angular-three-soba 2.0.0-beta.26 → 2.0.0-beta.261
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/README.md +62 -4
- package/abstractions/README.md +278 -2
- package/abstractions/index.d.ts +11 -6
- package/abstractions/lib/catmull-rom-line.d.ts +648 -0
- package/abstractions/lib/cubic-bezier-line.d.ts +19 -0
- package/abstractions/lib/edges.d.ts +850 -0
- package/abstractions/lib/gradient-texture.d.ts +24 -0
- package/abstractions/lib/grid.d.ts +339 -0
- package/abstractions/lib/helper.d.ts +25 -0
- package/abstractions/lib/line.d.ts +41 -0
- package/abstractions/lib/prism-geometry.d.ts +30 -0
- package/abstractions/lib/quadratic-bezier-line.d.ts +21 -0
- package/abstractions/lib/text-3d.d.ts +338 -0
- package/abstractions/lib/text.d.ts +55 -0
- package/cameras/README.md +91 -2
- package/cameras/index.d.ts +4 -4
- package/cameras/lib/camera-content.d.ts +10 -0
- package/cameras/lib/cube-camera.d.ts +38 -0
- package/cameras/lib/orthographic-camera.d.ts +40 -0
- package/cameras/lib/perspective-camera.d.ts +36 -0
- package/controls/README.md +95 -2
- package/controls/index.d.ts +2 -1
- package/controls/lib/camera-controls.d.ts +31 -0
- package/controls/lib/orbit-controls.d.ts +38 -0
- package/esm2022/abstractions/index.mjs +12 -7
- package/esm2022/abstractions/lib/catmull-rom-line.mjs +76 -0
- package/esm2022/abstractions/lib/cubic-bezier-line.mjs +51 -0
- package/esm2022/abstractions/lib/edges.mjs +70 -0
- package/esm2022/abstractions/lib/gradient-texture.mjs +91 -0
- package/esm2022/abstractions/lib/grid.mjs +103 -0
- package/esm2022/abstractions/lib/helper.mjs +80 -0
- package/esm2022/abstractions/lib/line.mjs +123 -0
- package/esm2022/abstractions/lib/prism-geometry.mjs +55 -0
- package/esm2022/abstractions/lib/quadratic-bezier-line.mjs +73 -0
- package/esm2022/abstractions/lib/text-3d.mjs +98 -0
- package/esm2022/abstractions/lib/text.mjs +92 -0
- package/esm2022/cameras/index.mjs +5 -5
- package/esm2022/cameras/lib/camera-content.mjs +14 -0
- package/esm2022/cameras/lib/cube-camera.mjs +111 -0
- package/esm2022/cameras/lib/orthographic-camera.mjs +131 -0
- package/esm2022/cameras/lib/perspective-camera.mjs +104 -0
- package/esm2022/controls/index.mjs +3 -2
- package/esm2022/controls/lib/camera-controls.mjs +127 -0
- package/esm2022/controls/lib/orbit-controls.mjs +126 -0
- package/esm2022/loaders/index.mjs +6 -5
- package/esm2022/loaders/lib/font-loader.mjs +49 -0
- package/esm2022/loaders/lib/gltf-loader.mjs +33 -0
- package/esm2022/loaders/lib/loader.mjs +109 -0
- package/esm2022/loaders/lib/progress.mjs +51 -0
- package/esm2022/loaders/lib/texture-loader.mjs +32 -0
- package/esm2022/materials/index.mjs +7 -7
- package/esm2022/materials/lib/custom-shader-material.mjs +71 -0
- package/esm2022/materials/lib/mesh-distort-material.mjs +42 -0
- package/esm2022/materials/lib/mesh-reflector-material.mjs +278 -0
- package/esm2022/materials/lib/mesh-refraction-material.mjs +144 -0
- package/esm2022/materials/lib/mesh-transmission-material.mjs +188 -0
- package/esm2022/materials/lib/mesh-wobble-material.mjs +42 -0
- package/esm2022/misc/index.mjs +10 -14
- package/esm2022/misc/lib/animations.mjs +74 -0
- package/esm2022/misc/lib/bake-shadows.mjs +26 -0
- package/esm2022/misc/lib/computed-attribute.mjs +56 -0
- package/esm2022/misc/lib/constants.mjs +5 -0
- package/esm2022/misc/lib/decal.mjs +135 -0
- package/esm2022/misc/lib/deprecated.mjs +15 -0
- package/esm2022/misc/lib/depth-buffer.mjs +39 -0
- package/esm2022/misc/lib/fbo.mjs +89 -0
- package/esm2022/misc/lib/sampler.mjs +121 -0
- package/esm2022/shaders/index.mjs +3 -18
- package/esm2022/shaders/lib/grid-material.mjs +81 -0
- package/esm2022/shaders/lib/mesh-refraction-material.mjs +163 -0
- package/esm2022/staging/index.mjs +19 -22
- package/esm2022/staging/lib/accumulative-shadows.mjs +182 -0
- package/esm2022/staging/lib/backdrop.mjs +73 -0
- package/esm2022/staging/lib/bb-anchor.mjs +58 -0
- package/esm2022/staging/lib/bounds.mjs +286 -0
- package/esm2022/staging/lib/camera-shake.mjs +69 -0
- package/esm2022/staging/lib/caustics.mjs +188 -0
- package/esm2022/staging/lib/center.mjs +113 -0
- package/esm2022/staging/lib/contact-shadows.mjs +201 -0
- package/esm2022/staging/lib/environment.mjs +465 -0
- package/esm2022/staging/lib/float.mjs +60 -0
- package/esm2022/staging/lib/lightformer.mjs +107 -0
- package/esm2022/staging/lib/matcap-texture.mjs +81 -0
- package/esm2022/staging/lib/normal-texture.mjs +85 -0
- package/esm2022/staging/lib/randomized-lights.mjs +104 -0
- package/esm2022/staging/lib/render-texture.mjs +213 -0
- package/esm2022/staging/lib/sky.mjs +86 -0
- package/esm2022/staging/lib/spot-light.mjs +450 -0
- package/esm2022/staging/lib/stage.mjs +236 -0
- package/esm2022/vanilla-exports/angular-three-soba-vanilla-exports.mjs +5 -0
- package/esm2022/vanilla-exports/index.mjs +3 -0
- package/fesm2022/angular-three-soba-abstractions.mjs +739 -718
- package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
- package/fesm2022/angular-three-soba-cameras.mjs +260 -307
- package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
- package/fesm2022/angular-three-soba-controls.mjs +174 -110
- package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
- package/fesm2022/angular-three-soba-loaders.mjs +151 -129
- package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
- package/fesm2022/angular-three-soba-materials.mjs +511 -764
- package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
- package/fesm2022/angular-three-soba-misc.mjs +405 -2149
- package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
- package/fesm2022/angular-three-soba-shaders.mjs +33 -1373
- package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
- package/fesm2022/angular-three-soba-staging.mjs +2329 -3538
- package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
- package/fesm2022/angular-three-soba-vanilla-exports.mjs +6 -0
- package/fesm2022/angular-three-soba-vanilla-exports.mjs.map +1 -0
- package/loaders/README.md +130 -2
- package/loaders/index.d.ts +5 -4
- package/loaders/lib/font-loader.d.ts +27 -0
- package/loaders/lib/gltf-loader.d.ts +21 -0
- package/loaders/lib/loader.d.ts +29 -0
- package/loaders/lib/progress.d.ts +9 -0
- package/loaders/lib/texture-loader.d.ts +13 -0
- package/materials/README.md +160 -2
- package/materials/index.d.ts +6 -6
- package/materials/lib/custom-shader-material.d.ts +19 -0
- package/materials/lib/mesh-distort-material.d.ts +18 -0
- package/materials/lib/mesh-reflector-material.d.ts +50 -0
- package/materials/lib/mesh-refraction-material.d.ts +42 -0
- package/materials/lib/mesh-transmission-material.d.ts +77 -0
- package/materials/lib/mesh-wobble-material.d.ts +15 -0
- package/metadata.json +1 -1
- package/misc/README.md +217 -2
- package/misc/index.d.ts +9 -13
- package/misc/lib/animations.d.ts +14 -0
- package/misc/lib/computed-attribute.d.ts +69 -0
- package/misc/lib/constants.d.ts +1 -0
- package/misc/lib/decal.d.ts +27 -0
- package/misc/lib/deprecated.d.ts +14 -0
- package/misc/lib/depth-buffer.d.ts +8 -0
- package/misc/lib/fbo.d.ts +47 -0
- package/misc/lib/sampler.d.ts +73 -0
- package/package.json +60 -38
- package/shaders/index.d.ts +2 -17
- package/shaders/lib/grid-material.d.ts +69 -0
- package/shaders/lib/mesh-refraction-material.d.ts +11 -0
- package/staging/README.md +472 -2
- package/staging/index.d.ts +18 -21
- package/staging/lib/accumulative-shadows.d.ts +75 -0
- package/staging/lib/backdrop.d.ts +22 -0
- package/staging/lib/bb-anchor.d.ts +17 -0
- package/staging/lib/bounds.d.ts +47 -0
- package/staging/lib/camera-shake.d.ts +29 -0
- package/staging/lib/caustics.d.ts +53 -0
- package/staging/lib/center.d.ts +422 -0
- package/staging/lib/contact-shadows.d.ts +45 -0
- package/staging/lib/environment.d.ts +159 -0
- package/staging/lib/float.d.ts +19 -0
- package/staging/lib/lightformer.d.ts +334 -0
- package/staging/lib/matcap-texture.d.ts +32 -0
- package/staging/lib/normal-texture.d.ts +37 -0
- package/staging/lib/randomized-lights.d.ts +54 -0
- package/staging/lib/render-texture.d.ts +64 -0
- package/staging/lib/sky.d.ts +32 -0
- package/staging/lib/spot-light.d.ts +120 -0
- package/staging/lib/stage.d.ts +376 -0
- package/vanilla-exports/README.md +3 -0
- package/vanilla-exports/index.d.ts +27 -0
- package/web-types.json +1 -1
- package/abstractions/billboard/billboard.d.ts +0 -28
- package/abstractions/detailed/detailed.d.ts +0 -26
- package/abstractions/edges/edges.d.ts +0 -34
- package/abstractions/grid/grid.d.ts +0 -50
