angular-three-soba 1.14.1 → 2.0.0-beta.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (426) hide show
  1. package/README.md +2 -2
  2. package/abstractions/billboard/billboard.d.ts +28 -0
  3. package/abstractions/detailed/detailed.d.ts +26 -0
  4. package/abstractions/edges/edges.d.ts +34 -0
  5. package/abstractions/grid/grid.d.ts +50 -0
  6. package/abstractions/index.d.ts +6 -11
  7. package/abstractions/text/text.d.ts +82 -0
  8. package/abstractions/text-3d/text-3d.d.ts +81 -0
  9. package/cameras/{lib/camera → camera}/camera-content.d.ts +2 -2
  10. package/cameras/camera/camera.d.ts +26 -0
  11. package/cameras/cube-camera/cube-camera.d.ts +69 -0
  12. package/cameras/index.d.ts +4 -4
  13. package/cameras/orthographic-camera/orthographic-camera.d.ts +37 -0
  14. package/cameras/{lib/perspective-camera → perspective-camera}/perspective-camera.d.ts +10 -1
  15. package/controls/index.d.ts +1 -1
  16. package/controls/orbit-controls/orbit-controls.d.ts +54 -0
  17. package/esm2022/abstractions/angular-three-soba-abstractions.mjs +1 -1
  18. package/esm2022/abstractions/billboard/billboard.mjs +74 -0
  19. package/esm2022/abstractions/detailed/detailed.mjs +64 -0
  20. package/esm2022/abstractions/edges/edges.mjs +88 -0
  21. package/esm2022/abstractions/grid/grid.mjs +180 -0
  22. package/esm2022/abstractions/index.mjs +7 -12
  23. package/esm2022/abstractions/text/text.mjs +274 -0
  24. package/esm2022/abstractions/text-3d/text-3d.mjs +165 -0
  25. package/esm2022/angular-three-soba.mjs +1 -1
  26. package/esm2022/cameras/angular-three-soba-cameras.mjs +1 -1
  27. package/esm2022/cameras/camera/camera-content.mjs +20 -0
  28. package/esm2022/cameras/camera/camera.mjs +77 -0
  29. package/esm2022/cameras/cube-camera/cube-camera.mjs +161 -0
  30. package/esm2022/cameras/index.mjs +5 -5
  31. package/esm2022/cameras/orthographic-camera/orthographic-camera.mjs +102 -0
  32. package/esm2022/cameras/perspective-camera/perspective-camera.mjs +46 -0
  33. package/esm2022/controls/angular-three-soba-controls.mjs +1 -1
  34. package/esm2022/controls/index.mjs +2 -2
  35. package/esm2022/controls/orbit-controls/orbit-controls.mjs +181 -0
  36. package/esm2022/index.mjs +1 -1
  37. package/esm2022/loaders/angular-three-soba-loaders.mjs +1 -1
  38. package/esm2022/loaders/gltf-loader/gltf-loader.mjs +30 -0
  39. package/esm2022/loaders/index.mjs +5 -6
  40. package/esm2022/loaders/loader/loader.mjs +138 -0
  41. package/esm2022/loaders/progress/progress.mjs +45 -0
  42. package/esm2022/loaders/texture-loader/texture-loader.mjs +28 -0
  43. package/esm2022/materials/angular-three-soba-materials.mjs +1 -1
  44. package/esm2022/materials/index.mjs +7 -6
  45. package/esm2022/materials/mesh-distort-material/mesh-distort-material.mjs +82 -0
  46. package/esm2022/materials/mesh-reflector-material/mesh-reflector-material.mjs +367 -0
  47. package/esm2022/materials/mesh-refraction-material/mesh-refraction-material.mjs +171 -0
  48. package/esm2022/materials/mesh-transmission-material/mesh-transmission-material.mjs +278 -0
  49. package/esm2022/materials/mesh-wobble-material/mesh-wobble-material.mjs +68 -0
  50. package/esm2022/materials/point-material/point-material.mjs +46 -0
  51. package/esm2022/misc/angular-three-soba-misc.mjs +1 -1
  52. package/esm2022/misc/animations/animations.mjs +59 -0
  53. package/esm2022/misc/bake-shadows/bake-shadows.mjs +24 -0
  54. package/esm2022/misc/caustics/caustics.mjs +387 -0
  55. package/esm2022/misc/decal/decal.mjs +187 -0
  56. package/esm2022/misc/depth-buffer/depth-buffer.mjs +44 -0
  57. package/esm2022/misc/example/example.mjs +160 -0
  58. package/esm2022/misc/fbo/fbo.mjs +47 -0
  59. package/esm2022/misc/html/html-wrapper.mjs +478 -0
  60. package/esm2022/misc/html/html.mjs +304 -0
  61. package/esm2022/misc/index.mjs +14 -5
  62. package/esm2022/misc/sampler/sampler.mjs +142 -0
  63. package/esm2022/misc/shadow/shadow.mjs +111 -0
  64. package/esm2022/misc/stats-gl/stats-gl.mjs +61 -0
  65. package/esm2022/misc/trail/trail.mjs +209 -0
  66. package/esm2022/misc/trail-texture/inject-trail-texture.mjs +17 -0
  67. package/esm2022/misc/trail-texture/trail-texture.mjs +106 -0
  68. package/esm2022/modifiers/angular-three-soba-modifiers.mjs +5 -0
  69. package/esm2022/modifiers/curve-modifier/curve-modifier.mjs +64 -0
  70. package/esm2022/modifiers/index.mjs +2 -0
  71. package/esm2022/performances/adaptive-dpr/adaptive-dpr.mjs +44 -0
  72. package/esm2022/performances/adaptive-events/adaptive-events.mjs +27 -0
  73. package/esm2022/performances/angular-three-soba-performances.mjs +5 -0
  74. package/esm2022/performances/index.mjs +6 -0
  75. package/esm2022/performances/points/points-input.mjs +64 -0
  76. package/esm2022/performances/points/points.mjs +329 -0
  77. package/esm2022/performances/points/position-point.mjs +54 -0
  78. package/esm2022/performances/segments/segment-object.mjs +9 -0
  79. package/esm2022/performances/segments/segments.mjs +182 -0
  80. package/esm2022/shaders/angular-three-soba-shaders.mjs +1 -1
  81. package/esm2022/shaders/blur-pass/blur-pass.mjs +61 -0
  82. package/esm2022/shaders/caustics/caustics-material.mjs +130 -0
  83. package/esm2022/shaders/caustics/caustics-projection-material.mjs +31 -0
  84. package/esm2022/shaders/convolution-material/convolution-material.mjs +94 -0
  85. package/esm2022/shaders/discard-material/discard-material.mjs +3 -0
  86. package/esm2022/shaders/grid-material/grid-material.mjs +77 -0
  87. package/esm2022/shaders/index.mjs +18 -15
  88. package/esm2022/shaders/mesh-distort-material/mesh-distort-material.mjs +56 -0
  89. package/esm2022/shaders/mesh-reflector-material/mesh-reflector-material.mjs +223 -0
  90. package/esm2022/shaders/mesh-refraction-material/mesh-refraction-material.mjs +170 -0
  91. package/esm2022/shaders/mesh-transmission-material/mesh-transmission-material.mjs +268 -0
  92. package/esm2022/shaders/mesh-wobble-material/mesh-wobble-material.mjs +37 -0
  93. package/esm2022/shaders/shader-material/shader-material.mjs +34 -0
  94. package/esm2022/shaders/soft-shadow-material/soft-shadow-material.mjs +25 -0
  95. package/esm2022/shaders/sparkles-material/sparkles-material.mjs +33 -0
  96. package/esm2022/shaders/spot-light-material/spot-light-material.mjs +86 -0
  97. package/esm2022/shaders/star-field-material/star-field-material.mjs +33 -0
  98. package/esm2022/shaders/wireframe-material/wireframe-material.mjs +247 -0
  99. package/esm2022/staging/accumulative-shadows/accumulative-shadows.mjs +267 -0
  100. package/esm2022/staging/accumulative-shadows/progressive-light-map.mjs +108 -0
  101. package/esm2022/staging/accumulative-shadows/randomized-lights.mjs +206 -0
  102. package/esm2022/staging/angular-three-soba-staging.mjs +1 -1
  103. package/esm2022/staging/backdrop/backdrop.mjs +77 -0
  104. package/esm2022/staging/bb-anchor/bb-anchor.mjs +69 -0
  105. package/esm2022/staging/bounds/bounds.mjs +308 -0
  106. package/esm2022/staging/camera-shake/camera-shake.mjs +123 -0
  107. package/esm2022/staging/center/center.mjs +163 -0
  108. package/esm2022/staging/cloud/cloud.mjs +158 -0
  109. package/esm2022/staging/contact-shadows/contact-shadows.mjs +246 -0
  110. package/esm2022/staging/environment/assets.mjs +13 -0
  111. package/esm2022/staging/environment/environment-cube.mjs +47 -0
  112. package/esm2022/staging/environment/environment-ground.mjs +41 -0
  113. package/esm2022/staging/environment/environment-input.mjs +119 -0
  114. package/esm2022/staging/environment/environment-map.mjs +53 -0
  115. package/esm2022/staging/environment/environment-portal.mjs +113 -0
