depthScale;\n depthFactor = max(0.0, min(1.0, depthFactor + 0.25));\n #endif\n\n vec4 sum = texture2D(inputBuffer, mix(vUv0, vUv, depthFactor));\n sum += texture2D(inputBuffer, mix(vUv1, vUv, depthFactor));\n sum += texture2D(inputBuffer, mix(vUv2, vUv, depthFactor));\n sum += texture2D(inputBuffer, mix(vUv3, vUv, depthFactor));\n gl_FragColor = sum * 0.25 ;\n\n #include <dithering_fragment>\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }`,\n vertexShader: `uniform vec2 texelSize;\n uniform vec2 halfTexelSize;\n uniform float kernel;\n uniform float scale;\n varying vec2 vUv;\n varying vec2 vUv0;\n varying vec2 vUv1;\n varying vec2 vUv2;\n varying vec2 vUv3;\n\n void main() {\n vec2 uv = position.xy * 0.5 + 0.5;\n vUv = uv;\n\n vec2 dUv = (texelSize * vec2(kernel) + halfTexelSize) * scale;\n vUv0 = vec2(uv.x - dUv.x, uv.y + dUv.y);\n vUv1 = vec2(uv.x + dUv.x, uv.y + dUv.y);\n vUv2 = vec2(uv.x + dUv.x, uv.y - dUv.y);\n vUv3 = vec2(uv.x - dUv.x, uv.y - dUv.y);\n\n gl_Position = vec4(position.xy, 1.0, 1.0);\n }`,\n blending: NoBlending,\n depthWrite: false,\n depthTest: false,\n });\n\n this.toneMapped = false;\n this.setTexelSize(texelSize.x, texelSize.y);\n this.kernel = new Float32Array([0.0, 1.0, 2.0, 2.0, 3.0]);\n }\n\n setTexelSize(x: number, y: number) {\n this.uniforms['texelSize'].value.set(x, y);\n this.uniforms['halfTexelSize'].value.set(x, y).multiplyScalar(0.5);\n }\n setResolution(resolution: Vector2) {\n this.uniforms['resolution'].value.copy(resolution);\n }\n}\n","import {\n BufferAttribute,\n BufferGeometry,\n Camera,\n LinearFilter,\n Mesh,\n PerspectiveCamera,\n Scene,\n Vector2,\n WebGLRenderer,\n WebGLRenderTarget,\n} from 'three';\n\nimport { ConvolutionMaterial } from '../convolution-material/convolution-material';\n\nexport interface BlurPassProps {\n gl: WebGLRenderer;\n resolution: number;\n width?: number;\n height?: number;\n minDepthThreshold?: number;\n maxDepthThreshold?: number;\n depthScale?: number;\n depthToBlurRatioBias?: number;\n}\n\nexport class BlurPass {\n readonly renderTargetA: WebGLRenderTarget;\n readonly renderTargetB: WebGLRenderTarget;\n readonly convolutionMaterial: ConvolutionMaterial;\n readonly scene: Scene;\n readonly camera: Camera;\n readonly screen: Mesh;\n renderToScreen = false;\n\n constructor({\n gl,\n resolution,\n width = 500,\n height = 500,\n minDepthThreshold = 0,\n maxDepthThreshold = 1,\n depthScale = 0,\n depthToBlurRatioBias = 0.25,\n }: BlurPassProps) {\n this.renderTargetA = new WebGLRenderTarget(resolution, resolution, {\n minFilter: LinearFilter,\n magFilter: LinearFilter,\n stencilBuffer: false,\n depthBuffer: false,\n encoding: gl.outputEncoding,\n });\n this.renderTargetB = this.renderTargetA.clone();\n this.convolutionMaterial = new ConvolutionMaterial();\n this.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);\n this.convolutionMaterial.setResolution(new Vector2(width, height));\n this.scene = new Scene();\n this.camera = new PerspectiveCamera();\n this.convolutionMaterial.uniforms['minDepthThreshold'].value = minDepthThreshold;\n this.convolutionMaterial.uniforms['maxDepthThreshold'].value = maxDepthThreshold;\n this.convolutionMaterial.uniforms['depthScale'].value = depthScale;\n this.convolutionMaterial.uniforms['depthToBlurRatioBias'].value = depthToBlurRatioBias;\n this.convolutionMaterial.defines['USE_DEPTH'] = depthScale > 0;\n const vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);\n const uvs = new Float32Array([0, 0, 2, 0, 0, 2]);\n const geometry = new BufferGeometry();\n geometry.setAttribute('position', new BufferAttribute(vertices, 3));\n geometry.setAttribute('uv', new BufferAttribute(uvs, 2));\n this.screen = new Mesh(geometry, this.convolutionMaterial);\n this.screen.frustumCulled = false;\n this.scene.add(this.screen);\n }\n\n render(renderer: WebGLRenderer, inputBuffer: any, outputBuffer: any) {\n const scene = this.scene;\n const camera = this.camera;\n const renderTargetA = this.renderTargetA;\n const renderTargetB = this.renderTargetB;\n const material = this.convolutionMaterial;\n const uniforms = material.uniforms;\n uniforms['depthBuffer'].value = inputBuffer.depthTexture;\n const kernel = material.kernel;\n let lastRT = inputBuffer;\n let destRT;\n let i, l;\n // Apply the multi-pass blur.\n for (i = 0, l = kernel.length - 1; i < l; ++i) {\n // Alternate between targets.\n destRT = (i & 1) === 0 ? renderTargetA : renderTargetB;\n uniforms['kernel'].value = kernel[i];\n uniforms['inputBuffer'].value = lastRT.texture;\n renderer.setRenderTarget(destRT);\n renderer.render(scene, camera);\n lastRT = destRT;\n }\n uniforms['kernel'].value = kernel[i];\n uniforms['inputBuffer'].value = lastRT.texture;\n renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n renderer.render(scene, camera);\n }\n}\n","import * as THREE from 'three';\n\nexport function shaderMaterial(\n uniforms: {\n [name: string]:\n | THREE.CubeTexture\n | THREE.Texture\n | Int32Array\n | Float32Array\n | THREE.Matrix4\n | THREE.Matrix3\n | THREE.Quaternion\n | THREE.Vector4\n | THREE.Vector3\n | THREE.Vector2\n | THREE.Color\n | number\n | boolean\n | Array<any>\n | null;\n },\n vertexShader: string,\n fragmentShader: string,\n onInit?: (material?: THREE.ShaderMaterial) => void\n) {\n const material = class extends THREE.ShaderMaterial {\n public key = '';\n constructor(parameters = {}) {\n const entries = Object.entries(uniforms);\n // Create unforms and shaders\n super({\n uniforms: entries.reduce((acc, [name, value]) => {\n const uniform = THREE.UniformsUtils.clone({ [name]: { value } });\n return {\n ...acc,\n ...uniform,\n };\n }, {}),\n vertexShader,\n fragmentShader,\n });\n // Create getter/setters\n entries.forEach(([name]) =>\n Object.defineProperty(this, name, {\n get: () => this.uniforms[name].value,\n set: (v) => (this.uniforms[name].value = v),\n })\n );\n\n // Assign parameters, this might include uniforms\n Object.assign(this, parameters);\n // Call onInit\n if (onInit) onInit(this);\n }\n } as unknown as typeof THREE.ShaderMaterial & { key: string };\n material.key = THREE.MathUtils.generateUUID();\n return material;\n}\n","import * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const CausticsMaterial = shaderMaterial(\n {\n cameraMatrixWorld: new THREE.Matrix4(),\n cameraProjectionMatrixInv: new THREE.Matrix4(),\n normalTexture: null,\n depthTexture: null,\n lightDir: new THREE.Vector3(0, 1, 0),\n lightPlaneNormal: new THREE.Vector3(0, 1, 0),\n lightPlaneConstant: 0,\n near: 0.1,\n far: 100,\n modelMatrix: new THREE.Matrix4(),\n worldRadius: 1 / 40,\n ior: 1.1,\n bounces: 0,\n resolution: 1024,\n size: 10,\n intensity: 0.5,\n },\n /* glsl */ `varying vec2 vUv;\nvoid main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}`,\n /* glsl */ `uniform mat4 cameraMatrixWorld;\nuniform mat4 cameraProjectionMatrixInv;\nuniform vec3 lightDir;\nuniform vec3 lightPlaneNormal;\nuniform float lightPlaneConstant;\nuniform float near;\nuniform float far;\nuniform float time;\nuniform float worldRadius;\nuniform float resolution;\nuniform float size;\nuniform float intensity;\nuniform float ior;\nprecision highp isampler2D;\nprecision highp usampler2D;\nuniform sampler2D normalTexture;\nuniform sampler2D depthTexture;\nuniform float bounces;\nvarying vec2 vUv;\nvec3 WorldPosFromDepth(float depth, vec2 coord) {\n float z = depth * 2.0 - 1.0;\n vec4 clipSpacePosition = vec4(coord * 2.0 - 1.0, z, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInv * clipSpacePosition;\n // Perspective division\n viewSpacePosition /= viewSpacePosition.w;\n vec4 worldSpacePosition = cameraMatrixWorld * viewSpacePosition;\n return worldSpacePosition.xyz;\n}\nfloat sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n}\nfloat planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n}\nvec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 pos, vec3 normal, float ior, out vec3 rayOrigin, out vec3 rayDirection) {\n rayOrigin = ro;\n rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = pos + rayDirection * 0.1;\n return rayDirection;\n}\nvoid main() {\n // Each sample consists of random offset in the x and y direction\n float caustic = 0.0;\n float causticTexelSize = (1.0 / resolution) * size * 2.0;\n float texelsNeeded = worldRadius / causticTexelSize;\n float sampleRadius = texelsNeeded / resolution;\n float sum = 0.0;\n if (texture2D(depthTexture, vUv).x == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec2 offset1 = vec2(-0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset2 = vec2(-0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset3 = vec2(0.5, 0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 offset4 = vec2(0.5, -0.5);//vec2(rand() - 0.5, rand() - 0.5);\n vec2 uv1 = vUv + offset1 * sampleRadius;\n vec2 uv2 = vUv + offset2 * sampleRadius;\n vec2 uv3 = vUv + offset3 * sampleRadius;\n vec2 uv4 = vUv + offset4 * sampleRadius;\n vec3 normal1 = texture2D(normalTexture, uv1, -10.0).rgb * 2.0 - 1.0;\n vec3 normal2 = texture2D(normalTexture, uv2, -10.0).rgb * 2.0 - 1.0;\n vec3 normal3 = texture2D(normalTexture, uv3, -10.0).rgb * 2.0 - 1.0;\n vec3 normal4 = texture2D(normalTexture, uv4, -10.0).rgb * 2.0 - 1.0;\n float depth1 = texture2D(depthTexture, uv1, -10.0).x;\n float depth2 = texture2D(depthTexture, uv2, -10.0).x;\n float depth3 = texture2D(depthTexture, uv3, -10.0).x;\n float depth4 = texture2D(depthTexture, uv4, -10.0).x;\n // Sanity check the depths\n if (depth1 == 1.0 || depth2 == 1.0 || depth3 == 1.0 || depth4 == 1.0) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n return;\n }\n vec3 pos1 = WorldPosFromDepth(depth1, uv1);\n vec3 pos2 = WorldPosFromDepth(depth2, uv2);\n vec3 pos3 = WorldPosFromDepth(depth3, uv3);\n vec3 pos4 = WorldPosFromDepth(depth4, uv4);\n vec3 originPos1 = WorldPosFromDepth(0.0, uv1);\n vec3 originPos2 = WorldPosFromDepth(0.0, uv2);\n vec3 originPos3 = WorldPosFromDepth(0.0, uv3);\n vec3 originPos4 = WorldPosFromDepth(0.0, uv4);\n vec3 endPos1, endPos2, endPos3, endPos4;\n vec3 endDir1, endDir2, endDir3, endDir4;\n totalInternalReflection(originPos1, lightDir, pos1, normal1, ior, endPos1, endDir1);\n totalInternalReflection(originPos2, lightDir, pos2, normal2, ior, endPos2, endDir2);\n totalInternalReflection(originPos3, lightDir, pos3, normal3, ior, endPos3, endDir3);\n totalInternalReflection(originPos4, lightDir, pos4, normal4, ior, endPos4, endDir4);\n float lightPosArea = length(cross(originPos2 - originPos1, originPos3 - originPos1)) + length(cross(originPos3 - originPos1, originPos4 - originPos1));\n float t1 = planeIntersect(endPos1, endDir1, vec4(lightPlaneNormal, lightPlaneConstant));\n float t2 = planeIntersect(endPos2, endDir2, vec4(lightPlaneNormal, lightPlaneConstant));\n float t3 = planeIntersect(endPos3, endDir3, vec4(lightPlaneNormal, lightPlaneConstant));\n float t4 = planeIntersect(endPos4, endDir4, vec4(lightPlaneNormal, lightPlaneConstant));\n vec3 finalPos1 = endPos1 + endDir1 * t1;\n vec3 finalPos2 = endPos2 + endDir2 * t2;\n vec3 finalPos3 = endPos3 + endDir3 * t3;\n vec3 finalPos4 = endPos4 + endDir4 * t4;\n float finalArea = length(cross(finalPos2 - finalPos1, finalPos3 - finalPos1)) + length(cross(finalPos3 - finalPos1, finalPos4 - finalPos1));\n caustic += intensity * (lightPosArea / finalArea);\n // Calculate the area of the triangle in light spaces\n gl_FragColor = vec4(vec3(max(caustic, 0.0)), 1.0);\n}`\n);\n","import * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const CausticsProjectionMaterial = shaderMaterial(\n {\n causticsTexture: null,\n causticsTextureB: null,\n color: new THREE.Color(),\n lightProjMatrix: new THREE.Matrix4(),\n lightViewMatrix: new THREE.Matrix4(),\n },\n /* glsl */ `varying vec3 vWorldPosition;\nvoid main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n}`,\n /* glsl */ `varying vec3 vWorldPosition;\nuniform vec3 color;\nuniform sampler2D causticsTexture;\nuniform sampler2D causticsTextureB;\nuniform mat4 lightProjMatrix;\nuniform mat4 lightViewMatrix;\n void main() {\n // Apply caustics\n vec4 lightSpacePos = lightProjMatrix * lightViewMatrix * vec4(vWorldPosition, 1.0);\n lightSpacePos.xyz /= lightSpacePos.w;\n lightSpacePos.xyz = lightSpacePos.xyz * 0.5 + 0.5;\n vec3 front = texture2D(causticsTexture, lightSpacePos.xy).rgb;\n vec3 back = texture2D(causticsTextureB, lightSpacePos.xy).rgb;\n gl_FragColor = vec4((front + back) * color, 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}`\n);\n","import { shaderMaterial } from '../shader-material/shader-material';\n\nexport const DiscardMaterial = shaderMaterial(\n {},\n 'void main() { }',\n 'void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); discard; }'\n);\n","import { InjectionToken, Type } from '@angular/core';\nimport * as THREE from 'three';\n\ninterface Uniform<T> {\n value: T;\n}\n\n/**\n * npm i -D raw-loader glslify-loader\n * Usage: import distort from 'raw-loader!glslify-loader!angular-three-soba/assets/distort.vert.glsl'\n *\n * provideNgtsMeshDistortMaterialShader(distort)\n */\n\nexport type MeshDistortMaterial = Type<{ time: number; distort: number; radius: number } & THREE.MeshPhysicalMaterial>;\n\nexport const NGTS_DISTORT_MATERIAL_SHADER = new InjectionToken<MeshDistortMaterial>('DistortMaterialShader');\n\nexport function provideNgtsMeshDistortMaterialShader(distortShader: string) {\n return {\n provide: NGTS_DISTORT_MATERIAL_SHADER,\n useFactory: () => {\n return class extends THREE.MeshPhysicalMaterial {\n _time: Uniform<number>;\n _distort: Uniform<number>;\n _radius: Uniform<number>;\n\n constructor(parameters: THREE.MeshPhysicalMaterialParameters = {}) {\n super(parameters);\n this.setValues(parameters);\n this._time = { value: 0 };\n this._distort = { value: 0.4 };\n this._radius = { value: 1 };\n }\n\n override onBeforeCompile(shader: THREE.Shader) {\n shader.uniforms['time'] = this._time;\n shader.uniforms['radius'] = this._radius;\n shader.uniforms['distort'] = this._distort;\n\n shader.vertexShader = `\n\t\t\t\t\t\t\t\t\t uniform float time;\n\t\t\t\t\t\t\t\t\t uniform float radius;\n\t\t\t\t\t\t\t\t\t uniform float distort;\n\t\t\t\t\t\t\t\t\t ${distortShader}\n\t\t\t\t\t\t\t\t\t ${shader.vertexShader}\n\t\t\t\t\t\t\t\t\t `;\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>',\n `\n\t\t\t\t\t\t\t\t\t float updateTime = time / 50.0;\n\t\t\t\t\t\t\t\t\t float noise = snoise(vec3(position / 2.0 + updateTime * 5.0));\n\t\t\t\t\t\t\t\t\t vec3 transformed = vec3(position * (noise * pow(distort, 2.0) + radius));\n\t\t\t\t\t\t\t\t\t `\n );\n }\n\n get time() {\n return this._time.value;\n }\n\n set time(v) {\n this._time.value = v;\n }\n\n get distort() {\n return this._distort.value;\n }\n\n set distort(v) {\n this._distort.value = v;\n }\n\n get radius() {\n return this._radius.value;\n }\n\n set radius(v) {\n this._radius.value = v;\n }\n };\n },\n };\n}\n","import { Matrix4, MeshStandardMaterial, Texture } from 'three';\n\ntype UninitializedUniform<Value> = { value: Value | null };\n\nexport class MeshReflectorMaterial extends MeshStandardMaterial {\n private _tDepth: UninitializedUniform<Texture> = { value: null };\n private _distortionMap: UninitializedUniform<Texture> = { value: null };\n private _tDiffuse: UninitializedUniform<Texture> = { value: null };\n private _tDiffuseBlur: UninitializedUniform<Texture> = { value: null };\n private _textureMatrix: UninitializedUniform<Matrix4> = { value: null };\n private _hasBlur: { value: boolean } = { value: false };\n private _mirror: { value: number } = { value: 0.0 };\n private _mixBlur: { value: number } = { value: 0.0 };\n private _blurStrength: { value: number } = { value: 0.5 };\n private _minDepthThreshold: { value: number } = { value: 0.9 };\n private _maxDepthThreshold: { value: number } = { value: 1 };\n private _depthScale: { value: number } = { value: 0 };\n private _depthToBlurRatioBias: { value: number } = { value: 0.25 };\n private _distortion: { value: number } = { value: 1 };\n private _mixContrast: { value: number } = { value: 1.0 };\n\n constructor(parameters = {}) {\n super(parameters);\n this.setValues(parameters);\n }\n\n override onBeforeCompile(shader: any) {\n if (!shader.defines?.USE_UV) {\n shader.defines.USE_UV = '';\n }\n shader.uniforms.hasBlur = this._hasBlur;\n shader.uniforms.tDiffuse = this._tDiffuse;\n shader.uniforms.tDepth = this._tDepth;\n shader.uniforms.distortionMap = this._distortionMap;\n shader.uniforms.tDiffuseBlur = this._tDiffuseBlur;\n shader.uniforms.textureMatrix = this._textureMatrix;\n shader.uniforms.mirror = this._mirror;\n shader.uniforms.mixBlur = this._mixBlur;\n shader.uniforms.mixStrength = this._blurStrength;\n shader.uniforms.minDepthThreshold = this._minDepthThreshold;\n shader.uniforms.maxDepthThreshold = this._maxDepthThreshold;\n shader.uniforms.depthScale = this._depthScale;\n shader.uniforms.depthToBlurRatioBias = this._depthToBlurRatioBias;\n shader.uniforms.distortion = this._distortion;\n shader.uniforms.mixContrast = this._mixContrast;\n shader.vertexShader = `\n uniform mat4 textureMatrix;\n varying vec4 my_vUv;\n ${shader.vertexShader}`;\n shader.vertexShader = shader.vertexShader.replace(\n '#include <project_vertex>',\n `#include <project_vertex>\n my_vUv = textureMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );`\n );\n shader.fragmentShader = `\n uniform sampler2D tDiffuse;\n uniform sampler2D tDiffuseBlur;\n uniform sampler2D tDepth;\n uniform sampler2D distortionMap;\n uniform float distortion;\n uniform float cameraNear;\n\t\t\t uniform float cameraFar;\n uniform bool hasBlur;\n uniform float mixBlur;\n uniform float mirror;\n uniform float mixStrength;\n uniform float minDepthThreshold;\n uniform float maxDepthThreshold;\n uniform float mixContrast;\n uniform float depthScale;\n uniform float depthToBlurRatioBias;\n varying vec4 my_vUv;\n ${shader.fragmentShader}`;\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <emissivemap_fragment>',\n `#include <emissivemap_fragment>\n\n float distortionFactor = 0.0;\n #ifdef USE_DISTORTION\n distortionFactor = texture2D(distortionMap, vUv).r * distortion;\n #endif\n\n vec4 new_vUv = my_vUv;\n new_vUv.x += distortionFactor;\n new_vUv.y += distortionFactor;\n\n vec4 base = texture2DProj(tDiffuse, new_vUv);\n vec4 blur = texture2DProj(tDiffuseBlur, new_vUv);\n\n vec4 merge = base;\n\n #ifdef USE_NORMALMAP\n vec2 normal_uv = vec2(0.0);\n vec4 normalColor = texture2D(normalMap, vUv * normalScale);\n vec3 my_normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );\n vec3 coord = new_vUv.xyz / new_vUv.w;\n normal_uv = coord.xy + coord.z * my_normal.xz * 0.05;\n vec4 base_normal = texture2D(tDiffuse, normal_uv);\n vec4 blur_normal = texture2D(tDiffuseBlur, normal_uv);\n merge = base_normal;\n blur = blur_normal;\n #endif\n\n float depthFactor = 0.0001;\n float blurFactor = 0.0;\n\n #ifdef USE_DEPTH\n vec4 depth = texture2DProj(tDepth, new_vUv);\n depthFactor = smoothstep(minDepthThreshold, maxDepthThreshold, 1.0-(depth.r * depth.a));\n depthFactor *= depthScale;\n depthFactor = max(0.0001, min(1.0, depthFactor));\n\n #ifdef USE_BLUR\n blur = blur * min(1.0, depthFactor + depthToBlurRatioBias);\n merge = merge * min(1.0, depthFactor + 0.5);\n #else\n merge = merge * depthFactor;\n #endif\n\n #endif\n\n float reflectorRoughnessFactor = roughness;\n #ifdef USE_ROUGHNESSMAP\n vec4 reflectorTexelRoughness = texture2D( roughnessMap, vUv );\n reflectorRoughnessFactor *= reflectorTexelRoughness.g;\n #endif\n\n #ifdef USE_BLUR\n blurFactor = min(1.0, mixBlur * reflectorRoughnessFactor);\n merge = mix(merge, blur, blurFactor);\n #endif\n\n vec4 newMerge = vec4(0.0, 0.0, 0.0, 1.0);\n newMerge.r = (merge.r - 0.5) * mixContrast + 0.5;\n newMerge.g = (merge.g - 0.5) * mixContrast + 0.5;\n newMerge.b = (merge.b - 0.5) * mixContrast + 0.5;\n\n diffuseColor.rgb = diffuseColor.rgb * ((1.0 - min(1.0, mirror)) + newMerge.rgb * mixStrength);\n `\n );\n }\n get tDiffuse(): Texture | null {\n return this._tDiffuse.value;\n }\n set tDiffuse(v: Texture | null) {\n this._tDiffuse.value = v;\n }\n get tDepth(): Texture | null {\n return this._tDepth.value;\n }\n set tDepth(v: Texture | null) {\n this._tDepth.value = v;\n }\n get distortionMap(): Texture | null {\n return this._distortionMap.value;\n }\n set distortionMap(v: Texture | null) {\n this._distortionMap.value = v;\n }\n get tDiffuseBlur(): Texture | null {\n return this._tDiffuseBlur.value;\n }\n set tDiffuseBlur(v: Texture | null) {\n this._tDiffuseBlur.value = v;\n }\n get textureMatrix(): Matrix4 | null {\n return this._textureMatrix.value;\n }\n set textureMatrix(v: Matrix4 | null) {\n this._textureMatrix.value = v;\n }\n get hasBlur(): boolean {\n return this._hasBlur.value;\n }\n set hasBlur(v: boolean) {\n this._hasBlur.value = v;\n }\n get mirror(): number {\n return this._mirror.value;\n }\n set mirror(v: number) {\n this._mirror.value = v;\n }\n get mixBlur(): number {\n return