- package/abstractions/text/text.d.ts +0 -82
- package/abstractions/text-3d/text-3d.d.ts +0 -84
- package/assets/distort.vert.glsl +0 -1
- package/cameras/camera/camera-content.d.ts +0 -13
- package/cameras/camera/camera.d.ts +0 -26
- package/cameras/cube-camera/cube-camera.d.ts +0 -69
- package/cameras/orthographic-camera/orthographic-camera.d.ts +0 -37
- package/cameras/perspective-camera/perspective-camera.d.ts +0 -18
- package/controls/orbit-controls/orbit-controls.d.ts +0 -54
- package/esm2022/abstractions/billboard/billboard.mjs +0 -74
- package/esm2022/abstractions/detailed/detailed.mjs +0 -64
- package/esm2022/abstractions/edges/edges.mjs +0 -88
- package/esm2022/abstractions/grid/grid.mjs +0 -180
- package/esm2022/abstractions/text/text.mjs +0 -274
- package/esm2022/abstractions/text-3d/text-3d.mjs +0 -172
- package/esm2022/cameras/camera/camera-content.mjs +0 -21
- package/esm2022/cameras/camera/camera.mjs +0 -77
- package/esm2022/cameras/cube-camera/cube-camera.mjs +0 -161
- package/esm2022/cameras/orthographic-camera/orthographic-camera.mjs +0 -102
- package/esm2022/cameras/perspective-camera/perspective-camera.mjs +0 -46
- package/esm2022/controls/orbit-controls/orbit-controls.mjs +0 -185
- package/esm2022/gizmos/angular-three-soba-gizmos.mjs +0 -5
- package/esm2022/gizmos/gizmo-helper/gizmo-helper.mjs +0 -197
- package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/constants.mjs +0 -31
- package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +0 -93
- package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +0 -150
- package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.mjs +0 -66
- package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +0 -71
- package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +0 -195
- package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +0 -272
- package/esm2022/gizmos/index.mjs +0 -4
- package/esm2022/loaders/gltf-loader/gltf-loader.mjs +0 -30
- package/esm2022/loaders/loader/loader.mjs +0 -138
- package/esm2022/loaders/progress/progress.mjs +0 -52
- package/esm2022/loaders/texture-loader/texture-loader.mjs +0 -28
- package/esm2022/materials/mesh-distort-material/mesh-distort-material.mjs +0 -82
- package/esm2022/materials/mesh-reflector-material/mesh-reflector-material.mjs +0 -367
- package/esm2022/materials/mesh-refraction-material/mesh-refraction-material.mjs +0 -171
- package/esm2022/materials/mesh-transmission-material/mesh-transmission-material.mjs +0 -278
- package/esm2022/materials/mesh-wobble-material/mesh-wobble-material.mjs +0 -68
- package/esm2022/materials/point-material/point-material.mjs +0 -50
- package/esm2022/misc/animations/animations.mjs +0 -59
- package/esm2022/misc/bake-shadows/bake-shadows.mjs +0 -24
- package/esm2022/misc/caustics/caustics.mjs +0 -387
- package/esm2022/misc/decal/decal.mjs +0 -187
- package/esm2022/misc/depth-buffer/depth-buffer.mjs +0 -44
- package/esm2022/misc/example/example.mjs +0 -160
- package/esm2022/misc/fbo/fbo.mjs +0 -47
- package/esm2022/misc/html/html-wrapper.mjs +0 -478
- package/esm2022/misc/html/html.mjs +0 -304
- package/esm2022/misc/sampler/sampler.mjs +0 -142
- package/esm2022/misc/shadow/shadow.mjs +0 -111
- package/esm2022/misc/stats-gl/stats-gl.mjs +0 -61
- package/esm2022/misc/trail/trail.mjs +0 -209
- package/esm2022/misc/trail-texture/inject-trail-texture.mjs +0 -17
- package/esm2022/misc/trail-texture/trail-texture.mjs +0 -106
- package/esm2022/modifiers/angular-three-soba-modifiers.mjs +0 -5
- package/esm2022/modifiers/curve-modifier/curve-modifier.mjs +0 -64
- package/esm2022/modifiers/index.mjs +0 -2
- package/esm2022/performances/adaptive-dpr/adaptive-dpr.mjs +0 -44
- package/esm2022/performances/adaptive-events/adaptive-events.mjs +0 -27
- package/esm2022/performances/angular-three-soba-performances.mjs +0 -5
- package/esm2022/performances/index.mjs +0 -8
- package/esm2022/performances/instances/instances.mjs +0 -220
- package/esm2022/performances/instances/position-mesh.mjs +0 -52
- package/esm2022/performances/points/points-input.mjs +0 -64
- package/esm2022/performances/points/points.mjs +0 -326
- package/esm2022/performances/points/position-point.mjs +0 -54
- package/esm2022/performances/segments/segment-object.mjs +0 -9
- package/esm2022/performances/segments/segments.mjs +0 -182
- package/esm2022/shaders/blur-pass/blur-pass.mjs +0 -61
- package/esm2022/shaders/caustics/caustics-material.mjs +0 -130
- package/esm2022/shaders/caustics/caustics-projection-material.mjs +0 -31
- package/esm2022/shaders/convolution-material/convolution-material.mjs +0 -94
- package/esm2022/shaders/discard-material/discard-material.mjs +0 -3
- package/esm2022/shaders/grid-material/grid-material.mjs +0 -77
- package/esm2022/shaders/mesh-distort-material/mesh-distort-material.mjs +0 -56
- package/esm2022/shaders/mesh-reflector-material/mesh-reflector-material.mjs +0 -223
- package/esm2022/shaders/mesh-refraction-material/mesh-refraction-material.mjs +0 -170
- package/esm2022/shaders/mesh-transmission-material/mesh-transmission-material.mjs +0 -268
- package/esm2022/shaders/mesh-wobble-material/mesh-wobble-material.mjs +0 -37
- package/esm2022/shaders/shader-material/shader-material.mjs +0 -34
- package/esm2022/shaders/soft-shadow-material/soft-shadow-material.mjs +0 -25
- package/esm2022/shaders/sparkles-material/sparkles-material.mjs +0 -33
- package/esm2022/shaders/spot-light-material/spot-light-material.mjs +0 -86
- package/esm2022/shaders/star-field-material/star-field-material.mjs +0 -33
- package/esm2022/shaders/wireframe-material/wireframe-material.mjs +0 -247
- package/esm2022/staging/accumulative-shadows/accumulative-shadows.mjs +0 -267
- package/esm2022/staging/accumulative-shadows/progressive-light-map.mjs +0 -108
- package/esm2022/staging/accumulative-shadows/randomized-lights.mjs +0 -206
- package/esm2022/staging/backdrop/backdrop.mjs +0 -77
- package/esm2022/staging/bb-anchor/bb-anchor.mjs +0 -69
- package/esm2022/staging/bounds/bounds.mjs +0 -308
- package/esm2022/staging/camera-shake/camera-shake.mjs +0 -123
- package/esm2022/staging/center/center.mjs +0 -165
- package/esm2022/staging/cloud/cloud.mjs +0 -158
- package/esm2022/staging/contact-shadows/contact-shadows.mjs +0 -246
- package/esm2022/staging/environment/assets.mjs +0 -13
- package/esm2022/staging/environment/environment-cube.mjs +0 -47
- package/esm2022/staging/environment/environment-ground.mjs +0 -41
- package/esm2022/staging/environment/environment-input.mjs +0 -119
- package/esm2022/staging/environment/environment-map.mjs +0 -53
- package/esm2022/staging/environment/environment-portal.mjs +0 -113
- package/esm2022/staging/environment/environment.mjs +0 -61
- package/esm2022/staging/environment/utils.mjs +0 -106
- package/esm2022/staging/float/float.mjs +0 -94
- package/esm2022/staging/matcap-texture/matcap-texture.mjs +0 -64
- package/esm2022/staging/normal-texture/normal-texture.mjs +0 -53
- package/esm2022/staging/sky/sky.mjs +0 -119
- package/esm2022/staging/sparkles/sparkles.mjs +0 -164
- package/esm2022/staging/spot-light/shadow-mesh-input.mjs +0 -63
- package/esm2022/staging/spot-light/shadow-mesh.mjs +0 -266
- package/esm2022/staging/spot-light/spot-light-input.mjs +0 -84
- package/esm2022/staging/spot-light/spot-light.mjs +0 -81
- package/esm2022/staging/spot-light/volumetric-mesh.mjs +0 -98
- package/esm2022/staging/stage/stage.mjs +0 -389
- package/esm2022/staging/stars/stars.mjs +0 -147
- package/esm2022/staging/wireframe/wireframe-input.mjs +0 -191
- package/esm2022/staging/wireframe/wireframe.mjs +0 -228
- package/esm2022/utils/angular-three-soba-utils.mjs +0 -5
- package/esm2022/utils/content/content.mjs +0 -15
- package/esm2022/utils/index.mjs +0 -2
- package/fesm2022/angular-three-soba-gizmos.mjs +0 -1043
- package/fesm2022/angular-three-soba-gizmos.mjs.map +0 -1
- package/fesm2022/angular-three-soba-modifiers.mjs +0 -71
- package/fesm2022/angular-three-soba-modifiers.mjs.map +0 -1
- package/fesm2022/angular-three-soba-performances.mjs +0 -956
- package/fesm2022/angular-three-soba-performances.mjs.map +0 -1
- package/fesm2022/angular-three-soba-utils.mjs +0 -22
- package/fesm2022/angular-three-soba-utils.mjs.map +0 -1
- package/gizmos/README.md +0 -3
- package/gizmos/gizmo-helper/gizmo-helper.d.ts +0 -69
- package/gizmos/gizmo-helper/gizmo-viewcube/constants.d.ts +0 -12
- package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +0 -22
- package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +0 -29