  116. package/esm2022/staging/environment/environment.mjs +61 -0
  117. package/esm2022/staging/environment/utils.mjs +105 -0
  118. package/esm2022/staging/float/float.mjs +94 -0
  119. package/esm2022/staging/index.mjs +22 -18
  120. package/esm2022/staging/matcap-texture/matcap-texture.mjs +64 -0
  121. package/esm2022/staging/normal-texture/normal-texture.mjs +53 -0
  122. package/esm2022/staging/sky/sky.mjs +119 -0
  123. package/esm2022/staging/sparkles/sparkles.mjs +164 -0
  124. package/esm2022/staging/spot-light/shadow-mesh-input.mjs +63 -0
  125. package/esm2022/staging/spot-light/shadow-mesh.mjs +266 -0
  126. package/esm2022/staging/spot-light/spot-light-input.mjs +84 -0
  127. package/esm2022/staging/spot-light/spot-light.mjs +81 -0
  128. package/esm2022/staging/spot-light/volumetric-mesh.mjs +98 -0
  129. package/esm2022/staging/stage/stage.mjs +388 -0
  130. package/esm2022/staging/stars/stars.mjs +147 -0
  131. package/esm2022/staging/wireframe/wireframe-input.mjs +191 -0
  132. package/esm2022/staging/wireframe/wireframe.mjs +224 -0
  133. package/esm2022/utils/angular-three-soba-utils.mjs +5 -0
  134. package/esm2022/utils/content/content.mjs +15 -0
  135. package/esm2022/utils/index.mjs +2 -0
  136. package/fesm2022/angular-three-soba-abstractions.mjs +668 -1882
  137. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  138. package/fesm2022/angular-three-soba-cameras.mjs +279 -232
  139. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  140. package/fesm2022/angular-three-soba-controls.mjs +104 -69
  141. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  142. package/fesm2022/angular-three-soba-loaders.mjs +177 -164
  143. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  144. package/fesm2022/angular-three-soba-materials.mjs +630 -482
  145. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  146. package/fesm2022/angular-three-soba-misc.mjs +2248 -122
  147. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  148. package/fesm2022/angular-three-soba-modifiers.mjs +71 -0
  149. package/fesm2022/angular-three-soba-modifiers.mjs.map +1 -0
  150. package/fesm2022/angular-three-soba-performances.mjs +697 -0
  151. package/fesm2022/angular-three-soba-performances.mjs.map +1 -0
  152. package/fesm2022/angular-three-soba-shaders.mjs +554 -209
  153. package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
  154. package/fesm2022/angular-three-soba-staging.mjs +3230 -2852
  155. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  156. package/fesm2022/angular-three-soba-utils.mjs +22 -0
  157. package/fesm2022/angular-three-soba-utils.mjs.map +1 -0
  158. package/fesm2022/angular-three-soba.mjs.map +1 -1
  159. package/loaders/gltf-loader/gltf-loader.d.ts +10 -0
  160. package/loaders/index.d.ts +4 -5
  161. package/loaders/loader/loader.d.ts +33 -0
  162. package/loaders/progress/progress.d.ts +9 -0
  163. package/loaders/texture-loader/texture-loader.d.ts +7 -0
  164. package/materials/index.d.ts +6 -5
  165. package/materials/mesh-distort-material/mesh-distort-material.d.ts +40 -0
  166. package/materials/mesh-reflector-material/mesh-reflector-material.d.ts +99 -0
  167. package/materials/mesh-refraction-material/mesh-refraction-material.d.ts +62 -0
  168. package/materials/mesh-transmission-material/mesh-transmission-material.d.ts +107 -0
  169. package/materials/mesh-wobble-material/mesh-wobble-material.d.ts +29 -0
  170. package/materials/point-material/point-material.d.ts +24 -0
  171. package/metadata.json +1 -0
  172. package/misc/animations/animations.d.ts +15 -0
  173. package/misc/{lib/bake-shadows → bake-shadows}/bake-shadows.d.ts +2 -5
  174. package/misc/caustics/caustics.d.ts +87 -0
  175. package/misc/decal/decal.d.ts +49 -0
  176. package/misc/depth-buffer/depth-buffer.d.ts +9 -0
  177. package/misc/example/example.d.ts +81 -0
  178. package/misc/{lib/fbo → fbo}/fbo.d.ts +4 -2
  179. package/misc/html/html-wrapper.d.ts +559 -0
  180. package/misc/html/html.d.ts +214 -0
  181. package/misc/index.d.ts +13 -4
  182. package/misc/sampler/sampler.d.ts +67 -0
  183. package/misc/shadow/shadow.d.ts +37 -0
  184. package/misc/stats-gl/stats-gl.d.ts +24 -0
  185. package/misc/trail/trail.d.ts +57 -0
  186. package/misc/trail-texture/inject-trail-texture.d.ts +9 -0
  187. package/misc/trail-texture/trail-texture.d.ts +50 -0
  188. package/modifiers/README.md +3 -0
  189. package/modifiers/curve-modifier/curve-modifier.d.ts +23 -0
  190. package/modifiers/index.d.ts +1 -0
  191. package/package.json +43 -32
  192. package/performances/README.md +3 -0
  193. package/performances/adaptive-dpr/adaptive-dpr.d.ts +14 -0
  194. package/{performance/lib/adaptive → performances/adaptive-events}/adaptive-events.d.ts +5 -6
  195. package/performances/index.d.ts +5 -0
  196. package/performances/points/points-input.d.ts +32 -0
  197. package/performances/points/points.d.ts +92 -0
  198. package/performances/points/position-point.d.ts +11 -0
  199. package/performances/segments/segment-object.d.ts +7 -0
  200. package/performances/segments/segments.d.ts +124 -0
  201. package/shaders/{lib/blur-pass → blur-pass}/blur-pass.d.ts +2 -2
  202. package/shaders/grid-material/grid-material.d.ts +37 -0
  203. package/shaders/index.d.ts +17 -14
  204. package/shaders/{lib/mesh-distort-material → mesh-distort-material}/mesh-distort-material.d.ts +147 -2
  205. package/shaders/{lib/mesh-transmission-material → mesh-transmission-material}/mesh-transmission-material.d.ts +1 -1
  206. package/shaders/{lib/mesh-wobble-material → mesh-wobble-material}/mesh-wobble-material.d.ts +1 -0
  207. package/shaders/{lib/shader-material → shader-material}/shader-material.d.ts +2 -2
  208. package/shaders/soft-shadow-material/soft-shadow-material.d.ts +19 -0
  209. package/shaders/sparkles-material/sparkles-material.d.ts +17 -0
  210. package/shaders/spot-light-material/spot-light-material.d.ts +13 -0
  211. package/shaders/star-field-material/star-field-material.d.ts +13 -0
  212. package/shaders/wireframe-material/wireframe-material.d.ts +58 -0
  213. package/staging/accumulative-shadows/accumulative-shadows.d.ts +146 -0
  214. package/staging/{lib/accumulative-shadows → accumulative-shadows}/progressive-light-map.d.ts +2 -2
  215. package/staging/accumulative-shadows/randomized-lights.d.ts +90 -0
  216. package/staging/backdrop/backdrop.d.ts +30 -0
  217. package/staging/bb-anchor/bb-anchor.d.ts +27 -0
  218. package/staging/bounds/bounds.d.ts +134 -0
  219. package/staging/camera-shake/camera-shake.d.ts +43 -0
  220. package/staging/center/center.d.ts +70 -0
  221. package/staging/cloud/cloud.d.ts +51 -0
  222. package/staging/contact-shadows/contact-shadows.d.ts +70 -0
  223. package/staging/{lib/environment → environment}/assets.d.ts +9 -9
  224. package/staging/environment/environment-cube.d.ts +15 -0
  225. package/staging/environment/environment-ground.d.ts +13 -0
  226. package/staging/environment/environment-input.d.ts +68 -0
  227. package/staging/environment/environment-map.d.ts +16 -0
  228. package/staging/environment/environment-portal.d.ts +18 -0
  229. package/staging/{lib/environment → environment}/environment.d.ts +2 -6
  230. package/staging/environment/utils.d.ts +7 -0
  231. package/staging/float/float.d.ts +31 -0
  232. package/staging/index.d.ts +21 -17
  233. package/staging/matcap-texture/matcap-texture.d.ts +13 -0
  234. package/staging/normal-texture/normal-texture.d.ts +16 -0
  235. package/staging/sky/sky.d.ts +48 -0
  236. package/staging/sparkles/sparkles.d.ts +63 -0
  237. package/staging/spot-light/shadow-mesh-input.d.ts +29 -0
  238. package/staging/spot-light/shadow-mesh.d.ts +37 -0