this._mixBlur.value;\n }\n set mixBlur(v: number) {\n this._mixBlur.value = v;\n }\n get mixStrength(): number {\n return this._blurStrength.value;\n }\n set mixStrength(v: number) {\n this._blurStrength.value = v;\n }\n get minDepthThreshold(): number {\n return this._minDepthThreshold.value;\n }\n set minDepthThreshold(v: number) {\n this._minDepthThreshold.value = v;\n }\n get maxDepthThreshold(): number {\n return this._maxDepthThreshold.value;\n }\n set maxDepthThreshold(v: number) {\n this._maxDepthThreshold.value = v;\n }\n get depthScale(): number {\n return this._depthScale.value;\n }\n set depthScale(v: number) {\n this._depthScale.value = v;\n }\n get depthToBlurRatioBias(): number {\n return this._depthToBlurRatioBias.value;\n }\n set depthToBlurRatioBias(v: number) {\n this._depthToBlurRatioBias.value = v;\n }\n get distortion(): number {\n return this._distortion.value;\n }\n set distortion(v: number) {\n this._distortion.value = v;\n }\n get mixContrast(): number {\n return this._mixContrast.value;\n }\n set mixContrast(v: number) {\n this._mixContrast.value = v;\n }\n}\n","// Author: N8Programs\n// https://github.com/N8python/diamonds\n\nimport * as THREE from 'three';\n// @ts-ignore\nimport { MeshBVHUniformStruct, shaderIntersectFunction, shaderStructs } from 'three-mesh-bvh';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const MeshRefractionMaterial = shaderMaterial(\n {\n envMap: null,\n bounces: 3,\n ior: 2.4,\n correctMips: true,\n aberrationStrength: 0.01,\n fresnel: 0,\n bvh: new MeshBVHUniformStruct() as any,\n color: new THREE.Color('white'),\n resolution: new THREE.Vector2(),\n viewMatrixInverse: new THREE.Matrix4(),\n projectionMatrixInverse: new THREE.Matrix4(),\n },\n /*glsl*/ `\n uniform mat4 viewMatrixInverse;\n\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #ifdef USE_INSTANCING_COLOR\n varying vec3 vInstanceColor;\n #endif\n\n void main() {\n vec4 transformedNormal = vec4(normal, 0.0);\n vec4 transformedPosition = vec4(position, 1.0);\n #ifdef USE_INSTANCING\n transformedNormal = instanceMatrix * transformedNormal;\n transformedPosition = instanceMatrix * transformedPosition;\n #endif\n\n #ifdef USE_INSTANCING\n vModelMatrixInverse = inverse(modelMatrix * instanceMatrix);\n #else\n vModelMatrixInverse = inverse(modelMatrix);\n #endif\n\n #ifdef USE_INSTANCING_COLOR\n vInstanceColor = instanceColor.rgb;\n #endif\n\n vWorldPosition = (modelMatrix * transformedPosition).xyz;\n vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;\n }`,\n /*glsl*/ `\n #define ENVMAP_TYPE_CUBE_UV\n precision highp isampler2D;\n precision highp usampler2D;\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #ifdef USE_INSTANCING_COLOR\n varying vec3 vInstanceColor;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBEM\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n\n uniform float bounces;\n ${shaderStructs}\n ${shaderIntersectFunction}\n uniform BVH bvh;\n uniform float ior;\n uniform bool correctMips;\n uniform vec2 resolution;\n uniform float fresnel;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrixInverse;\n uniform mat4 viewMatrixInverse;\n uniform float aberrationStrength;\n uniform vec3 color;\n\n float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {\n return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );\n }\n\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {\n vec3 rayOrigin = ro;\n vec3 rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = vWorldPosition + rayDirection * 0.001;\n rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;\n rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);\n for(float i = 0.0; i < bounces; i++) {\n uvec4 faceIndices = uvec4( 0u );\n vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );\n vec3 barycoord = vec3( 0.0 );\n float side = 1.0;\n float dist = 0.0;\n bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );\n vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);\n vec3 tempDir = refract(rayDirection, faceNormal, ior);\n if (length(tempDir) != 0.0) {\n rayDirection = tempDir;\n break;\n }\n rayDirection = reflect(rayDirection, faceNormal);\n rayOrigin = hitPos + rayDirection * 0.01;\n }\n rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);\n return rayDirection;\n }\n\n #include <common>\n #include <cube_uv_reflection_fragment>\n\n #ifdef ENVMAP_TYPE_CUBEM\n vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));\n }\n #else\n vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n vec2 uvv = equirectUv( rayDirection );\n vec2 smoothUv = equirectUv( directionCamPerfect );\n return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));\n }\n #endif\n\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution;\n vec3 directionCamPerfect = (projectionMatrixInverse * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;\n directionCamPerfect = (viewMatrixInverse * vec4(directionCamPerfect, 0.0)).xyz;\n directionCamPerfect = normalize(directionCamPerfect);\n vec3 normal = vNormal;\n vec3 rayOrigin = cameraPosition;\n vec3 rayDirection = normalize(vWorldPosition - cameraPosition);\n vec3 finalColor;\n #ifdef CHROMATIC_ABERRATIONS\n vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n #ifdef FAST_CHROMA\n vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));\n vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));\n #else\n vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), vModelMatrixInverse);\n vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), vModelMatrixInverse);\n #endif\n float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;\n float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;\n float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;\n finalColor = vec3(finalColorR, finalColorG, finalColorB);\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n finalColor = textureGradient(envMap, rayDirection, directionCamPerfect).rgb;\n #endif\n\n finalColor *= color;\n #ifdef USE_INSTANCING_COLOR\n finalColor *= vInstanceColor;\n #endif\n\n vec3 viewDirection = normalize(vWorldPosition - cameraPosition);\n float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;\n gl_FragColor = vec4(mix(finalColor, vec3(1.0), nFresnel), 1.0);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }`\n);\n","import { NgtAnyRecord } from 'angular-three';\nimport * as THREE from 'three';\n\ninterface Uniform<T> {\n value: T;\n}\n\nexport class MeshTransmissionMaterial extends THREE.MeshPhysicalMaterial {\n uniforms: {\n chromaticAberration: Uniform<number>;\n transmission: Uniform<number>;\n transmissionMap: Uniform<THREE.Texture | null>;\n _transmission: Uniform<number>;\n thickness: Uniform<number>;\n roughness: Uniform<number>;\n thicknessMap: Uniform<THREE.Texture | null>;\n attenuationDistance: Uniform<number>;\n attenuationColor: Uniform<THREE.Color>;\n anisotropy: Uniform<number>;\n time: Uniform<number>;\n distortion: Uniform<number>;\n distortionScale: Uniform<number>;\n temporalDistortion: Uniform<number>;\n buffer: Uniform<THREE.Texture | null>;\n };\n\n constructor(samples = 6, transmissionSampler = false) {\n super();\n\n this.uniforms = {\n chromaticAberration: { value: 0.05 },\n // Transmission must always be 0, unless transmissionSampler is being used\n transmission: { value: 0 },\n // Instead a workaround is used, see below for reasons why\n _transmission: { value: 1 },\n transmissionMap: { value: null },\n // Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material\n roughness: { value: 0 },\n thickness: { value: 0 },\n thicknessMap: { value: null },\n attenuationDistance: { value: Infinity },\n attenuationColor: { value: new THREE.Color('white') },\n anisotropy: { value: 0.1 },\n time: { value: 0 },\n distortion: { value: 0.0 },\n distortionScale: { value: 0.5 },\n temporalDistortion: { value: 0.0 },\n buffer: { value: null },\n };\n\n this.onBeforeCompile = (shader: THREE.Shader & { defines: { [key: string]: string } }) => {\n shader.uniforms = {\n ...shader.uniforms,\n ...this.uniforms,\n };\n\n // If the transmission sampler is active inject a flag\n if (transmissionSampler) shader.defines['USE_SAMPLER'] = '';\n // Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION\n // because threejs won't inject it for us\n else shader.defines['USE_TRANSMISSION'] = '';\n\n // Head\n shader.fragmentShader =\n /*glsl*/ `\n uniform float chromaticAberration;\n uniform float anisotropy;\n uniform float time;\n uniform float distortion;\n uniform float distortionScale;\n uniform float temporalDistortion;\n uniform sampler2D buffer;\n\n vec3 random3(vec3 c) {\n float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y = fract(512.0*j);\n return r-0.5;\n }\n\n float seed = 0.0;\n uint hash( uint x ) {\n x += ( x << 10u );\n x ^= ( x >> 6u );\n x += ( x << 3u );\n x ^= ( x >> 11u );\n x += ( x << 15u );\n return x;\n }\n\n // Compound versions of the hashing algorithm I whipped together.\n uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }\n uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }\n uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }\n\n // Construct a float with half-open range [0:1] using low 23 bits.\n // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.\n float floatConstruct( uint m ) {\n const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask\n const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32\n m &= ieeeMantissa; // Keep only mantissa bits (fractional part)\n m |= ieeeOne; // Add fractional part to 1.0\n float f = uintBitsToFloat( m ); // Range [1:2]\n return f - 1.0; // Range [0:1]\n }\n\n // Pseudo-random value in half-open range [0:1].\n float random( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }\n float random( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n float random( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }\n\n float rand() {\n float result = random(vec3(gl_FragCoord.xy, seed));\n seed += 1.0;\n return result;\n }\n\n const float F3 = 0.3333333;\n const float G3 = 0.1666667;\n\n float snoise(vec3 p) {\n vec3 s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s, vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3 i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x, x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s), x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *= w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n }\n\n float snoiseFractal(vec3 m) {\n return 0.5333333* snoise(m)\n +0.2666667* snoise(2.0*m)\n +0.1333333* snoise(4.0*m)\n +0.0666667* snoise(8.0*m);\n }\\n` + shader.fragmentShader;\n\n // Remove transmission\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <transmission_pars_fragment>',\n /*glsl*/ `\n #ifdef USE_TRANSMISSION\n // Transmission code is based on glTF-Sampler-Viewer\n // https://github.com/KhronosGroup/glTF-Sample-Viewer\n uniform float _transmission;\n uniform float thickness;\n uniform float attenuationDistance;\n uniform vec3 attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n uniform sampler2D transmissionMap;\n #endif\n #ifdef USE_THICKNESSMAP\n uniform sampler2D thicknessMap;\n #endif\n uniform vec2 transmissionSamplerSize;\n uniform sampler2D transmissionSamplerMap;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrix;\n varying vec3 vWorldPosition;\n vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n // Direction of refracted light.\n vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n // Compute rotation-independant scaling of the model matrix.\n vec3 modelScale;\n modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n // The thickness is specified in local space.\n return normalize( refractionVector ) * thickness * modelScale;\n }\n float applyIorToRoughness( const in float roughness, const in float ior ) {\n // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and\n // an IOR of 1.5 results in the default amount of microfacet refraction.\n return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n }\n vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n #ifdef USE_SAMPLER\n #ifdef texture2DLodEXT\n return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #else\n return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod);\n #endif\n #else\n return texture2D(buffer, fragCoord.xy);\n #endif\n }\n vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n if ( isinf( attenuationDistance ) ) {\n // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.\n return radiance;\n } else {\n // Compute light attenuation using Beer's law.\n vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law\n return transmittance * radiance;\n }\n }\n vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n const in vec3 attenuationColor, const in float attenuationDistance ) {\n vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n vec3 refractedRayExit = position + transmissionRay;\n // Project refracted vector on the framebuffer, while mapping to normalized device coordinates.\n vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n refractionCoords += 1.0;\n refractionCoords /= 2.0;\n // Sample framebuffer to get pixel the refracted ray hits.\n vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\n // Get the specular component.\n vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\n }\n #endif\\n`\n );\n\n // Add refraction\n shader.fragmentShader = shader.fragmentShader.replace(\n '#include <transmission_fragment>',\n /*glsl*/ `\n // Improve the refraction to use the world pos\n material.transmission = _transmission;\n material.transmissionAlpha = 1.0;\n material.thickness = thickness;\n material.attenuationDistance = attenuationDistance;\n material.attenuationColor = attenuationColor;\n #ifdef USE_TRANSMISSIONMAP\n material.transmission *= texture2D( transmissionMap, vUv ).r;\n #endif\n #ifdef USE_THICKNESSMAP\n material.thickness *= texture2D( thicknessMap, vUv ).g;\n #endif\n\n vec3 pos = vWorldPosition;\n vec3 v = normalize( cameraPosition - pos );\n vec3 n = inverseTransformDirection( normal, viewMatrix );\n vec3 transmission = vec3(0.0);\n float transmissionR, transmissionB, transmissionG;\n float randomCoords = rand();\n float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropy);\n vec3 distortionNormal = vec3(0.0);\n vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion;\n if (distortion > 0.0) {\n distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset)));\n }\n for (float i = 0.0; i < ${samples}.0; i ++) {\n vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand() - 0.5, rand() - 0.5, rand() - 0.5)) * pow(rand(), 0.33) + distortionNormal);\n transmissionR = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),\n material.attenuationColor, material.attenuationDistance\n ).r;\n transmissionG = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),\n material.attenuationColor, material.attenuationDistance\n ).g;\n transmissionB = getIBLVolumeRefraction(\n sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}),\n material.attenuationColor, material.attenuationDistance\n ).b;\n transmission.r += transmissionR;\n transmission.g += transmissionG;\n transmission.b += transmissionB;\n }\n transmission /= ${samples}.0;\n totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\\n`\n );\n };\n\n Object.keys(this.uniforms).forEach((name) =>\n Object.defineProperty(this, name, {\n get: () => (this.uniforms as NgtAnyRecord)[name].value,\n set: (v) => ((this.uniforms as NgtAnyRecord)[name].value = v),\n })\n );\n }\n}\n","import * as THREE from 'three';\n\ninterface Uniform<T> {\n value: T;\n}\n\nexport class MeshWobbleMaterial extends THREE.MeshStandardMaterial {\n _time: Uniform<number>;\n _factor: Uniform<number>;\n\n constructor(parameters: THREE.MeshStandardMaterialParameters = {}) {\n super(parameters);\n this.setValues(parameters);\n this._time = { value: 0 };\n this._factor = { value: 1 };\n }\n\n override onBeforeCompile(shader: THREE.Shader) {\n shader.uniforms['time'] = this._time;\n shader.uniforms['factor'] = this._factor;\n\n shader.vertexShader = `\n uniform float time;\n uniform float factor;\n ${shader.vertexShader}\n `;\n shader.vertexShader = shader.vertexShader.replace(\n '#include <begin_vertex>',\n `float theta = sin( time + position.y ) / 2.0 * factor;\n float c = cos( theta );\n float s = sin( theta );\n mat3 m = mat3( c, 0, s, 0, 1, 0, -s, 0, c );\n vec3 transformed = vec3( position ) * m;\n vNormal = vNormal * m;`\n );\n }\n\n get time() {\n return this._time.value;\n }\n\n set time(v) {\n this._time.value = v;\n }\n\n get factor() {\n return this._factor.value;\n }\n\n set factor(v) {\n this._factor.value = v;\n }\n}\n","import * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const SoftShadowMaterial = shaderMaterial(\n {\n color: new THREE.Color(),\n blend: 2.0,\n alphaTest: 0.75,\n opacity: 0,\n map: null,\n },\n // language=GLSL\n `\nvarying vec2 vUv;\nvoid main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vUv = uv;\n}\n `,\n // language=GLSL\n `\nvarying vec2 vUv;\nuniform sampler2D map;\nuniform vec3 color;\nuniform float blend;\nuniform float opacity;\nuniform float alphaTest;\nvoid main() {\n vec4 sampledDiffuseColor = texture2D(map, vUv);\n gl_FragColor = vec4(color * sampledDiffuseColor.r * blend, max(0.0, (1.0 - (sampledDiffuseColor.r + sampledDiffuseColor.g + sampledDiffuseColor.b) / alphaTest)) * opacity);\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n `\n);\n\nexport type SoftShadowMaterialInputs = {\n map: THREE.Texture;\n color?: THREE.ColorRepresentation;\n alphaTest?: number;\n blend?: number;\n};\n","import { Color, ShaderMaterial, Vector2, Vector3 } from 'three';\n\nexport class SpotLightMaterial extends ShaderMaterial {\n constructor() {\n super({\n uniforms: {\n depth: { value: null },\n opacity: { value: 1 },\n attenuation: { value: 2.5 },\n anglePower: { value: 12 },\n spotPosition: { value: new Vector3(0, 0, 0) },\n lightColor: { value: new Color('white') },\n cameraNear: { value: 0 },\n cameraFar: { value: 1 },\n resolution: { value: new Vector2(0, 0) },\n },\n transparent: true,\n depthWrite: false,\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n varying vec3 vWorldPosition;\n varying float vViewZ;\n varying float vIntensity;\n uniform vec3 spotPosition;\n uniform float attenuation;\n\n void main() {\n // compute intensity\n vNormal = normalize( normalMatrix * normal );\n vec4 worldPosition\t= modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n vec4 viewPosition = viewMatrix * worldPosition;\n vViewZ = viewPosition.z;\n float intensity\t= distance(worldPosition.xyz, spotPosition) / attenuation;\n intensity\t= 1.0 - clamp(intensity, 0.0, 1.0);\n vIntensity = intensity;\n // set gl_Position\n gl_Position\t= projectionMatrix * viewPosition;\n\n }`,\n fragmentShader: /* glsl */ `\n #include <packing>\n\n varying vec3 vNormal;\n varying vec3 vWorldPosition;\n uniform vec3 lightColor;\n uniform vec3 spotPosition;\n uniform float attenuation;\n uniform float anglePower;\n uniform sampler2D depth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n varying float vViewZ;\n varying float vIntensity;\n uniform float opacity;\n\n float readDepth( sampler2D depthSampler, vec2 coord ) {\n float fragCoordZ = texture2D( depthSampler, coord ).x;\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZ;\n }\n\n void main() {\n float d = 1.0;\n bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;\n if (isSoft) {\n vec2 sUv = gl_FragCoord.xy / resolution;\n d = readDepth(depth, sUv);\n }\n float intensity = vIntensity;\n vec3 normal\t= vec3(vNormal.x, vNormal.y, abs(vNormal.z));\n float angleIntensity\t= pow( dot(normal, vec3(0.0, 0.0, 1.0)), anglePower );\n intensity\t*= angleIntensity;\n // fades when z is close to sampled depth, meaning the cone is intersecting existing geometry\n if (isSoft) {\n intensity\t*= smoothstep(0., 1., vViewZ - d);\n }\n gl_FragColor = vec4(lightColor, intensity * opacity);\n\n #include <tonemapping_fragment>\n\t #include <encodings_fragment>\n }`,\n });\n }\n}\n","import { shaderMaterial } from '../shader-material/shader-material';\n\nexport const StarFieldMaterial = shaderMaterial(\n { time: 0.0, fade: 0.0 },\n // language=GLSL\n `\nuniform float time;\nattribute float size;\nvarying vec3 vColor;\nvoid main() {\n vColor = color;\n vec4 mvPosition = modelViewMatrix * vec4(position, 0.5);\n gl_PointSize = size * (30.0 / -mvPosition.z) * (3.0 + sin(time + 100.0));\n gl_Position = projectionMatrix * mvPosition;\n}\n `,\n // language=GLSL\n `\nuniform sampler2D pointTexture;\nuniform float fade;\nvarying vec3 vColor;\nvoid main() {\n float opacity = 1.0;\n if (fade == 1.0) {\n float d = distance(gl_PointCoord, vec2(0.5, 0.5));\n opacity = 1.0 / (1.0 + exp(16.0 * (d - 0.25)));\n }\n gl_FragColor = vec4(vColor, opacity);\n\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n}\n `\n);\n","/**\n * Generated bundle index. 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