- package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.d.ts +0 -33
- package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +0 -10
- package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +0 -40
- package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +0 -30
- package/gizmos/index.d.ts +0 -3
- package/loaders/gltf-loader/gltf-loader.d.ts +0 -10
- package/loaders/loader/loader.d.ts +0 -33
- package/loaders/progress/progress.d.ts +0 -9
- package/loaders/texture-loader/texture-loader.d.ts +0 -7
- package/materials/mesh-distort-material/mesh-distort-material.d.ts +0 -40
- package/materials/mesh-reflector-material/mesh-reflector-material.d.ts +0 -99
- package/materials/mesh-refraction-material/mesh-refraction-material.d.ts +0 -62
- package/materials/mesh-transmission-material/mesh-transmission-material.d.ts +0 -107
- package/materials/mesh-wobble-material/mesh-wobble-material.d.ts +0 -29
- package/materials/point-material/point-material.d.ts +0 -24
- package/misc/animations/animations.d.ts +0 -15
- package/misc/caustics/caustics.d.ts +0 -87
- package/misc/decal/decal.d.ts +0 -49
- package/misc/depth-buffer/depth-buffer.d.ts +0 -9
- package/misc/example/example.d.ts +0 -81
- package/misc/fbo/fbo.d.ts +0 -17
- package/misc/html/html-wrapper.d.ts +0 -559
- package/misc/html/html.d.ts +0 -214
- package/misc/sampler/sampler.d.ts +0 -67
- package/misc/shadow/shadow.d.ts +0 -37
- package/misc/stats-gl/stats-gl.d.ts +0 -24
- package/misc/trail/trail.d.ts +0 -57
- package/misc/trail-texture/inject-trail-texture.d.ts +0 -9
- package/misc/trail-texture/trail-texture.d.ts +0 -50
- package/modifiers/README.md +0 -3
- package/modifiers/curve-modifier/curve-modifier.d.ts +0 -23
- package/modifiers/index.d.ts +0 -1
- package/performances/README.md +0 -3
- package/performances/adaptive-dpr/adaptive-dpr.d.ts +0 -14
- package/performances/adaptive-events/adaptive-events.d.ts +0 -9
- package/performances/index.d.ts +0 -7
- package/performances/instances/instances.d.ts +0 -79
- package/performances/instances/position-mesh.d.ts +0 -10
- package/performances/points/points-input.d.ts +0 -32
- package/performances/points/points.d.ts +0 -92
- package/performances/points/position-point.d.ts +0 -11
- package/performances/segments/segment-object.d.ts +0 -7
- package/performances/segments/segments.d.ts +0 -124
- package/shaders/blur-pass/blur-pass.d.ts +0 -23
- package/shaders/caustics/caustics-material.d.ts +0 -4
- package/shaders/caustics/caustics-projection-material.d.ts +0 -4
- package/shaders/convolution-material/convolution-material.d.ts +0 -7
- package/shaders/discard-material/discard-material.d.ts +0 -3
- package/shaders/grid-material/grid-material.d.ts +0 -37
- package/shaders/mesh-distort-material/mesh-distort-material.d.ts +0 -295
- package/shaders/mesh-reflector-material/mesh-reflector-material.d.ts +0 -50
- package/shaders/mesh-refraction-material/mesh-refraction-material.d.ts +0 -4
- package/shaders/mesh-transmission-material/mesh-transmission-material.d.ts +0 -25
- package/shaders/mesh-wobble-material/mesh-wobble-material.d.ts +0 -16
- package/shaders/shader-material/shader-material.d.ts +0 -6
- package/shaders/soft-shadow-material/soft-shadow-material.d.ts +0 -19
- package/shaders/sparkles-material/sparkles-material.d.ts +0 -17
- package/shaders/spot-light-material/spot-light-material.d.ts +0 -13
- package/shaders/star-field-material/star-field-material.d.ts +0 -13
- package/shaders/wireframe-material/wireframe-material.d.ts +0 -58
- package/staging/accumulative-shadows/accumulative-shadows.d.ts +0 -146
- package/staging/accumulative-shadows/progressive-light-map.d.ts +0 -34
- package/staging/accumulative-shadows/randomized-lights.d.ts +0 -90
- package/staging/backdrop/backdrop.d.ts +0 -30
- package/staging/bb-anchor/bb-anchor.d.ts +0 -27
- package/staging/bounds/bounds.d.ts +0 -134
- package/staging/camera-shake/camera-shake.d.ts +0 -43
- package/staging/center/center.d.ts +0 -70
- package/staging/cloud/cloud.d.ts +0 -51
- package/staging/contact-shadows/contact-shadows.d.ts +0 -70
- package/staging/environment/assets.d.ts +0 -13
- package/staging/environment/environment-cube.d.ts +0 -15
- package/staging/environment/environment-ground.d.ts +0 -13
- package/staging/environment/environment-input.d.ts +0 -68
- package/staging/environment/environment-map.d.ts +0 -16
- package/staging/environment/environment-portal.d.ts +0 -18
- package/staging/environment/environment.d.ts +0 -8
- package/staging/environment/utils.d.ts +0 -7
- package/staging/float/float.d.ts +0 -31
- package/staging/matcap-texture/matcap-texture.d.ts +0 -13
- package/staging/normal-texture/normal-texture.d.ts +0 -16
- package/staging/sky/sky.d.ts +0 -48
- package/staging/sparkles/sparkles.d.ts +0 -63
- package/staging/spot-light/shadow-mesh-input.d.ts +0 -29
- package/staging/spot-light/shadow-mesh.d.ts +0 -37
- package/staging/spot-light/spot-light-input.d.ts +0 -38
- package/staging/spot-light/spot-light.d.ts +0 -39
- package/staging/spot-light/volumetric-mesh.d.ts +0 -24
- package/staging/stage/stage.d.ts +0 -130
- package/staging/stars/stars.d.ts +0 -45
- package/staging/wireframe/wireframe-input.d.ts +0 -65
- package/staging/wireframe/wireframe.d.ts +0 -28
- package/utils/README.md +0 -3
- package/utils/content/content.d.ts +0 -8
- package/utils/index.d.ts +0 -1
- /package/misc/{bake-shadows → lib}/bake-shadows.d.ts +0 -0
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{"version":3,"file":"angular-three-soba-shaders.mjs","sources":["../../../../libs/soba/shaders/src/convolution-material/convolution-material.ts","../../../../libs/soba/shaders/src/blur-pass/blur-pass.ts","../../../../libs/soba/shaders/src/shader-material/shader-material.ts","../../../../libs/soba/shaders/src/caustics/caustics-material.ts","../../../../libs/soba/shaders/src/caustics/caustics-projection-material.ts","../../../../libs/soba/shaders/src/discard-material/discard-material.ts","../../../../libs/soba/shaders/src/grid-material/grid-material.ts","../../../../libs/soba/shaders/src/mesh-distort-material/mesh-distort-material.ts","../../../../libs/soba/shaders/src/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/soba/shaders/src/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/soba/shaders/src/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/soba/shaders/src/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/soba/shaders/src/soft-shadow-material/soft-shadow-material.ts","../../../../libs/soba/shaders/src/sparkles-material/sparkles-material.ts","../../../../libs/soba/shaders/src/spot-light-material/spot-light-material.ts","../../../../libs/soba/shaders/src/star-field-material/star-field-material.ts","../../../../libs/soba/shaders/src/wireframe-material/wireframe-material.ts","../../../../libs/soba/shaders/src/angular-three-soba-shaders.ts"],"sourcesContent":["import { NoBlending, ShaderMaterial, Uniform, Vector2 } from 'three';\n\nexport class ConvolutionMaterial extends ShaderMaterial {\n\treadonly kernel: Float32Array;\n\tconstructor(texelSize = new Vector2()) {\n\t\tsuper({\n\t\t\tuniforms: {\n\t\t\t\tinputBuffer: new Uniform(null),\n\t\t\t\tdepthBuffer: new Uniform(null),\n\t\t\t\tresolution: new Uniform(new Vector2()),\n\t\t\t\ttexelSize: new Uniform(new Vector2()),\n\t\t\t\thalfTexelSize: new Uniform(new Vector2()),\n\t\t\t\tkernel: new Uniform(0.0),\n\t\t\t\tscale: new Uniform(1.0),\n\t\t\t\tcameraNear: new Uniform(0.0),\n\t\t\t\tcameraFar: new Uniform(1.0),\n\t\t\t\tminDepthThreshold: new Uniform(0.0),\n\t\t\t\tmaxDepthThreshold: new Uniform(1.0),\n\t\t\t\tdepthScale: new Uniform(0.0),\n\t\t\t\tdepthToBlurRatioBias: new Uniform(0.25),\n\t\t\t},\n\t\t\tfragmentShader: `#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\t\t\tvertexShader: `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\t\t\tblending: NoBlending,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t});\n\n\t\tthis.toneMapped = false;\n\t\tthis.setTexelSize(texelSize.x, texelSize.y);\n\t\tthis.kernel = new Float32Array([0.0, 1.0, 2.0, 2.0, 3.0]);\n\t}\n\n\tsetTexelSize(x: number, y: number) {\n\t\tthis.uniforms['texelSize'].value.set(x, y);\n\t\tthis.uniforms['halfTexelSize'].value.set(x, y).multiplyScalar(0.5);\n\t}\n\tsetResolution(resolution: Vector2) {\n\t\tthis.uniforms['resolution'].value.copy(resolution);\n\t}\n}\n","import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tCamera,\n\tHalfFloatType,\n\tLinearFilter,\n\tMesh,\n\tPerspectiveCamera,\n\tScene,\n\tVector2,\n\tWebGLRenderTarget,\n\tWebGLRenderer,\n} from 