  239. package/staging/spot-light/spot-light-input.d.ts +38 -0
  240. package/staging/spot-light/spot-light.d.ts +39 -0
  241. package/staging/spot-light/volumetric-mesh.d.ts +24 -0
  242. package/staging/stage/stage.d.ts +130 -0
  243. package/staging/stars/stars.d.ts +45 -0
  244. package/staging/wireframe/wireframe-input.d.ts +65 -0
  245. package/staging/wireframe/wireframe.d.ts +28 -0
  246. package/utils/README.md +3 -0
  247. package/utils/content/content.d.ts +8 -0
  248. package/utils/index.d.ts +1 -0
  249. package/web-types.json +1 -0
  250. package/abstractions/lib/billboard/billboard.d.ts +0 -14
  251. package/abstractions/lib/catmull-rom-line/catmull-rom-line.d.ts +0 -15
  252. package/abstractions/lib/cubic-bezier-line/cubic-bezier-line.d.ts +0 -15
  253. package/abstractions/lib/edges/edges.d.ts +0 -18
  254. package/abstractions/lib/gizmo-helper/gizmo-helper.d.ts +0 -41
  255. package/abstractions/lib/gizmo-helper/gizmo-viewcube/constants.d.ts +0 -12
  256. package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +0 -16
  257. package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +0 -24
  258. package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.d.ts +0 -14
  259. package/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +0 -15
  260. package/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +0 -28
  261. package/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +0 -21
  262. package/abstractions/lib/line/line-input.d.ts +0 -19
  263. package/abstractions/lib/line/line.d.ts +0 -21
  264. package/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.d.ts +0 -19
  265. package/abstractions/lib/text/text.d.ts +0 -21
  266. package/abstractions/lib/text-3d/text-3d.d.ts +0 -39
  267. package/assets/default-spot-light-shadow.glsl +0 -10
  268. package/cameras/lib/camera/camera.d.ts +0 -19
  269. package/cameras/lib/cube-camera/cube-camera.d.ts +0 -27
  270. package/cameras/lib/orthographic-camera/orthographic-camera.d.ts +0 -17
  271. package/controls/lib/orbit-controls/orbit-controls.d.ts +0 -27
  272. package/esm2022/abstractions/lib/billboard/billboard.mjs +0 -74
  273. package/esm2022/abstractions/lib/catmull-rom-line/catmull-rom-line.mjs +0 -120
  274. package/esm2022/abstractions/lib/cubic-bezier-line/cubic-bezier-line.mjs +0 -99
  275. package/esm2022/abstractions/lib/edges/edges.mjs +0 -96
  276. package/esm2022/abstractions/lib/gizmo-helper/gizmo-helper.mjs +0 -213
  277. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/constants.mjs +0 -31
  278. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +0 -92
  279. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +0 -184
  280. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.mjs +0 -46
  281. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +0 -134
  282. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +0 -195
  283. package/esm2022/abstractions/lib/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +0 -267
  284. package/esm2022/abstractions/lib/line/line-input.mjs +0 -76
  285. package/esm2022/abstractions/lib/line/line.mjs +0 -133
  286. package/esm2022/abstractions/lib/quadratic-bezier-line/quadratic-bezier-line.mjs +0 -128
  287. package/esm2022/abstractions/lib/text/text.mjs +0 -115
  288. package/esm2022/abstractions/lib/text-3d/text-3d.mjs +0 -145
  289. package/esm2022/cameras/lib/camera/camera-content.mjs +0 -21
  290. package/esm2022/cameras/lib/camera/camera.mjs +0 -75
  291. package/esm2022/cameras/lib/cube-camera/cube-camera.mjs +0 -131
  292. package/esm2022/cameras/lib/orthographic-camera/orthographic-camera.mjs +0 -93
  293. package/esm2022/cameras/lib/perspective-camera/perspective-camera.mjs +0 -47
  294. package/esm2022/controls/lib/orbit-controls/orbit-controls.mjs +0 -147
  295. package/esm2022/loaders/lib/cube-texture-loader/cube-texture-loader.mjs +0 -10
  296. package/esm2022/loaders/lib/gltf-loader/gltf-loader.mjs +0 -32
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  298. package/esm2022/loaders/lib/progress/progress.mjs +0 -39
  299. package/esm2022/loaders/lib/texture-loader/texture-loader.mjs +0 -19
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  301. package/esm2022/materials/lib/mesh-reflector-material/mesh-reflector-material.mjs +0 -328
  302. package/esm2022/materials/lib/mesh-refraction-material/mesh-refraction-material.mjs +0 -158
  303. package/esm2022/materials/lib/mesh-transmission-material/mesh-transmission-material.mjs +0 -238
  304. package/esm2022/materials/lib/mesh-wobble-material/mesh-wobble-material.mjs +0 -68
  305. package/esm2022/misc/lib/animations/animations.mjs +0 -52
  306. package/esm2022/misc/lib/bake-shadows/bake-shadows.mjs +0 -26
  307. package/esm2022/misc/lib/depth-buffer/depth-buffer.mjs +0 -39
  308. package/esm2022/misc/lib/fbo/fbo.mjs +0 -39
  309. package/esm2022/performance/angular-three-soba-performance.mjs +0 -5
  310. package/esm2022/performance/index.mjs +0 -5
  311. package/esm2022/performance/lib/adaptive/adaptive-dpr.mjs +0 -47
  312. package/esm2022/performance/lib/adaptive/adaptive-events.mjs +0 -37
  313. package/esm2022/performance/lib/detailed/detailed.mjs +0 -54
  314. package/esm2022/performance/lib/stats/stats.mjs +0 -80
  315. package/esm2022/shaders/lib/blur-pass/blur-pass.mjs +0 -61
  316. package/esm2022/shaders/lib/caustics-material/caustics-material.mjs +0 -128
  317. package/esm2022/shaders/lib/caustics-projection-material/caustics-projection-material.mjs +0 -33
  318. package/esm2022/shaders/lib/convolution-material/convolution-material.mjs +0 -94
  319. package/esm2022/shaders/lib/discard-material/discard-material.mjs +0 -3
  320. package/esm2022/shaders/lib/mesh-distort-material/mesh-distort-material.mjs +0 -55
  321. package/esm2022/shaders/lib/mesh-reflector-material/mesh-reflector-material.mjs +0 -223
  322. package/esm2022/shaders/lib/mesh-refraction-material/mesh-refraction-material.mjs +0 -169
  323. package/esm2022/shaders/lib/mesh-transmission-material/mesh-transmission-material.mjs +0 -268
  324. package/esm2022/shaders/lib/mesh-wobble-material/mesh-wobble-material.mjs +0 -37
  325. package/esm2022/shaders/lib/shader-material/shader-material.mjs +0 -34
  326. package/esm2022/shaders/lib/soft-shadow-material/soft-shadow-material.mjs +0 -33
  327. package/esm2022/shaders/lib/spot-light-material/spot-light-material.mjs +0 -86
  328. package/esm2022/shaders/lib/star-field-material/star-field-material.mjs +0 -32
  329. package/esm2022/staging/lib/accumulative-shadows/accumulative-shadows.mjs +0 -249
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  345. package/esm2022/staging/lib/environment/utils.mjs +0 -70
  346. package/esm2022/staging/lib/float/float.mjs +0 -77
  347. package/esm2022/staging/lib/sky/sky.mjs +0 -109
  348. package/esm2022/staging/lib/sparkles/sparkles.mjs +0 -210
  349. package/esm2022/staging/lib/spot-light/common.mjs +0 -42
  350. package/esm2022/staging/lib/spot-light/shadow-mesh-input.mjs +0 -51
  351. package/esm2022/staging/lib/spot-light/spot-light-input.mjs +0 -62
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  356. package/esm2022/staging/lib/spot-light/volumetric-mesh.mjs +0 -86
  357. package/esm2022/staging/lib/stage/stage.mjs +0 -368
  358. package/esm2022/staging/lib/stars/stars.mjs +0 -140
  359. package/fesm2022/angular-three-soba-performance.mjs +0 -210
  360. package/fesm2022/angular-three-soba-performance.mjs.map +0 -1
  361. package/loaders/lib/cube-texture-loader/cube-texture-loader.d.ts +0 -3
  362. package/loaders/lib/gltf-loader/gltf-loader.d.ts +0 -8
  363. package/loaders/lib/loader/loader.d.ts +0 -26
  364. package/loaders/lib/progress/progress.d.ts +0 -16
  365. package/loaders/lib/texture-loader/texture-loader.d.ts +0 -5
  366. package/materials/lib/mesh-distort-material/mesh-distort-material.d.ts +0 -24
  367. package/materials/lib/mesh-reflector-material/mesh-reflector-material.d.ts +0 -41
  368. package/materials/lib/mesh-refraction-material/mesh-refraction-material.d.ts +0 -28
  369. package/materials/lib/mesh-transmission-material/mesh-transmission-material.d.ts +0 -46
  370. package/materials/lib/mesh-wobble-material/mesh-wobble-material.d.ts +0 -14
  371. package/misc/lib/animations/animations.d.ts +0 -13
  372. package/misc/lib/depth-buffer/depth-buffer.d.ts +0 -7
  373. package/performance/README.md +0 -3
  374. package/performance/index.d.ts +0 -4
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  377. package/performance/lib/stats/stats.d.ts +0 -15
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  391. package/shaders/lib/soft-shadow-material/soft-shadow-material.d.ts +0 -10
  392. package/shaders/lib/spot-light-material/spot-light-material.d.ts +0 -4
  393. package/shaders/lib/star-field-material/star-field-material.d.ts +0 -3
  394. package/staging/lib/accumulative-shadows/accumulative-shadows.d.ts +0 -58
  395. package/staging/lib/accumulative-shadows/randomized-lights.d.ts +0 -42
  396. package/staging/lib/bounds/bounds.d.ts +0 -48
  397. package/staging/lib/camera-shake/camera-shake.d.ts +0 -28
  398. package/staging/lib/caustics/caustics.d.ts +0 -47
  399. package/staging/lib/center/center.d.ts +0 -40
  400. package/staging/lib/cloud/cloud.d.ts +0 -23
  401. package/staging/lib/contact-shadows/contact-shadows.d.ts +0 -29
  402. package/staging/lib/environment/environment-cube.d.ts +0 -11
  403. package/staging/lib/environment/environment-ground.d.ts +0 -9
  404. package/staging/lib/environment/environment-inputs.d.ts +0 -28
  405. package/staging/lib/environment/environment-map.d.ts +0 -10
  406. package/staging/lib/environment/environment-portal.d.ts +0 -15
  407. package/staging/lib/environment/utils.d.ts +0 -8
  408. package/staging/lib/float/float.d.ts +0 -16
  409. package/staging/lib/sky/sky.d.ts +0 -20
  410. package/staging/lib/sparkles/sparkles.d.ts +0 -29
  411. package/staging/lib/spot-light/common.d.ts +0 -3
  412. package/staging/lib/spot-light/shadow-mesh-input.d.ts +0 -14
  413. package/staging/lib/spot-light/spot-light-input.d.ts +0 -16
  414. package/staging/lib/spot-light/spot-light-shadow-no-shader.d.ts +0 -14
  415. package/staging/lib/spot-light/spot-light-shadow-shader.d.ts +0 -25
  416. package/staging/lib/spot-light/spot-light-shadow.d.ts +0 -6
  417. package/staging/lib/spot-light/spot-light.d.ts +0 -17
  418. package/staging/lib/spot-light/volumetric-mesh.d.ts +0 -15
  419. package/staging/lib/stage/stage.d.ts +0 -87
  420. package/staging/lib/stars/stars.d.ts +0 -20
  421. /package/shaders/{lib/caustics-material → caustics}/caustics-material.d.ts +0 -0
  422. /package/shaders/{lib/caustics-projection-material → caustics}/caustics-projection-material.d.ts +0 -0
  423. /package/shaders/{lib/convolution-material → convolution-material}/convolution-material.d.ts +0 -0
  424. /package/shaders/{lib/discard-material → discard-material}/discard-material.d.ts +0 -0
  425. /package/shaders/{lib/mesh-reflector-material → mesh-reflector-material}/mesh-reflector-material.d.ts +0 -0
  426. /package/shaders/{lib/mesh-refraction-material → mesh-refraction-material}/mesh-refraction-material.d.ts +0 -0
@@ -1 +1 @@
1
- {"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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+ {"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/soba/materials/src/mesh-distort-material/mesh-distort-material.ts","../../../../libs/soba/materials/src/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/soba/materials/src/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/soba/materials/src/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/soba/materials/src/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/soba/materials/src/point-material/point-material.ts","../../../../libs/soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport { injectBeforeRender, injectNgtRef, NgtArgs, signalStore, type NgtMeshPhysicalMaterial } from 'angular-three';\nimport { injectNgtsMeshDistortMaterial, MeshDistortMaterial } from 'angular-three-soba/shaders';\n\nexport type NgtsMeshDistortMaterialState = {\n\ttime: number;\n\tdistort: number;\n\tradius: number;\n\tspeed: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-physical-material\n\t\t */\n\t\t'ngts-mesh-distort-material': NgtsMeshDistortMaterialState & NgtMeshPhysicalMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-distort-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[time]=\"time()\"\n\t\t\t[distort]=\"distort()\"\n\t\t\t[radius]=\"radius()\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshDistortMaterial {\n\tprivate inputs = signalStore<NgtsMeshDistortMaterialState>({\n\t\tspeed: 1,\n\t\ttime: 0,\n\t\tdistort: 0.4,\n\t\tradius: 1,\n\t});\n\n\t@Input() materialRef = injectNgtRef<InstanceType<MeshDistortMaterial>>();\n\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\t@Input({ alias: 'distort' }) set _distort(distort: number) {\n\t\tthis.inputs.set({ distort });\n\t}\n\n\t@Input({ alias: 'radius' }) set _radius(radius: number) {\n\t\tthis.inputs.set({ radius });\n\t}\n\n\t@Input({ alias: 'speed' }) set _speed(speed: number) {\n\t\tthis.inputs.set({ speed });\n\t}\n\n\tprivate MeshDistortMaterial = injectNgtsMeshDistortMaterial();\n\tmaterial = new this.MeshDistortMaterial();\n\n\ttime = this.inputs.select('time');\n\tdistort = this.inputs.select('distort');\n\tradius = this.inputs.select('radius');\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.getElapsedTime() * this.inputs.get('speed');\n\t\t});\n\t}\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tinjectNgtStore,\n\tNgtKey,\n\tNgtMeshStandardMaterial,\n\tNgtRenderState,\n\tsignalStore,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshReflectorMaterial });\n\nexport type NgtsMeshReflectorMaterialState = {\n\tresolution: number;\n\tmixBlur: number;\n\tmixStrength: number;\n\tblur: [number, number] | number;\n\tmirror: number;\n\tminDepthThreshold: number;\n\tmaxDepthThreshold: number;\n\tdepthScale: number;\n\tdepthToBlurRatioBias: number;\n\tdistortionMap?: THREE.Texture;\n\tdistortion: number;\n\tmixContrast: number;\n\treflectorOffset: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-standard-material\n\t\t */\n\t\t'ngts-mesh-reflector-material': NgtsMeshReflectorMaterialState & NgtMeshStandardMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-reflector-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-reflector-material\n\t\t\t*ngIf=\"defines() as defines\"\n\t\t\t[key]=\"defines\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[defines]=\"defines\"\n\t\t\t[mirror]=\"mirror()\"\n\t\t\t[textureMatrix]=\"textureMatrix()\"\n\t\t\t[mixBlur]=\"mixBlur()\"\n\t\t\t[tDiffuse]=\"tDiffuse()\"\n\t\t\t[tDepth]=\"tDepth()\"\n\t\t\t[tDiffuseBlur]=\"tDiffuseBlur()\"\n\t\t\t[hasBlur]=\"hasBlur()\"\n\t\t\t[mixStrength]=\"mixStrength()\"\n\t\t\t[minDepthThreshold]=\"minDepthThreshold()\"\n\t\t\t[maxDepthThreshold]=\"maxDepthThreshold()\"\n\t\t\t[depthScale]=\"depthScale()\"\n\t\t\t[depthToBlurRatioBias]=\"depthToBlurRatioBias()\"\n\t\t\t[distortion]=\"distortion()\"\n\t\t\t[distortionMap]=\"distortionMap()\"\n\t\t\t[mixContrast]=\"mixContrast()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-mesh-reflector-material>\n\t`,\n\timports: [NgIf, NgtKey],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshReflectorMaterial {\n\tprivate inputs = signalStore<NgtsMeshReflectorMaterialState>({\n\t\tmixBlur: 0,\n\t\tmixStrength: 1,\n\t\tresolution: 256,\n\t\tblur: [0, 0],\n\t\tminDepthThreshold: 0.9,\n\t\tmaxDepthThreshold: 1,\n\t\tdepthScale: 0,\n\t\tdepthToBlurRatioBias: 0.25,\n\t\tmirror: 0,\n\t\tdistortion: 1,\n\t\tmixContrast: 1,\n\t\treflectorOffset: 0,\n\t});\n\n\t@Input() materialRef = injectNgtRef<MeshReflectorMaterial>();\n\n\t@Input({ alias: 'resolution' }) set _resolution(resolution: number) {\n\t\tthis.inputs.set({ resolution });\n\t}\n\n\t@Input({ alias: 'mixBlur' }) set _mixBlur(mixBlur: number) {\n\t\tthis.inputs.set({ mixBlur });\n\t}\n\n\t@Input({ alias: 'mixStrength' }) set _mixStrength(mixStrength: number) {\n\t\tthis.inputs.set({ mixStrength });\n\t}\n\n\t@Input({ alias: 'blur' }) set _blur(blur: [number, number] | number) {\n\t\tthis.inputs.set({ blur });\n\t}\n\n\t@Input({ alias: 'mirror' }) set _mirror(mirror: number) {\n\t\tthis.inputs.set({ mirror });\n\t}\n\n\t@Input({ alias: 'minDepthThreshold' }) set _minDepthThreshold(minDepthThreshold: number) {\n\t\tthis.inputs.set({ minDepthThreshold });\n\t}\n\n\t@Input({ alias: 'maxDepthThreshold' }) set _maxDepthThreshold(maxDepthThreshold: number) {\n\t\tthis.inputs.set({ maxDepthThreshold });\n\t}\n\n\t@Input({ alias: 'depthScale' }) set _depthScale(depthScale: number) {\n\t\tthis.inputs.set({ depthScale });\n\t}\n\n\t@Input({ alias: 'depthToBlurRatioBias' }) set _depthToBlurRatioBias(depthToBlurRatioBias: number) {\n\t\tthis.inputs.set({ depthToBlurRatioBias });\n\t}\n\n\t@Input({ alias: 'distortionMap' }) set _distortionMap(distortionMap: THREE.Texture) {\n\t\tthis.inputs.set({ distortionMap });\n\t}\n\n\t@Input({ alias: 'distortion' }) set _distortion(distortion: number) {\n\t\tthis.inputs.set({ distortion });\n\t}\n\n\t@Input({ alias: 'mixContrast' }) set _mixContrast(mixContrast: number) {\n\t\tthis.inputs.set({ mixContrast });\n\t}\n\n\t@Input({ alias: 'reflectorOffset' }) set _reflectorOffset(reflectorOffset: number) {\n\t\tthis.inputs.set({ reflectorOffset });\n\t}\n\n\tprivate reflectorProps = computed(() => this.states().reflectorProps);\n\tdefines = computed(() => this.reflectorProps().defines);\n\tmirror = computed(() => this.reflectorProps().mirror);\n\ttextureMatrix = computed(() => this.reflectorProps().textureMatrix);\n\tmixBlur = computed(() => this.reflectorProps().mixBlur);\n\ttDiffuse = computed(() => this.reflectorProps().tDiffuse);\n\ttDepth = computed(() => this.reflectorProps().tDepth);\n\ttDiffuseBlur = computed(() => this.reflectorProps().tDiffuseBlur);\n\thasBlur = computed(() => this.reflectorProps().hasBlur);\n\tmixStrength = computed(() => this.reflectorProps().mixStrength);\n\tminDepthThreshold = computed(() => this.reflectorProps().minDepthThreshold);\n\tmaxDepthThreshold = computed(() => this.reflectorProps().maxDepthThreshold);\n\tdepthScale = computed(() => this.reflectorProps().depthScale);\n\tdepthToBlurRatioBias = computed(() => this.reflectorProps().depthToBlurRatioBias);\n\tdistortion = computed(() => this.reflectorProps().distortion);\n\tdistortionMap = computed(() => this.reflectorProps().distortionMap);\n\tmixContrast = computed(() => this.reflectorProps().mixContrast);\n\n\tprivate store = injectNgtStore();\n\tprivate gl = this.store.select('gl');\n\n\tprivate reflectorPlane = new THREE.Plane();\n\tprivate normal = new THREE.Vector3();\n\tprivate reflectorWorldPosition = new THREE.Vector3();\n\tprivate cameraWorldPosition = new THREE.Vector3();\n\tprivate rotationMatrix = new THREE.Matrix4();\n\tprivate lookAtPosition = new THREE.Vector3(0, 0, -1);\n\tprivate clipPlane = new THREE.Vector4();\n\tprivate view = new THREE.Vector3();\n\tprivate target = new THREE.Vector3();\n\tprivate q = new THREE.Vector4();\n\tprivate virtualCamera = new THREE.PerspectiveCamera();\n\tprivate _textureMatrix = new THREE.Matrix4();\n\n\tprivate __blur = this.inputs.select('blur');\n\tprivate __resolution = this.inputs.select('resolution');\n\tprivate __mirror = this.inputs.select('mirror');\n\tprivate __mixBlur = this.inputs.select('mixBlur');\n\tprivate __mixStrength = this.inputs.select('mixStrength');\n\tprivate __minDepthThreshold = this.inputs.select('minDepthThreshold');\n\tprivate __maxDepthThreshold = this.inputs.select('maxDepthThreshold');\n\tprivate __depthScale = this.inputs.select('depthScale');\n\tprivate __depthToBlurRatioBias = this.inputs.select('depthToBlurRatioBias');\n\tprivate __distortion = this.inputs.select('distortion');\n\tprivate __distortionMap = this.inputs.select('distortionMap');\n\tprivate __mixContrast = this.inputs.select('mixContrast');\n\n\tprivate normalizedBlur = computed(() => {\n\t\tconst blur = this.__blur();\n\t\treturn Array.isArray(blur) ? blur : [blur, blur];\n\t});\n\n\tprivate __hasBlur = computed(() => {\n\t\tconst [x, y] = this.normalizedBlur();\n\t\treturn x + y > 0;\n\t});\n\n\tprivate states = computed(() => {\n\t\tconst gl = this.gl();\n\t\tconst resolution = this.__resolution();\n\t\tconst blur = this.normalizedBlur();\n\t\tconst minDepthThreshold = this.__minDepthThreshold();\n\t\tconst maxDepthThreshold = this.__maxDepthThreshold();\n\t\tconst depthScale = this.__depthScale();\n\t\tconst depthToBlurRatioBias = this.__depthToBlurRatioBias();\n\t\tconst mirror = this.__mirror();\n\t\tconst mixBlur = this.__mixBlur();\n\t\tconst mixStrength = this.__mixStrength();\n\t\tconst mixContrast = this.__mixContrast();\n\t\tconst distortion = this.__distortion();\n\t\tconst distortionMap = this.__distortionMap();\n\t\tconst hasBlur = this.__hasBlur();\n\n\t\tconst parameters = {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\ttype: THREE.HalfFloatType,\n\t\t};\n\t\tconst fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n\t\tfbo1.depthBuffer = true;\n\t\tfbo1.depthTexture = new THREE.DepthTexture(resolution, resolution);\n\t\tfbo1.depthTexture.format = THREE.DepthFormat;\n\t\tfbo1.depthTexture.type = THREE.UnsignedShortType;\n\n\t\tconst fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n\t\tconst blurPass = new BlurPass({\n\t\t\tgl,\n\t\t\tresolution,\n\t\t\twidth: blur[0],\n\t\t\theight: blur[1],\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t});\n\t\tconst reflectorProps = {\n\t\t\tmirror,\n\t\t\ttextureMatrix: this._textureMatrix,\n\t\t\tmixBlur,\n\t\t\ttDiffuse: fbo1.texture,\n\t\t\ttDepth: fbo1.depthTexture,\n\t\t\ttDiffuseBlur: fbo2.texture,\n\t\t\thasBlur,\n\t\t\tmixStrength,\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t\tdistortion,\n\t\t\tdistortionMap,\n\t\t\tmixContrast,\n\t\t\tdefines: {\n\t\t\t\tUSE_BLUR: hasBlur ? '' : undefined,\n\t\t\t\tUSE_DEPTH: depthScale > 0 ? '' : undefined,\n\t\t\t\tUSE_DISTORTION: distortionMap ? '' : undefined,\n\t\t\t},\n\t\t};\n\n\t\treturn { fbo1, fbo2, blurPass, reflectorProps };\n\t});\n\n\tconstructor() {\n\t\tinjectBeforeRender(this.onBeforeRender.bind(this));\n\t}\n\n\tprivate onBeforeRender(state: NgtRenderState) {\n\t\tif (!this.materialRef.nativeElement) return;\n\t\tconst parent = getLocalState(this.materialRef.nativeElement).parent?.();\n\t\tif (!parent) return;\n\n\t\tconst { gl, scene } = state;\n\t\tconst hasBlur = this.__hasBlur();\n\t\tconst { fbo1, fbo2, blurPass } = this.states();\n\n\t\tif (fbo1 && fbo2 && blurPass) {\n\t\t\tparent.visible = false;\n\t\t\tconst currentXrEnabled = gl.xr.enabled;\n\t\t\tconst currentShadowAutoUpdate = gl.shadowMap.autoUpdate;\n\t\t\tthis.beforeRender(state);\n\t\t\tgl.xr.enabled = false;\n\t\t\tgl.shadowMap.autoUpdate = false;\n\t\t\tgl.setRenderTarget(fbo1);\n\t\t\tgl.state.buffers.depth.setMask(true);\n\t\t\tif (!gl.autoClear) gl.clear();\n\t\t\tgl.render(scene, this.virtualCamera);\n\t\t\tif (hasBlur) blurPass.render(gl, fbo1, fbo2);\n\t\t\tgl.xr.enabled = currentXrEnabled;\n\t\t\tgl.shadowMap.autoUpdate = currentShadowAutoUpdate;\n\t\t\tparent.visible = true;\n\t\t\tgl.setRenderTarget(null);\n\t\t}\n\t}\n\n\tprivate beforeRender(state: NgtRenderState) {\n\t\tconst parent = getLocalState(this.materialRef.nativeElement).parent?.