'three';\n\nimport { ConvolutionMaterial } from '../convolution-material/convolution-material';\n\nexport interface BlurPassProps {\n\tgl: WebGLRenderer;\n\tresolution: number;\n\twidth?: number;\n\theight?: number;\n\tminDepthThreshold?: number;\n\tmaxDepthThreshold?: number;\n\tdepthScale?: number;\n\tdepthToBlurRatioBias?: number;\n}\n\nexport class BlurPass {\n\treadonly renderTargetA: WebGLRenderTarget;\n\treadonly renderTargetB: WebGLRenderTarget;\n\treadonly convolutionMaterial: ConvolutionMaterial;\n\treadonly scene: Scene;\n\treadonly camera: Camera;\n\treadonly screen: Mesh;\n\trenderToScreen: boolean = false;\n\n\tconstructor({\n\t\tgl,\n\t\tresolution,\n\t\twidth = 500,\n\t\theight = 500,\n\t\tminDepthThreshold = 0,\n\t\tmaxDepthThreshold = 1,\n\t\tdepthScale = 0,\n\t\tdepthToBlurRatioBias = 0.25,\n\t}: BlurPassProps) {\n\t\tthis.renderTargetA = new WebGLRenderTarget(resolution, resolution, {\n\t\t\tminFilter: LinearFilter,\n\t\t\tmagFilter: LinearFilter,\n\t\t\tstencilBuffer: false,\n\t\t\tdepthBuffer: false,\n\t\t\ttype: HalfFloatType,\n\t\t});\n\t\tthis.renderTargetB = this.renderTargetA.clone();\n\t\tthis.convolutionMaterial = new ConvolutionMaterial();\n\t\tthis.convolutionMaterial.setTexelSize(1.0 / width, 1.0 / height);\n\t\tthis.convolutionMaterial.setResolution(new Vector2(width, height));\n\t\tthis.scene = new Scene();\n\t\tthis.camera = new PerspectiveCamera();\n\t\tthis.convolutionMaterial.uniforms['minDepthThreshold'].value = minDepthThreshold;\n\t\tthis.convolutionMaterial.uniforms['maxDepthThreshold'].value = maxDepthThreshold;\n\t\tthis.convolutionMaterial.uniforms['depthScale'].value = depthScale;\n\t\tthis.convolutionMaterial.uniforms['depthToBlurRatioBias'].value = depthToBlurRatioBias;\n\t\tthis.convolutionMaterial.defines['USE_DEPTH'] = depthScale > 0;\n\t\tconst vertices = new Float32Array([-1, -1, 0, 3, -1, 0, -1, 3, 0]);\n\t\tconst uvs = new Float32Array([0, 0, 2, 0, 0, 2]);\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute('position', new BufferAttribute(vertices, 3));\n\t\tgeometry.setAttribute('uv', new BufferAttribute(uvs, 2));\n\t\tthis.screen = new Mesh(geometry, this.convolutionMaterial);\n\t\tthis.screen.frustumCulled = false;\n\t\tthis.scene.add(this.screen);\n\t}\n\n\trender(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget) {\n\t\tconst scene = this.scene;\n\t\tconst camera = this.camera;\n\t\tconst renderTargetA = this.renderTargetA;\n\t\tconst renderTargetB = this.renderTargetB;\n\t\tlet material = this.convolutionMaterial;\n\t\tlet uniforms = material.uniforms;\n\t\tuniforms['depthBuffer'].value = inputBuffer.depthTexture;\n\t\tconst kernel = material.kernel;\n\t\tlet lastRT = inputBuffer;\n\t\tlet destRT;\n\t\tlet i, l;\n\t\t// Apply the multi-pass blur.\n\t\tfor (i = 0, l = kernel.length - 1; i < l; ++i) {\n\t\t\t// Alternate between targets.\n\t\t\tdestRT = (i & 1) === 0 ? renderTargetA : renderTargetB;\n\t\t\tuniforms['kernel'].value = kernel[i];\n\t\t\tuniforms['inputBuffer'].value = lastRT.texture;\n\t\t\trenderer.setRenderTarget(destRT);\n\t\t\trenderer.render(scene, camera);\n\t\t\tlastRT = destRT;\n\t\t}\n\t\tuniforms['kernel'].value = kernel[i];\n\t\tuniforms['inputBuffer'].value = lastRT.texture;\n\t\trenderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);\n\t\trenderer.render(scene, camera);\n\t}\n}\n","import * as THREE from 'three';\n\nexport function shaderMaterial<\n\tUniforms extends {\n\t\t[name: string]:\n\t\t\t| THREE.CubeTexture\n\t\t\t| THREE.Texture\n\t\t\t| Int32Array\n\t\t\t| Float32Array\n\t\t\t| THREE.Matrix4\n\t\t\t| THREE.Matrix3\n\t\t\t| THREE.Quaternion\n\t\t\t| THREE.Vector4\n\t\t\t| THREE.Vector3\n\t\t\t| THREE.Vector2\n\t\t\t| THREE.Color\n\t\t\t| number\n\t\t\t| boolean\n\t\t\t| Array<any>\n\t\t\t| null;\n\t},\n>(\n\tuniforms: Uniforms,\n\tvertexShader: string,\n\tfragmentShader: string,\n\tonInit?: (material?: THREE.ShaderMaterial) => void,\n) {\n\tconst material = class extends THREE.ShaderMaterial {\n\t\tpublic key: string = '';\n\t\tconstructor(parameters = {}) {\n\t\t\tconst entries = Object.entries(uniforms);\n\t\t\t// Create unforms and shaders\n\t\t\tsuper({\n\t\t\t\tuniforms: entries.reduce((acc, [name, value]) => {\n\t\t\t\t\tconst uniform = THREE.UniformsUtils.clone({ [name]: { value } });\n\t\t\t\t\treturn {\n\t\t\t\t\t\t...acc,\n\t\t\t\t\t\t...uniform,\n\t\t\t\t\t};\n\t\t\t\t}, {}),\n\t\t\t\tvertexShader,\n\t\t\t\tfragmentShader,\n\t\t\t});\n\t\t\t// Create getter/setters\n\t\t\tentries.forEach(([name]) =>\n\t\t\t\tObject.defineProperty(this, name, {\n\t\t\t\t\tget: () => this.uniforms[name].value,\n\t\t\t\t\tset: (v) => (this.uniforms[name].value = v),\n\t\t\t\t}),\n\t\t\t);\n\n\t\t\t// Assign parameters, this might include uniforms\n\t\t\tObject.assign(this, parameters);\n\t\t\t// Call onInit\n\t\t\tif (onInit) onInit(this);\n\t\t}\n\t} as unknown as typeof THREE.ShaderMaterial & { key: string };\n\tmaterial.key = THREE.MathUtils.generateUUID();\n\treturn material;\n}\n","import * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const CausticsMaterial = shaderMaterial(\n\t{\n\t\tcameraMatrixWorld: new THREE.Matrix4(),\n\t\tcameraProjectionMatrixInv: new THREE.Matrix4(),\n\t\tnormalTexture: null,\n\t\tdepthTexture: null,\n\t\tlightDir: new THREE.Vector3(0, 1, 0),\n\t\tlightPlaneNormal: new THREE.Vector3(0, 1, 0),\n\t\tlightPlaneConstant: 0,\n\t\tnear: 0.1,\n\t\tfar: 100,\n\t\tmodelMatrix: new THREE.Matrix4(),\n\t\tworldRadius: 1 / 40,\n\t\tior: 1.1,\n\t\tbounces: 0,\n\t\tresolution: 1024,\n\t\tsize: 10,\n\t\tintensity: 0.5,\n\t},\n\t/* glsl */ `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }`,\n\t/* glsl */ `\n uniform mat4 cameraMatrixWorld;\n uniform mat4 cameraProjectionMatrixInv;\n uniform vec3 lightDir;\n uniform vec3 lightPlaneNormal;\n uniform float lightPlaneConstant;\n uniform float near;\n uniform float far;\n uniform float time;\n uniform float worldRadius;\n uniform float resolution;\n uniform float size;\n uniform float intensity;\n uniform float ior;\n precision highp isampler2D;\n precision highp usampler2D;\n uniform sampler2D normalTexture;\n uniform sampler2D depthTexture;\n uniform float bounces;\n varying vec2 vUv;\n vec3 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 }\n float sdPlane( vec3 p, vec3 n, float h ) {\n // n must be normalized\n return dot(p,n) + h;\n }\n float planeIntersect( vec3 ro, vec3 rd, vec4 p ) {\n return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);\n }\n vec3 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 }\n void 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\t{\n\t\tcausticsTexture: null,\n\t\tcausticsTextureB: null,\n\t\tcolor: new THREE.Color(),\n\t\tlightProjMatrix: new THREE.Matrix4(),\n\t\tlightViewMatrix: new THREE.Matrix4(),\n\t},\n\t`varying vec3 vWorldPosition;\n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vec4 worldPosition = modelMatrix * vec4(position, 1.);\n vWorldPosition = worldPosition.xyz;\n }`,\n\t`varying vec3 vWorldPosition;\n uniform vec3 color;\n uniform sampler2D causticsTexture;\n uniform sampler2D causticsTextureB;\n uniform mat4 lightProjMatrix;\n uniform 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 <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n","import { shaderMaterial } from '../shader-material/shader-material';\n\nexport const DiscardMaterial = shaderMaterial(\n\t{},\n\t'void main() { }',\n\t'void main() { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); discard; }',\n);\n","import type { NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const GridMaterial = shaderMaterial(\n\t{\n\t\tcellSize: 0.5,\n\t\tsectionSize: 1,\n\t\tfadeDistance: 100,\n\t\tfadeStrength: 1,\n\t\tcellThickness: 0.5,\n\t\tsectionThickness: 1,\n\t\tcellColor: new THREE.Color(),\n\t\tsectionColor: new THREE.Color(),\n\t\tinfiniteGrid: false,\n\t\tfollowCamera: false,\n\t\tworldCamProjPosition: new THREE.Vector3(),\n\t\tworldPlanePosition: new THREE.Vector3(),\n\t},\n\t/* glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform vec3 worldPlanePosition;\n uniform float fadeDistance;\n uniform bool infiniteGrid;\n uniform bool followCamera;\n\n void main() {\n localPosition = position.xzy;\n if (infiniteGrid) localPosition *= 1.0 + fadeDistance;\n\n worldPosition = modelMatrix * vec4(localPosition, 1.0);\n if (followCamera) {\n worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);\n localPosition = (inverse(modelMatrix) * worldPosition).xyz;\n }\n\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n }\n `,\n\t/* glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform float cellSize;\n uniform float sectionSize;\n uniform vec3 cellColor;\n uniform vec3 sectionColor;\n uniform float fadeDistance;\n uniform float fadeStrength;\n uniform float cellThickness;\n uniform float sectionThickness;\n\n float getGrid(float size, float thickness) {\n vec2 r = localPosition.xz / size;\n vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);\n float line = min(grid.x, grid.y) + 1.0 - thickness;\n return 1.0 - min(line, 1.0);\n }\n\n void main() {\n float g1 = getGrid(cellSize, cellThickness);\n float g2 = getGrid(sectionSize, sectionThickness);\n\n float dist = distance(worldCamProjPosition, worldPosition.xyz);\n float d = 1.0 - min(dist / fadeDistance, 1.0);\n vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));\n\n gl_FragColor = vec4(color, (g1 + g2) * pow(d, fadeStrength));\n gl_FragColor.a = mix(0.75 * gl_FragColor.a, gl_FragColor.a, g2);\n if (gl_FragColor.a <= 0.0) discard;\n\n #include <tonemapping_fragment>\n #include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }\n `,\n);\n\nexport type NgtGridMaterialState = {\n\t/** Cell size, default: 0.5 */\n\tcellSize?: number;\n\t/** Cell thickness, default: 0.5 */\n\tcellThickness?: number;\n\t/** Cell color, default: black */\n\tcellColor?: THREE.ColorRepresentation;\n\t/** Section size, default: 1 */\n\tsectionSize?: number;\n\t/** Section thickness, default: 1 */\n\tsectionThickness?: number;\n\t/** Section color, default: #2080ff */\n\tsectionColor?: THREE.ColorRepresentation;\n\t/** Follow camera, default: false */\n\tfollowCamera?: boolean;\n\t/** Display the grid infinitely, default: false */\n\tinfiniteGrid?: boolean;\n\t/** Fade distance, default: 100 */\n\tfadeDistance?: number;\n\t/** Fade strength, default: 1 */\n\tfadeStrength?: number;\n\t/** Material side, default: THREE.BackSide */\n\tside?: THREE.Side;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-grid-material': NgtGridMaterialState & NgtShaderMaterial;\n\t}\n}\n","import { InjectionToken, Type, inject } from '@angular/core';\nimport * as THREE from 'three';\n\ninterface Uniform<T> {\n\tvalue: T;\n}\n\n/**\n * npm i -D raw-loader glslify-loader glsl-noise\n * Usage: import distort from 'raw-loader!glslify-loader!angular-three-soba/assets/distort.vert.glsl'\n *\n * using provider:\n * - provideNgtsMeshDistortMaterialShader(distort)\n * - readonly MeshDistortMaterial = injectNgtsMeshDistortMaterial()\n * - material = new this.MeshDistortMaterial(); // then use this with primitive\n *\n * using createMeshDistortMaterial: createMeshDistortMaterial(distort);\n * - const MeshDistortMaterial = createMeshDistortMaterial(distort);\n * - extend({ MeshDistortMaterial }); // then use as ngt-mesh-distort-material\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 injectNgtsMeshDistortMaterial() {\n\treturn inject(NGTS_DISTORT_MATERIAL_SHADER);\n}\n\nexport function createMeshDistortMaterial(distortShader: string) {\n\treturn class extends THREE.MeshPhysicalMaterial {\n\t\t_time: Uniform<number>;\n\t\t_distort: Uniform<number>;\n\t\t_radius: Uniform<number>;\n\n\t\tconstructor(parameters: THREE.MeshPhysicalMaterialParameters = {}) {\n\t\t\tsuper(parameters);\n\t\t\tthis.setValues(parameters);\n\t\t\tthis._time = { value: 0 };\n\t\t\tthis._distort = { value: 0.4 };\n\t\t\tthis._radius = { value: 1 };\n\t\t}\n\n\t\toverride onBeforeCompile(shader: THREE.Shader) {\n\t\t\tshader.uniforms['time'] = this._time;\n\t\t\tshader.uniforms['radius'] = this._radius;\n\t\t\tshader.uniforms['distort'] = this._distort;\n\n\t\t\tshader.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\t\t\tshader.vertexShader = shader.vertexShader.replace(\n\t\t\t\t'#include <begin_vertex>',\n\t\t\t\t`\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\t\t\t);\n\t\t}\n\n\t\tget time() {\n\t\t\treturn this._time.value;\n\t\t}\n\n\t\tset time(v) {\n\t\t\tthis._time.value = v;\n\t\t}\n\n\t\tget distort() {\n\t\t\treturn this._distort.value;\n\t\t}\n\n\t\tset distort(v) {\n\t\t\tthis._distort.value = v;\n\t\t}\n\n\t\tget radius() {\n\t\t\treturn this._radius.value;\n\t\t}\n\n\t\tset radius(v) {\n\t\t\tthis._radius.value = v;\n\t\t}\n\t};\n}\n\nexport function provideNgtsMeshDistortMaterialShader(distortShader: string) {\n\treturn { provide: NGTS_DISTORT_MATERIAL_SHADER, useFactory: () => createMeshDistortMaterial(distortShader) };\n}\n","import { Matrix4, MeshStandardMaterial, Texture } from 'three';\n\ntype UninitializedUniform<Value> = { value: Value | null };\n\nexport class MeshReflectorMaterial extends MeshStandardMaterial {\n\tprivate _tDepth: UninitializedUniform<Texture> = { value: null };\n\tprivate _distortionMap: UninitializedUniform<Texture> = { value: null };\n\tprivate _tDiffuse: UninitializedUniform<Texture> = { value: null };\n\tprivate _tDiffuseBlur: UninitializedUniform<Texture> = { value: null };\n\tprivate _textureMatrix: UninitializedUniform<Matrix4> = { value: null };\n\tprivate _hasBlur: { value: boolean } = { value: false };\n\tprivate _mirror: { value: number } = { value: 0.0 };\n\tprivate _mixBlur: { value: number } = { value: 0.0 };\n\tprivate _blurStrength: { value: number } = { value: 0.5 };\n\tprivate _minDepthThreshold: { value: number } = { value: 0.9 };\n\tprivate _maxDepthThreshold: { value: number } = { value: 1 };\n\tprivate _depthScale: { value: number } = { value: 0 };\n\tprivate _depthToBlurRatioBias: { value: number } = { value: 0.25 };\n\tprivate _distortion: { value: number } = { value: 1 };\n\tprivate _mixContrast: { value: number } = { value: 1.0 };\n\n\tconstructor(parameters = {}) {\n\t\tsuper(parameters);\n\t\tthis.setValues(parameters);\n\t}\n\toverride onBeforeCompile(shader: any) {\n\t\tif (!shader.defines?.USE_UV) {\n\t\t\tshader.defines.USE_UV = '';\n\t\t}\n\t\tshader.uniforms.hasBlur = this._hasBlur;\n\t\tshader.uniforms.tDiffuse = this._tDiffuse;\n\t\tshader.uniforms.tDepth = this._tDepth;\n\t\tshader.uniforms.distortionMap = this._distortionMap;\n\t\tshader.uniforms.tDiffuseBlur = this._tDiffuseBlur;\n\t\tshader.uniforms.textureMatrix = this._textureMatrix;\n\t\tshader.uniforms.mirror = this._mirror;\n\t\tshader.uniforms.mixBlur = this._mixBlur;\n\t\tshader.uniforms.mixStrength = this._blurStrength;\n\t\tshader.uniforms.minDepthThreshold = this._minDepthThreshold;\n\t\tshader.uniforms.maxDepthThreshold = this._maxDepthThreshold;\n\t\tshader.uniforms.depthScale = this._depthScale;\n\t\tshader.uniforms.depthToBlurRatioBias = this._depthToBlurRatioBias;\n\t\tshader.uniforms.distortion = this._distortion;\n\t\tshader.uniforms.mixContrast = this._mixContrast;\n\t\tshader.vertexShader = `\n uniform mat4 textureMatrix;\n varying vec4 my_vUv;\n ${shader.vertexShader}`;\n\t\tshader.vertexShader = shader.vertexShader.replace(\n\t\t\t'#include <project_vertex>',\n\t\t\t`#include <project_vertex>\n my_vUv = textureMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );`,\n\t\t);\n\t\tshader.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\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t'#include <emissivemap_fragment>',\n\t\t\t`#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\t\t);\n\t}\n\tget tDiffuse(): Texture | null {\n\t\treturn this._tDiffuse.value;\n\t}\n\tset tDiffuse(v: Texture | null) {\n\t\tthis._tDiffuse.value = v;\n\t}\n\tget tDepth(): Texture | null {\n\t\treturn this._tDepth.value;\n\t}\n\tset tDepth(v: Texture | null) {\n\t\tthis._tDepth.value = v;\n\t}\n\tget distortionMap(): Texture | null {\n\t\treturn this._distortionMap.value;\n\t}\n\tset distortionMap(v: Texture | null) {\n\t\tthis._distortionMap.value = v;\n\t}\n\tget tDiffuseBlur(): Texture | null {\n\t\treturn this._tDiffuseBlur.value;\n\t}\n\tset tDiffuseBlur(v: Texture | null) {\n\t\tthis._tDiffuseBlur.value = v;\n\t}\n\tget textureMatrix(): Matrix4 | null {\n\t\treturn this._textureMatrix.value;\n\t}\n\tset textureMatrix(v: Matrix4 | null) {\n\t\tthis._textureMatrix.value = v;\n\t}\n\tget hasBlur(): boolean {\n\t\treturn this._hasBlur.value;\n\t}\n\tset hasBlur(v: boolean) {\n\t\tthis._hasBlur.value = v;\n\t}\n\tget mirror(): number {\n\t\treturn this._mirror.value;\n\t}\n\tset mirror(v: number) {\n\t\tthis._mirror.value = v;\n\t}\n\tget mixBlur(): number {\n\t\treturn this._mixBlur.value;\n\t}\n\tset mixBlur(v: number) {\n\t\tthis._mixBlur.value = v;\n\t}\n\tget mixStrength(): number {\n\t\treturn this._blurStrength.value;\n\t}\n\tset mixStrength(v: number) {\n\t\tthis._blurStrength.value = v;\n\t}\n\tget minDepthThreshold(): number {\n\t\treturn this._minDepthThreshold.value;\n\t}\n\tset minDepthThreshold(v: number) {\n\t\tthis._minDepthThreshold.value = v;\n\t}\n\tget maxDepthThreshold(): number {\n\t\treturn this._maxDepthThreshold.value;\n\t}\n\tset maxDepthThreshold(v: number) {\n\t\tthis._maxDepthThreshold.value = v;\n\t}\n\tget depthScale(): number {\n\t\treturn this._depthScale.value;\n\t}\n\tset depthScale(v: number) {\n\t\tthis._depthScale.value = v;\n\t}\n\tget depthToBlurRatioBias(): number {\n\t\treturn this._depthToBlurRatioBias.value;\n\t}\n\tset depthToBlurRatioBias(v: number) {\n\t\tthis._depthToBlurRatioBias.value = v;\n\t}\n\tget distortion(): number {\n\t\treturn this._distortion.value;\n\t}\n\tset distortion(v: number) {\n\t\tthis._distortion.value = v;\n\t}\n\tget mixContrast(): number {\n\t\treturn this._mixContrast.value;\n\t}\n\tset mixContrast(v: number) {\n\t\tthis._mixContrast.value = v;\n\t}\n}\n","// Author: N8Programs\n// https://github.com/N8python/diamonds\n\nimport * as THREE from 'three';\n// @ts-expect-error: shaderIntersectFunction is available but typescript complains\nimport { MeshBVHUniformStruct, shaderIntersectFunction, shaderStructs } from 'three-mesh-bvh';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const MeshRefractionMaterial = shaderMaterial(\n\t{\n\t\tenvMap: null,\n\t\tbounces: 3,\n\t\tior: 2.4,\n\t\tcorrectMips: true,\n\t\taberrationStrength: 0.01,\n\t\tfresnel: 0,\n\t\t// @ts-expect-error: typing is not matched\n\t\tbvh: new MeshBVHUniformStruct(),\n\t\tcolor: new THREE.Color('white'),\n\t\tresolution: new THREE.Vector2(),\n\t\tviewMatrixInverse: new THREE.Matrix4(),\n\t\tprojectionMatrixInverse: new THREE.Matrix4(),\n\t},\n\t/*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\t/*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 <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n","import * as THREE from 'three';\n\ninterface Uniform<T> {\n\tvalue: T;\n}\n\nexport class MeshTransmissionMaterial extends THREE.MeshPhysicalMaterial {\n\tuniforms: {\n\t\tchromaticAberration: Uniform<number>;\n\t\ttransmission: Uniform<number>;\n\t\ttransmissionMap: Uniform<THREE.Texture | null>;\n\t\t_transmission: Uniform<number>;\n\t\tthickness: Uniform<number>;\n\t\troughness: Uniform<number>;\n\t\tthicknessMap: Uniform<THREE.Texture | null>;\n\t\tattenuationDistance: Uniform<number>;\n\t\tattenuationColor: Uniform<THREE.Color>;\n\t\tanisotropicBlur: Uniform<number>;\n\t\ttime: Uniform<number>;\n\t\tdistortion: Uniform<number>;\n\t\tdistortionScale: Uniform<number>;\n\t\ttemporalDistortion: Uniform<number>;\n\t\tbuffer: Uniform<THREE.Texture | null>;\n\t};\n\n\tconstructor(samples = 6, transmissionSampler = false) {\n\t\tsuper();\n\n\t\tthis.uniforms = {\n\t\t\tchromaticAberration: { value: 0.05 },\n\t\t\t// Transmission must always be 0, unless transmissionSampler is being used\n\t\t\ttransmission: { value: 0 },\n\t\t\t// Instead a workaround is used, see below for reasons why\n\t\t\t_transmission: { value: 1 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\t// Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material\n\t\t\troughness: { value: 0 },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tattenuationDistance: { value: Infinity },\n\t\t\tattenuationColor: { value: new THREE.Color('white') },\n\t\t\tanisotropicBlur: { value: 0.1 },\n\t\t\ttime: { value: 0 },\n\t\t\tdistortion: { value: 0.0 },\n\t\t\tdistortionScale: { value: 0.5 },\n\t\t\ttemporalDistortion: { value: 0.0 },\n\t\t\tbuffer: { value: null },\n\t\t};\n\n\t\tthis.onBeforeCompile = (shader: THREE.Shader & { defines: { [key: string]: string } }) => {\n\t\t\tshader.uniforms = {\n\t\t\t\t...shader.uniforms,\n\t\t\t\t...this.uniforms,\n\t\t\t};\n\n\t\t\t// If the transmission sampler is active inject a flag\n\t\t\tif (transmissionSampler) shader.defines['USE_SAMPLER'] = '';\n\t\t\t// Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION\n\t\t\t// because threejs won't inject it for us\n\t\t\telse shader.defines['USE_TRANSMISSION'] = '';\n\n\t\t\t// Head\n\t\t\tshader.fragmentShader =\n\t\t\t\t/*glsl*/ `\n uniform float chromaticAberration;\n uniform float anisotropicBlur;\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\t\t\t// Remove transmission\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t'#include <transmission_pars_fragment>',\n\t\t\t\t/*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\t\t\t);\n\n\t\t\t// Add refraction\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t'#include <transmission_fragment>',\n\t\t\t\t/*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), anisotropicBlur);\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\t\t\t);\n\t\t};\n\n\t\tObject.keys(this.uniforms).forEach((name) =>\n\t\t\tObject.defineProperty(this, name, {\n\t\t\t\tget: () => this.uniforms[name as keyof typeof this.uniforms].value,\n\t\t\t\tset: (v) => (this.uniforms[name as keyof typeof this.uniforms].value = v),\n\t\t\t}),\n\t\t);\n\t}\n}\n","import * as THREE from 'three';\n\ninterface Uniform<T> {\n\tvalue: T;\n}\n\nexport class MeshWobbleMaterial extends THREE.MeshStandardMaterial {\n\t_time: Uniform<number>;\n\t_factor: Uniform<number>;\n\n\tconstructor(parameters: THREE.MeshStandardMaterialParameters = {}) {\n\t\tsuper(parameters);\n\t\tthis.setValues(parameters);\n\t\tthis._time = { value: 0 };\n\t\tthis._factor = { value: 1 };\n\t}\n\n\toverride onBeforeCompile(shader: THREE.Shader) {\n\t\tshader.uniforms['time'] = this._time;\n\t\tshader.uniforms['factor'] = this._factor;\n\n\t\tshader.vertexShader = `\n uniform float time;\n uniform float factor;\n ${shader.vertexShader}\n `;\n\t\tshader.vertexShader = shader.vertexShader.replace(\n\t\t\t'#include <begin_vertex>',\n\t\t\t`float theta = sin( time + position.y ) / 2.0 * factor;\n float c = cos( theta );\n float s = sin( theta );\n mat3 m = mat3( c, 0, s, 0, 1, 0, -s, 0, c );\n vec3 transformed = vec3( position ) * m;\n vNormal = vNormal * m;`,\n\t\t);\n\t}\n\n\tget time() {\n\t\treturn this._time.value;\n\t}\n\n\tset time(v) {\n\t\tthis._time.value = v;\n\t}\n\n\tget factor() {\n\t\treturn this._factor.value;\n\t}\n\n\tset factor(v) {\n\t\tthis._factor.value = v;\n\t}\n\n\tdeclare speed: number;\n}\n","import type { NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const SoftShadowMaterial = shaderMaterial(\n\t{\n\t\tcolor: new THREE.Color(),\n\t\tblend: 2.0,\n\t\talphaTest: 0.75,\n\t\topacity: 0,\n\t\tmap: null,\n\t},\n\t`varying vec2 vUv;\n void main() {\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.);\n vUv = uv;\n }`,\n\t`varying vec2 vUv;\n uniform sampler2D map;\n uniform vec3 color;\n uniform float opacity;\n uniform float alphaTest;\n uniform float blend;\n void main() {\n vec4 sampledDiffuseColor = texture2D(map, vUv);\n gl_FragColor = vec4(color * sampledDiffuseColor.r * blend, max(0.0, (1.0 - (sampledDiffuseColor.r + sampledDiffuseColor.g + sampledDiffuseColor.b) / alphaTest)) * opacity);\n #include <tonemapping_fragment>\n #include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n\nexport type NgtSoftShadowMaterialState = {\n\tmap: THREE.Texture;\n\tcolor?: THREE.ColorRepresentation;\n\talphaTest?: number;\n\tblend?: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-soft-shadow-material': NgtSoftShadowMaterialState & NgtShaderMaterial;\n\t}\n}\n","import type { NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const SparklesMaterial = shaderMaterial(\n\t{ time: 0, pixelRatio: 1 },\n\t` uniform float pixelRatio;\n uniform float time;\n attribute float size;\n attribute float speed;\n attribute float opacity;\n attribute vec3 noise;\n attribute vec3 color;\n varying vec3 vColor;\n varying float vOpacity;\n void main() {\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n modelPosition.y += sin(time * speed + modelPosition.x * noise.x * 100.0) * 0.2;\n modelPosition.z += cos(time * speed + modelPosition.x * noise.y * 100.0) * 0.2;\n modelPosition.x += cos(time * speed + modelPosition.x * noise.z * 100.0) * 0.2;\n vec4 viewPosition = viewMatrix * modelPosition;\n vec4 projectionPostion = projectionMatrix * viewPosition;\n gl_Position = projectionPostion;\n gl_PointSize = size * 25. * pixelRatio;\n gl_PointSize *= (1.0 / - viewPosition.z);\n vColor = color;\n vOpacity = opacity;\n }`,\n\t` varying vec3 vColor;\n varying float vOpacity;\n void main() {\n float distanceToCenter = distance(gl_PointCoord, vec2(0.5));\n float strength = 0.05 / distanceToCenter - 