();\n\t\tif (!parent) return;\n\n\t\tconst { camera } = state;\n\n\t\tthis.reflectorWorldPosition.setFromMatrixPosition(parent.matrixWorld);\n\t\tthis.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);\n\t\tthis.rotationMatrix.extractRotation(parent.matrixWorld);\n\t\tthis.normal.set(0, 0, 1);\n\t\tthis.normal.applyMatrix4(this.rotationMatrix);\n\t\tthis.reflectorWorldPosition.addScaledVector(this.normal, this.inputs.get('reflectorOffset'));\n\t\tthis.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);\n\t\t// Avoid rendering when reflector is facing away\n\t\tif (this.view.dot(this.normal) > 0) return;\n\t\tthis.view.reflect(this.normal).negate();\n\t\tthis.view.add(this.reflectorWorldPosition);\n\t\tthis.rotationMatrix.extractRotation(camera.matrixWorld);\n\t\tthis.lookAtPosition.set(0, 0, -1);\n\t\tthis.lookAtPosition.applyMatrix4(this.rotationMatrix);\n\t\tthis.lookAtPosition.add(this.cameraWorldPosition);\n\t\tthis.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);\n\t\tthis.target.reflect(this.normal).negate();\n\t\tthis.target.add(this.reflectorWorldPosition);\n\t\tthis.virtualCamera.position.copy(this.view);\n\t\tthis.virtualCamera.up.set(0, 1, 0);\n\t\tthis.virtualCamera.up.applyMatrix4(this.rotationMatrix);\n\t\tthis.virtualCamera.up.reflect(this.normal);\n\t\tthis.virtualCamera.lookAt(this.target);\n\t\tthis.virtualCamera.far = camera.far; // Used in WebGLBackground\n\t\tthis.virtualCamera.updateMatrixWorld();\n\t\tthis.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);\n\t\t// Update the texture matrix\n\t\tthis._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\t\tthis._textureMatrix.multiply(this.virtualCamera.projectionMatrix);\n\t\tthis._textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);\n\t\tthis._textureMatrix.multiply(parent.matrixWorld);\n\t\t// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n\t\t// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n\t\tthis.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);\n\t\tthis.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);\n\t\tthis.clipPlane.set(\n\t\t\tthis.reflectorPlane.normal.x,\n\t\t\tthis.reflectorPlane.normal.y,\n\t\t\tthis.reflectorPlane.normal.z,\n\t\t\tthis.reflectorPlane.constant,\n\t\t);\n\t\tconst projectionMatrix = this.virtualCamera.projectionMatrix;\n\t\tthis.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];\n\t\tthis.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];\n\t\tthis.q.z = -1.0;\n\t\tthis.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];\n\t\t// Calculate the scaled plane vector\n\t\tthis.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));\n\t\t// Replacing the third row of the projection matrix\n\t\tprojectionMatrix.elements[2] = this.clipPlane.x;\n\t\tprojectionMatrix.elements[6] = this.clipPlane.y;\n\t\tprojectionMatrix.elements[10] = this.clipPlane.z + 1.0;\n\t\tprojectionMatrix.elements[14] = this.clipPlane.w;\n\t}\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, effect, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tinjectNgtStore,\n\tNgtKey,\n\tsignalStore,\n\ttype NgtShaderMaterial,\n} from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { MeshBVH, MeshBVHUniformStruct, SAH } from 'three-mesh-bvh';\nimport { NgtsMeshTranmissionMaterialState } from '../mesh-transmission-material/mesh-transmission-material';\n\nextend({ MeshRefractionMaterial });\n\nexport type NgtsMeshRefractionMaterialState = {\n\t/** Environment map */\n\tenvMap: THREE.CubeTexture | THREE.Texture;\n\t/** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n\tbounces: number;\n\t/** Refraction index, 2.4 */\n\tior: number;\n\t/** Fresnel (strip light), 0 */\n\tfresnel: number;\n\t/** RGB shift intensity, can be expensive, 0 */\n\taberrationStrength: number;\n\t/** Color, white */\n\tcolor: THREE.ColorRepresentation;\n\t/** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n\tfastChroma: boolean;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngts-mesh-refraction-material': NgtsMeshTranmissionMaterialState & NgtShaderMaterial;\n\t}\n}\n\nconst isCubeTexture = (def: THREE.CubeTexture | THREE.Texture): def is THREE.CubeTexture =>\n\tdef && (def as THREE.CubeTexture).isCubeTexture;\n\n@Component({\n\tselector: 'ngts-mesh-refraction-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-refraction-material\n\t\t\t*ngIf=\"defines() as defines\"\n\t\t\t[key]=\"defines\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[defines]=\"defines\"\n\t\t\t[resolution]=\"resolution()\"\n\t\t\t[aberrationStrength]=\"aberrationStrength()\"\n\t\t\t[envMap]=\"envMap()\"\n\t\t\t[bounces]=\"bounces()\"\n\t\t\t[ior]=\"ior()\"\n\t\t\t[fresnel]=\"fresnel()\"\n\t\t\t[color]=\"color()\"\n\t\t\t[fastChroma]=\"fastChroma()\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-mesh-refraction-material>\n\t`,\n\timports: [NgIf, NgtKey],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshRefractionMaterial {\n\tprivate inputs = signalStore<NgtsMeshRefractionMaterialState>({ aberrationStrength: 0, fastChroma: true });\n\n\t@Input() materialRef = injectNgtRef<InstanceType<typeof MeshRefractionMaterial>>();\n\t/** Environment map */\n\t@Input({ required: true, alias: 'envMap' }) set _envMap(envMap: THREE.CubeTexture | THREE.Texture) {\n\t\tthis.inputs.set({ envMap });\n\t}\n\t/** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n\t@Input({ alias: 'bounces' }) set _bounces(bounces: number) {\n\t\tthis.inputs.set({ bounces });\n\t}\n\t/** Refraction index, 2.4 */\n\t@Input({ alias: 'ior' }) set _ior(ior: number) {\n\t\tthis.inputs.set({ ior });\n\t}\n\t/** Fresnel (strip light), 0 */\n\t@Input({ alias: 'fresnel' }) set _fresnel(fresnel: number) {\n\t\tthis.inputs.set({ fresnel });\n\t}\n\t/** RGB shift intensity, can be expensive, 0 */\n\t@Input({ alias: 'aberrationStrength' }) set _aberrationStrength(aberrationStrength: number) {\n\t\tthis.inputs.set({ aberrationStrength });\n\t}\n\t/** Color, white */\n\t@Input({ alias: 'color' }) set _color(color: THREE.ColorRepresentation) {\n\t\tthis.inputs.set({ color });\n\t}\n\t/** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n\t@Input({ alias: 'fastChroma' }) set _fastChroma(fastChroma: boolean) {\n\t\tthis.inputs.set({ fastChroma });\n\t}\n\n\tenvMap = this.inputs.select('envMap');\n\tbounces = this.inputs.select('bounces');\n\tior = this.inputs.select('ior');\n\tfresnel = this.inputs.select('fresnel');\n\taberrationStrength = this.inputs.select('aberrationStrength');\n\tcolor = this.inputs.select('color');\n\tfastChroma = this.inputs.select('fastChroma');\n\n\tprivate store = injectNgtStore();\n\tprivate size = this.store.select('size');\n\n\tdefines = computed(() => {\n\t\tconst [envMap, aberrationStrength, fastChroma] = [this.envMap(), this.aberrationStrength(), this.fastChroma()];\n\t\tif (!envMap) return null;\n\n\t\tconst temp = {} as { [key: string]: string };\n\t\t// Sampler2D and SamplerCube need different defines\n\t\tconst isCubeMap = isCubeTexture(envMap);\n\t\tconst w = (isCubeMap ? envMap.image[0]?.width : envMap.image.width) ?? 