0.1;\n gl_FragColor = vec4(vColor, strength * vOpacity);\n #include <tonemapping_fragment>\n #include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n\nexport type NgtSparklesMaterialState = {\n\ttime?: number;\n\tpixelRatio?: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-sparkles-material': NgtSparklesMaterialState & NgtShaderMaterial;\n\t}\n}\n","import type { NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\n\nexport class SpotLightMaterial extends THREE.ShaderMaterial {\n\tconstructor() {\n\t\tsuper({\n\t\t\tuniforms: {\n\t\t\t\tdepth: { value: null },\n\t\t\t\topacity: { value: 1 },\n\t\t\t\tattenuation: { value: 2.5 },\n\t\t\t\tanglePower: { value: 12 },\n\t\t\t\tspotPosition: { value: new THREE.Vector3(0, 0, 0) },\n\t\t\t\tlightColor: { value: new THREE.Color('white') },\n\t\t\t\tcameraNear: { value: 0 },\n\t\t\t\tcameraFar: { value: 1 },\n\t\t\t\tresolution: { value: new THREE.Vector2(0, 0) },\n\t\t\t},\n\t\t\ttransparent: true,\n\t\t\tdepthWrite: false,\n\t\t\tvertexShader: /* 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\t\t\tfragmentShader: /* 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 <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n\t\t});\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-spot-light-material': NgtShaderMaterial;\n\t}\n}\n","import type { NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport const StarFieldMaterial = shaderMaterial(\n\t{ time: 0.0, fade: 0.0 },\n\t// language=GLSL\n\t`\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\t// language=GLSL\n\t`\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\t#include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n}\n `,\n);\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-star-field-material': NgtShaderMaterial;\n\t}\n}\n","import { computed, effect, runInInjectionContext, type Injector } from '@angular/core';\nimport { assertInjectionContext, type NgtShaderMaterial } from 'angular-three';\nimport * as THREE from 'three';\nimport { shaderMaterial } from '../shader-material/shader-material';\n\nexport type WireframeMaterialState = {\n\tfillOpacity?: number;\n\tfillMix?: number;\n\tstrokeOpacity?: number;\n\tthickness?: number;\n\tcolorBackfaces?: boolean;\n\tdashInvert?: boolean;\n\tdash?: boolean;\n\tdashRepeats?: number;\n\tdashLength?: number;\n\tsqueeze?: boolean;\n\tsqueezeMin?: number;\n\tsqueezeMax?: number;\n\tstroke?: THREE.ColorRepresentation;\n\tbackfaceStroke?: THREE.ColorRepresentation;\n\tfill?: THREE.ColorRepresentation;\n};\n\nexport const WireframeMaterialShaders = {\n\tuniforms: {\n\t\tstrokeOpacity: 1,\n\t\tfillOpacity: 0.25,\n\t\tfillMix: 0,\n\t\tthickness: 0.05,\n\t\tcolorBackfaces: false,\n\t\tdashInvert: true,\n\t\tdash: false,\n\t\tdashRepeats: 4,\n\t\tdashLength: 0.5,\n\t\tsqueeze: false,\n\t\tsqueezeMin: 0.2,\n\t\tsqueezeMax: 1,\n\t\tstroke: new THREE.Color('#ff0000'),\n\t\tbackfaceStroke: new THREE.Color('#0000ff'),\n\t\tfill: new THREE.Color('#00ff00'),\n\t},\n\tvertex: /* glsl */ `\n\t attribute vec3 barycentric;\n\n\t\tvarying vec3 v_edges_Barycentric;\n\t\tvarying vec3 v_edges_Position;\n\n\t\tvoid initWireframe() {\n\t\t\tv_edges_Barycentric = barycentric;\n\t\t\tv_edges_Position = position.xyz;\n\t\t}\n\t `,\n\tfragment: /* glsl */ `\n\t\t#ifndef PI\n\t \t#define PI 3.1415926535897932384626433832795\n\t\t#endif\n\n\t varying vec3 v_edges_Barycentric;\n\t varying vec3 v_edges_Position;\n\n\t uniform float strokeOpacity;\n\t uniform float fillOpacity;\n\t uniform float fillMix;\n\t uniform float thickness;\n\t uniform bool colorBackfaces;\n\n\t // Dash\n\t uniform bool dashInvert;\n\t uniform bool dash;\n\t uniform bool dashOnly;\n\t uniform float dashRepeats;\n\t uniform float dashLength;\n\n\t // Squeeze\n\t uniform bool squeeze;\n\t uniform float squeezeMin;\n\t uniform float squeezeMax;\n\n\t // Colors\n\t uniform vec3 stroke;\n\t uniform vec3 backfaceStroke;\n\t uniform vec3 fill;\n\n\t // This is like\n\t float wireframe_aastep(float threshold, float dist) {\n\t\t float afwidth = fwidth(dist) * 0.5;\n\t\t return smoothstep(threshold - afwidth, threshold + afwidth, dist);\n\t }\n\n\t float wireframe_map(float value, float min1, float max1, float min2, float max2) {\n\t\t return min2 + (value - min1) * (max2 - min2) / (max1 - min1);\n\t }\n\n\t float getWireframe() {\n\t\t\tvec3 barycentric = v_edges_Barycentric;\n\n\t\t\t// Distance from center of each triangle to its edges.\n\t\t\tfloat d = min(min(barycentric.x, barycentric.y), barycentric.z);\n\n\t\t\t// for dashed rendering, we can use this to get the 0 .. 1 value of the line length\n\t\t\tfloat positionAlong = max(barycentric.x, barycentric.y);\n\t\t\tif (barycentric.y < barycentric.x && barycentric.y < barycentric.z) {\n\t\t\t\tpositionAlong = 1.0 - positionAlong;\n\t\t\t}\n\n\t\t\t// the thickness of the stroke\n\t\t\tfloat computedThickness = wireframe_map(thickness, 0.0, 1.0, 0.0, 0.34);\n\n\t\t\t// if we want to shrink the thickness toward the center of the line segment\n\t\t\tif (squeeze) {\n\t\t\t\tcomputedThickness *= mix(squeezeMin, squeezeMax, (1.0 - sin(positionAlong * PI)));\n\t\t\t}\n\n\t\t\t// Create dash pattern\n\t\t\tif (dash) {\n\t\t\t\t// here we offset the stroke position depending on whether it\n\t\t\t\t// should overlap or not\n\t\t\t\tfloat offset = 1.0 / dashRepeats * dashLength / 2.0;\n\t\t\t\tif (!dashInvert) {\n\t\t\t\t\toffset += 1.0 / dashRepeats / 2.0;\n\t\t\t\t}\n\n\t\t\t\t// if we should animate the dash or not\n\t\t\t\t// if (dashAnimate) {\n\t\t\t\t// \toffset += time * 0.22;\n\t\t\t\t// }\n\n\t\t\t\t// create the repeating dash pattern\n\t\t\t\tfloat pattern = fract((positionAlong + offset) * dashRepeats);\n\t\t\t\tcomputedThickness *= 1.0 - wireframe_aastep(dashLength, pattern);\n\t\t\t}\n\n\t\t\t// compute the anti-aliased stroke edge\n\t\t\tfloat edge = 1.0 - wireframe_aastep(computedThickness, d);\n\n\t\t\treturn edge;\n\t }\n\t `,\n};\n\nexport const WireframeMaterial = shaderMaterial(\n\tWireframeMaterialShaders.uniforms,\n\tWireframeMaterialShaders.vertex +\n\t\t/* glsl */ `\n \tvoid main() {\n\t\tinitWireframe();\n\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n\t}\n `,\n\tWireframeMaterialShaders.fragment +\n\t\t/* glsl */ `\n void main () {\n\t\t// Compute color\n\n\t\tfloat edge = getWireframe();\n\t\tvec4 colorStroke = vec4(stroke, edge);\n\n\t\t#ifdef FLIP_SIDED\n\t\t\tcolorStroke.rgb = backfaceStroke;\n\t\t#endif\n\n\t\tvec4 colorFill = vec4(fill, fillOpacity);\n\t\tvec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);\n\n\t\tgl_FragColor = outColor;\n\t}\n `,\n);\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngt-wireframe-material': WireframeMaterialState & NgtShaderMaterial;\n\t}\n}\n\nexport function setWireframeOverride(\n\tmaterial: THREE.Material,\n\tuniforms: {\n\t\t[key: string]: THREE.IUniform<any>;\n\t},\n) {\n\tmaterial.onBeforeCompile = (shader) => {\n\t\tshader.uniforms = {\n\t\t\t...shader.uniforms,\n\t\t\t...uniforms,\n\t\t};\n\n\t\tshader.vertexShader = shader.vertexShader.replace(\n\t\t\t'void main() {',\n\t\t\t`\n\t\t ${WireframeMaterialShaders.vertex}\n\t\t void main() {\n\t\t\tinitWireframe();\n\t\t`,\n\t\t);\n\n\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t'void main() {',\n\t\t\t`\n\t\t ${WireframeMaterialShaders.fragment}\n\t\t void main() {\n\t\t`,\n\t\t);\n\n\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t'#include <color_fragment>',\n\t\t\t/* glsl */ `\n\t\t #include <color_fragment>\n\t\t\t float edge = getWireframe();\n\t\t vec4 colorStroke = vec4(stroke, edge);\n\t\t #ifdef FLIP_SIDED\n\t\t\t colorStroke.rgb = backfaceStroke;\n\t\t #endif\n\t\t vec4 colorFill = vec4(mix(diffuseColor.rgb, fill, fillMix), mix(diffuseColor.a, fillOpacity, fillMix));\n\t\t vec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);\n\n\t\t diffuseColor.rgb = outColor.rgb;\n\t\t diffuseColor.a *= outColor.a;\n\t\t`,\n\t\t);\n\t};\n\n\tmaterial.side = THREE.DoubleSide;\n\tmaterial.transparent = true;\n}\n\nexport function injectNgtsWireframeUniforms(\n\tuniformsFactory: () => Record<string, THREE.IUniform<any>>,\n\tstateFactory: () => Partial<WireframeMaterialState>,\n\t{ injector }: { injector?: Injector } = {},\n) {\n\tinjector = assertInjectionContext(injectNgtsWireframeUniforms, injector);\n\treturn runInInjectionContext(injector, () => {\n\t\tconst uniforms = uniformsFactory();\n\t\tconst state = computed(() => stateFactory());\n\t\tconst fillOpacity = computed(() => state().fillOpacity);\n\t\tconst fillMix = computed(() => state().fillMix);\n\t\tconst strokeOpacity = computed(() => state().strokeOpacity);\n\t\tconst thickness = computed(() => state().thickness);\n\t\tconst colorBackfaces = computed(() => state().colorBackfaces);\n\t\tconst dash = computed(() => state().dash);\n\t\tconst dashInvert = computed(() => state().dashInvert);\n\t\tconst dashRepeats = computed(() => state().dashRepeats);\n\t\tconst dashLength = computed(() => state().dashLength);\n\t\tconst squeeze = computed(() => state().squeeze);\n\t\tconst squeezeMin = computed(() => state().squeezeMin);\n\t\tconst squeezeMax = computed(() => state().squeezeMax);\n\t\tconst stroke = computed(() => state().stroke);\n\t\tconst fill = computed(() => state().fill);\n\t\tconst backfaceStroke = computed(() => state().backfaceStroke);\n\n\t\teffect(() => {\n\t\t\tuniforms['fillOpacity'].value = fillOpacity() ?? uniforms['fillOpacity'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['fillMix'].value = fillMix() ?? uniforms['fillMix'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['strokeOpacity'].value = strokeOpacity() ?? uniforms['strokeOpacity'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['thickness'].value = thickness() ?? uniforms['thickness'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['colorBackfaces'].value = colorBackfaces() ?? uniforms['colorBackfaces'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['dash'].value = dash() ?? uniforms['dash'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['dashInvert'].value = dashInvert() ?? uniforms['dashInvert'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['dashRepeats'].value = dashRepeats() ?? uniforms['dashRepeats'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['dashLength'].value = dashLength() ?? uniforms['dashLength'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['squeeze'].value = squeeze() ?? uniforms['squeeze'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['squeezeMin'].value = squeezeMin() ?? uniforms['squeezeMin'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['squeezeMax'].value = squeezeMax() ?? uniforms['squeezeMax'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['stroke'].value = stroke() ? new THREE.Color(stroke()) : uniforms['stroke'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['fill'].value = fill() ? new THREE.Color(fill()) : uniforms['fill'].value;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tuniforms['backfaceStroke'].value = backfaceStroke()\n\t\t\t\t? new THREE.Color(backfaceStroke())\n\t\t\t\t: uniforms['backfaceStroke'].value;\n\t\t});\n\t});\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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1
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+
{"version":3,"file":"angular-three-soba-shaders.mjs","sources":["../../../../libs/soba/shaders/src/lib/grid-material.ts","../../../../libs/soba/shaders/src/lib/mesh-refraction-material.ts","../../../../libs/soba/shaders/src/angular-three-soba-shaders.ts"],"sourcesContent":["import { NgtMaterial } from 'angular-three';\nimport { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport { Color, ColorRepresentation, Side, Vector3 } from 'three';\n\nexport interface GridMaterialOptions {\n\t/** Cell size, default: 0.5 */\n\tcellSize: number;\n\t/** Cell thickness, default: 0.5 */\n\tcellThickness: number;\n\t/** Cell color, default: black */\n\tcellColor: ColorRepresentation;\n\t/** Section size, default: 1 */\n\tsectionSize: number;\n\t/** Section thickness, default: 1 */\n\tsectionThickness: number;\n\t/** Section color, default: #2080ff */\n\tsectionColor: ColorRepresentation;\n\t/** Follow camera, default: false */\n\tfollowCamera: boolean;\n\t/** Display the grid infinitely, default: false */\n\tinfiniteGrid: boolean;\n\t/** Fade distance, default: 100 */\n\tfadeDistance: number;\n\t/** Fade strength, default: 1 */\n\tfadeStrength: number;\n\t/** Fade from camera (1) or origin (0), or somewhere in between, default: camera */\n\tfadeFrom: number;\n\t/** Material side, default: THREE.BackSide */\n\tside: Side;\n}\n\nexport const GridMaterial = shaderMaterial(\n\t{\n\t\tcellSize: 0.5,\n\t\tsectionSize: 1,\n\t\tfadeDistance: 100,\n\t\tfadeStrength: 1,\n\t\tfadeFrom: 1,\n\t\tcellThickness: 0.5,\n\t\tsectionThickness: 1,\n\t\tcellColor: new Color(),\n\t\tsectionColor: new Color(),\n\t\tinfiniteGrid: false,\n\t\tfollowCamera: false,\n\t\tworldCamProjPosition: new Vector3(),\n\t\tworldPlanePosition: new Vector3(),\n\t},\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform vec3 worldPlanePosition;\n uniform float fadeDistance;\n uniform bool infiniteGrid;\n uniform bool followCamera;\n\n void main() {\n localPosition = position.xzy;\n if (infiniteGrid) localPosition *= 1.0 + fadeDistance;\n\n worldPosition = modelMatrix * vec4(localPosition, 1.0);\n if (followCamera) {\n worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);\n localPosition = (inverse(modelMatrix) * worldPosition).xyz;\n }\n\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n }\n `,\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform float cellSize;\n uniform float sectionSize;\n uniform vec3 cellColor;\n uniform vec3 sectionColor;\n uniform float fadeDistance;\n uniform float fadeStrength;\n uniform float fadeFrom;\n uniform float cellThickness;\n uniform float sectionThickness;\n\n float getGrid(float size, float thickness) {\n vec2 r = localPosition.xz / size;\n vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);\n float line = min(grid.x, grid.y) + 1.0 - thickness;\n return 1.0 - min(line, 1.0);\n }\n\n void main() {\n float g1 = getGrid(cellSize, cellThickness);\n float g2 = getGrid(sectionSize, sectionThickness);\n\n vec3 from = worldCamProjPosition*vec3(fadeFrom);\n float dist = distance(from, worldPosition.xyz);\n float d = 1.0 - min(dist / fadeDistance, 1.0);\n vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));\n\n gl_FragColor = vec4(color, (g1 + g2) * pow(d, fadeStrength));\n gl_FragColor.a = mix(0.75 * gl_FragColor.a, gl_FragColor.a, g2);\n if (gl_FragColor.a <= 0.0) discard;\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }\n `,\n);\n\nexport type NgtGridMaterial = NgtMaterial<InstanceType<typeof GridMaterial>, [GridMaterialOptions]>;\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t * @options GridMaterialOptions\n\t\t */\n\t\t'ngt-grid-material': NgtGridMaterial;\n\t}\n}\n","import { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport * as THREE from 'three';\nimport { MeshBVHUniformStruct, shaderIntersectFunction, shaderStructs } from 'three-mesh-bvh';\n\ndeclare module 'three-mesh-bvh' {\n\tconst shaderIntersectFunction: string;\n}\n\nexport const MeshRefractionMaterial = shaderMaterial(\n\t{\n\t\tenvMap: null,\n\t\tbounces: 3,\n\t\tior: 2.4,\n\t\tcorrectMips: true,\n\t\taberrationStrength: 0.01,\n\t\tfresnel: 0,\n\t\t// @ts-expect-error - UniformValue from pmndrs/vanilla does not include MeshBVHUniformStruct\n\t\tbvh: new MeshBVHUniformStruct(),\n\t\tcolor: new THREE.Color('white'),\n\t\topacity: 1,\n\t\tresolution: new THREE.Vector2(),\n\t\tviewMatrixInverse: new THREE.Matrix4(),\n\t\tprojectionMatrixInverse: new THREE.Matrix4(),\n\t},\n\t/* language=glsl glsl */ `\n uniform mat4 viewMatrixInverse;\n\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #include <color_pars_vertex>\n\n void main() {\n #include <color_vertex>\n\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 vWorldPosition = (modelMatrix * transformedPosition).xyz;\n vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;\n }`,\n\t/* language=glsl 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 #include <color_pars_fragment>\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 uniform float opacity;\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\n vec4 diffuseColor = vec4(color, opacity);\n #include <color_fragment>\n\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 diffuseColor.rgb *= vec3(finalColorR, finalColorG, finalColorB);\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n diffuseColor.rgb *= textureGradient(envMap, rayDirection, directionCamPerfect).rgb;\n #endif\n\n vec3 viewDirection = normalize(vWorldPosition - cameraPosition);\n float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;\n gl_FragColor = vec4(mix(diffuseColor.rgb, vec3(1.0), nFresnel), diffuseColor.a);\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n","/**\n * Generated bundle index. 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