1024;\n\t\tconst cubeSize = w / 4;\n\t\tconst _lodMax = Math.floor(Math.log2(cubeSize));\n\t\tconst _cubeSize = Math.pow(2, _lodMax);\n\t\tconst width = 3 * Math.max(_cubeSize, 16 * 7);\n\t\tconst height = 4 * _cubeSize;\n\t\tif (isCubeMap) temp['ENVMAP_TYPE_CUBEM'] = '';\n\t\ttemp['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n\t\ttemp['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n\t\ttemp['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n\t\t// Add defines from chromatic aberration\n\t\tif (aberrationStrength > 0) temp['CHROMATIC_ABERRATIONS'] = '';\n\t\tif (fastChroma) temp['FAST_CHROMA'] = '';\n\t\treturn temp;\n\t});\n\tresolution = computed(() => [this.size().width, this.size().height]);\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ camera }) => {\n\t\t\tconst material = this.materialRef.nativeElement;\n\t\t\tif (material) {\n\t\t\t\t(material as any).viewMatrixInverse = camera.matrixWorld;\n\t\t\t\t(material as any).projectionMatrixInverse = camera.projectionMatrixInverse;\n\t\t\t}\n\t\t});\n\t\tthis.setupGeometry();\n\t}\n\n\tprivate setupGeometry() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef.nativeElement;\n\t\t\tif (!material) return;\n\t\t\tconst geometry = getLocalState(material).parent?.()?.geometry;\n\t\t\tif (geometry) {\n\t\t\t\t(material as any).bvh = new MeshBVHUniformStruct();\n\t\t\t\t(material as any).bvh.updateFrom(\n\t\t\t\t\tnew MeshBVH(geometry.clone().toNonIndexed(), { lazyGeneration: false, strategy: SAH } as any),\n\t\t\t\t);\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Component, computed, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tNgtArgs,\n\tsignalStore,\n\ttype NgtAnyRecord,\n\ttype NgtMeshPhysicalMaterial,\n} from 'angular-three';\nimport { injectNgtsFBO } from 'angular-three-soba/misc';\nimport { DiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshTransmissionMaterial });\n\nexport type NgtsMeshTranmissionMaterialState = {\n\t/** transmissionSampler, you can use the threejs transmission sampler texture that is\n\t * generated once for all transmissive materials. The upside is that it can be faster if you\n\t * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n\t * using this can't see other transparent or transmissive objects, default: false */\n\ttransmissionSampler: boolean;\n\t/** Render the backside of the material (more cost, better results), default: false */\n\tbackside: boolean;\n\t/** Backside thickness (when backside is true), default: 0 */\n\tbacksideThickness: number;\n\t/** Resolution of the local buffer, default: undefined (fullscreen) */\n\tresolution: number;\n\t/** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n\tbacksideResolution: number;\n\t/** Refraction samples, default: 10 */\n\tsamples: number;\n\t/** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n\tbackground: THREE.Texture | THREE.Color;\n\t/* Transmission, default: 1 */\n\ttransmission: number;\n\t/* Thickness (refraction), default: 0 */\n\tthickness: number;\n\t/* Roughness (blur), default: 0 */\n\troughness: number;\n\t/* Chromatic aberration, default: 0.03 */\n\tchromaticAberration: number;\n\t/* Anisotropy, default: 0.1 */\n\tanisotropy: number;\n\t/* AnisotropicBlur, default: 0.1 */\n\tanisotropicBlur: number;\n\t/* Distortion, default: 0 */\n\tdistortion: number;\n\t/* Distortion scale, default: 0.5 */\n\tdistortionScale: number;\n\t/* Temporal distortion (speed of movement), default: 0.0 */\n\ttemporalDistortion: number;\n\t/** The scene rendered into a texture (use it to share a texture between materials), default: null */\n\tbuffer: THREE.Texture | null;\n\t/** Internals */\n\ttime: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-physical-material\n\t\t */\n\t\t'ngts-mesh-transmission-material': NgtsMeshTranmissionMaterialState & NgtMeshPhysicalMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-transmission-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-transmission-material\n\t\t\tngtCompound\n\t\t\t*args=\"[samples(), transmissionSampler()]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[buffer]=\"buffer() || fboMainRef.nativeElement?.texture\"\n\t\t\t[_transmission]=\"transmission()\"\n\t\t\t[transmission]=\"transmissionSampler() ? transmission() : 0\"\n\t\t\t[thickness]=\"thickness()\"\n\t\t\t[side]=\"side\"\n\t\t\t[anisotropicBlur]=\"anisotropicBlur() ?? anisotropy()\"\n\t\t\t[roughness]=\"roughness()\"\n\t\t\t[chromaticAberration]=\"chromaticAberration()\"\n\t\t\t[distortion]=\"distortion()\"\n\t\t\t[distortionScale]=\"distortionScale()\"\n\t\t\t[temporalDistortion]=\"temporalDistortion()\"\n\t\t\t[time]=\"time()\"\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshTranmissionMaterial {\n\tprivate inputs = signalStore<NgtsMeshTranmissionMaterialState>({\n\t\ttransmissionSampler: false,\n\t\tbackside: false,\n\t\ttransmission: 1,\n\t\tthickness: 0,\n\t\tbacksideThickness: 0,\n\t\tsamples: 10,\n\t\troughness: 0,\n\t\tanisotropy: 0.1,\n\t\tanisotropicBlur: 0.1,\n\t\tchromaticAberration: 0.03,\n\t\tdistortion: 0,\n\t\tdistortionScale: 0.5,\n\t\ttemporalDistortion: 0.0,\n\t\tbuffer: null,\n\t});\n\n\t@Input() materialRef = injectNgtRef<MeshTransmissionMaterial & { time: number; buffer?: THREE.Texture }>();\n\t/** transmissionSampler, you can use the threejs transmission sampler texture that is\n\t * generated once for all transmissive materials. The upside is that it can be faster if you\n\t * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n\t * using this can't see other transparent or transmissive objects, default: false */\n\t@Input({ alias: 'transmissionSampler' }) set _transmissionSampler(transmissionSampler: boolean) {\n\t\tthis.inputs.set({ transmissionSampler });\n\t}\n\t/** Render the backside of the material (more cost, better results), default: false */\n\t@Input({ alias: 'backside' }) set _backside(backside: boolean) {\n\t\tthis.inputs.set({ backside });\n\t}\n\t/** Backside thickness (when backside is true), default: 0 */\n\t@Input({ alias: 'backsideThickness' }) set _backsideThickness(backsideThickness: number) {\n\t\tthis.inputs.set({ backsideThickness });\n\t}\n\t/** Resolution of the local buffer, default: undefined (fullscreen) */\n\t@Input({ alias: 'resolution' }) set _resolution(resolution: number) {\n\t\tthis.inputs.set({ resolution });\n\t}\n\t/** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n\t@Input({ alias: 'backsideResolution' }) set _backsideResolution(backsideResolution: number) {\n\t\tthis.inputs.set({ backsideResolution });\n\t}\n\t/** Refraction samples, default: 10 */\n\t@Input({ alias: 'samples' }) set _samples(samples: number) {\n\t\tthis.inputs.set({ samples });\n\t}\n\t/** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n\t@Input({ alias: 'background' }) set _background(background: THREE.Texture | THREE.Color) {\n\t\tthis.inputs.set({ background });\n\t}\n\t/* Transmission, default: 1 */\n\t@Input({ alias: 'transmission' }) set _transmission(transmission: number) {\n\t\tthis.inputs.set({ transmission });\n\t}\n\t/* Thickness (refraction), default: 0 */\n\t@Input({ alias: 'thickness' }) set _thickness(thickness: number) {\n\t\tthis.inputs.set({ thickness });\n\t}\n\t/* Roughness (blur), default: 0 */\n\t@Input({ alias: 'roughness' }) set _roughness(roughness: number) {\n\t\tthis.inputs.set({ roughness });\n\t}\n\t/* Chromatic aberration, default: 0.03 */\n\t@Input({ alias: 'chromaticAberration' }) set _chromaticAberration(chromaticAberration: number) {\n\t\tthis.inputs.set({ chromaticAberration });\n\t}\n\t/* Anisotropy, default: 0.1 */\n\t@Input({ alias: 'anisotropy' }) set _anisotropy(anisotropy: number) {\n\t\tthis.inputs.set({ anisotropy });\n\t}\n\t/* AnisotropicBlur, default: 0.1 */\n\t@Input({ alias: 'anisotropicBlur' }) set _anisotropicBlur(anisotropicBlur: number) {\n\t\tthis.inputs.set({ anisotropicBlur });\n\t}\n\t/* Distortion, default: 0 */\n\t@Input({ alias: 'distortion' }) set _distortion(distortion: number) {\n\t\tthis.inputs.set({ distortion });\n\t}\n\t/* Distortion scale, default: 0.5 */\n\t@Input({ alias: 'distortionScale' }) set _distortionScale(distortionScale: number) {\n\t\tthis.inputs.set({ distortionScale });\n\t}\n\t/* Temporal distortion (speed of movement), default: 0.0 */\n\t@Input({ alias: 'temporalDistortion' }) set _temporalDistortion(temporalDistortion: number) {\n\t\tthis.inputs.set({ temporalDistortion });\n\t}\n\t/** The scene rendered into a texture (use it to share a texture between materials), default: null */\n\t@Input({ alias: 'buffer' }) set _buffer(buffer: THREE.Texture) {\n\t\tthis.inputs.set({ buffer });\n\t}\n\t/** Internals */\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\ttransmissionSampler = this.inputs.select('transmissionSampler');\n\tbackside = this.inputs.select('backside');\n\ttransmission = this.inputs.select('transmission');\n\tthickness = this.inputs.select('thickness');\n\tbacksideThickness = this.inputs.select('backsideThickness');\n\tsamples = this.inputs.select('samples');\n\troughness = this.inputs.select('roughness');\n\tanisotropy = this.inputs.select('anisotropy');\n\tanisotropicBlur = this.inputs.select('anisotropicBlur');\n\tchromaticAberration = this.inputs.select('chromaticAberration');\n\tdistortion = this.inputs.select('distortion');\n\tdistortionScale = this.inputs.select('distortionScale');\n\ttemporalDistortion = this.inputs.select('temporalDistortion');\n\tbuffer = this.inputs.select('buffer');\n\ttime = this.inputs.select('time');\n\n\tprivate discardMaterial = new DiscardMaterial();\n\n\tprivate backsideResolution = this.inputs.select('backsideResolution');\n\tprivate resolution = this.inputs.select('resolution');\n\n\tprivate fboBackSettings = computed(() => ({ width: this.backsideResolution() || this.resolution() }));\n\tprivate fboMainSettings = computed(() => ({ width: this.resolution() }));\n\n\tfboBackRef = injectNgtsFBO(this.fboBackSettings);\n\tfboMainRef = injectNgtsFBO(this.fboMainSettings);\n\n\tside = THREE.FrontSide;\n\n\tconstructor() {\n\t\tlet oldBg: THREE.Scene['background'];\n\t\tlet oldTone: THREE.WebGLRenderer['toneMapping'];\n\t\tlet parent: THREE.Object3D;\n\n\t\tinjectBeforeRender((state) => {\n\t\t\tif (!this.materialRef.nativeElement) return;\n\n\t\t\tconst { transmissionSampler, background, backside, backsideThickness, thickness } = this.inputs.get();\n\n\t\t\tthis.materialRef.nativeElement.time = state.clock.getElapsedTime();\n\t\t\t// Render only if the buffer matches the built-in and no transmission sampler is set\n\t\t\tif (\n\t\t\t\tthis.materialRef.nativeElement.buffer === this.fboMainRef.nativeElement?.texture &&\n\t\t\t\t!transmissionSampler\n\t\t\t) {\n\t\t\t\tparent = getLocalState(this.materialRef.nativeElement).parent?.() as THREE.Object3D;\n\t\t\t\tif (parent) {\n\t\t\t\t\t// Save defaults\n\t\t\t\t\toldTone = state.gl.toneMapping;\n\t\t\t\t\toldBg = state.scene.background;\n\n\t\t\t\t\t// Switch off tonemapping lest it double tone maps\n\t\t\t\t\t// Save the current background and set the HDR as the new BG\n\t\t\t\t\t// Use discardmaterial, the parent will be invisible, but it's shadows will still be cast\n\t\t\t\t\tstate.gl.toneMapping = THREE.NoToneMapping;\n\t\t\t\t\tif (background) state.scene.background = background;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.discardMaterial;\n\n\t\t\t\t\tif (backside) {\n\t\t\t\t\t\t// Render into the backside buffer\n\t\t\t\t\t\tstate.gl.setRenderTarget(this.fboBackRef.nativeElement);\n\t\t\t\t\t\tstate.gl.render(state.scene, state.camera);\n\t\t\t\t\t\t// And now prepare the material for the main render using the backside buffer\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].buffer = this.fboBackRef.nativeElement?.texture;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].thickness = backsideThickness;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].side = THREE.BackSide;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Render into the main buffer\n\t\t\t\t\tstate.gl.setRenderTarget(this.fboMainRef.nativeElement);\n\t\t\t\t\tstate.gl.render(state.scene, state.camera);\n\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].thickness = thickness;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].side = this.side;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].buffer = this.fboMainRef.nativeElement?.texture;\n\n\t\t\t\t\t// Set old state back\n\t\t\t\t\tstate.scene.background = oldBg;\n\t\t\t\t\tstate.gl.setRenderTarget(null);\n\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n\t\t\t\t\tstate.gl.toneMapping = oldTone;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tNgtArgs,\n\tsignalStore,\n\ttype NgtMeshStandardMaterial,\n} from 'angular-three';\nimport { MeshWobbleMaterial } from 'angular-three-soba/shaders';\n\nextend({ MeshWobbleMaterial });\n\nexport type NgtsMeshWobbleMaterialState = {\n\ttime: number;\n\tfactor: number;\n\tspeed: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-standard-material\n\t\t */\n\t\t'ngts-mesh-wobble-material': NgtsMeshWobbleMaterialState & NgtMeshStandardMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-wobble-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[time]=\"time()\"\n\t\t\t[factor]=\"factor()\"\n\t\t\tattach=\"material\"\n\t\t\tngtCompound\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshWobbleMaterial {\n\tprivate inputs = signalStore<NgtsMeshWobbleMaterialState>({ speed: 1, time: 0, factor: 1 });\n\n\t@Input() materialRef = injectNgtRef<MeshWobbleMaterial>();\n\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\t@Input({ alias: 'factor' }) set _factor(factor: number) {\n\t\tthis.inputs.set({ factor });\n\t}\n\n\t@Input({ alias: 'speed' }) set _speed(speed: number) {\n\t\tthis.inputs.set({ speed });\n\t}\n\n\tmaterial = new MeshWobbleMaterial();\n\ttime = this.inputs.select('time');\n\tfactor = this.inputs.select('factor');\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.getElapsedTime() * this.inputs.get('speed');\n\t\t});\n\t}\n}\n","import { CUSTOM_ELEMENTS_SCHEMA, Component, Input } from '@angular/core';\nimport { NgtArgs, injectNgtRef, type NgtPointsMaterial } from 'angular-three';\nimport * as THREE from 'three';\n\nconst opaque_fragment = parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'opaque_fragment' : 'output_fragment';\n\nexport class PointMaterial extends THREE.PointsMaterial {\n\tconstructor(parameters: THREE.PointsMaterialParameters) {\n\t\tsuper(parameters);\n\t\tthis.onBeforeCompile = (shader, renderer) => {\n\t\t\tconst { isWebGL2 } = renderer.capabilities;\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t`#include <${opaque_fragment}>`,\n\t\t\t\t`\n ${\n\t\t\t!isWebGL2\n\t\t\t\t? `#extension GL_OES_standard_derivatives : enable\\n#include <${opaque_fragment}>`\n\t\t\t\t: `#include <${opaque_fragment}>`\n\t\t}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r);\n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n `,\n\t\t\t);\n\t\t};\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngt-point-material': NgtPointsMaterial;\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngts-point-material': NgtPointsMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-point-material',\n\tstandalone: true,\n\ttemplate: `<ngt-primitive ngtCompound [ref]=\"pointMaterialRef\" *args=\"[material]\" attach=\"material\" />`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsPointMaterial {\n\t@Input() pointMaterialRef = injectNgtRef<PointMaterial>();\n\n\tmaterial = new PointMaterial({});\n}\n","/**\n * Generated bundle index. 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