angular-three-soba 2.0.0-beta.4 → 2.0.0-beta.41

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (323) hide show
  1. package/abstractions/billboard/billboard.d.ts +12 -8
  2. package/abstractions/detailed/detailed.d.ts +26 -0
  3. package/abstractions/edges/edges.d.ts +24 -12
  4. package/abstractions/grid/grid.d.ts +42 -51
  5. package/abstractions/index.d.ts +1 -7
  6. package/abstractions/text/text.d.ts +10 -4
  7. package/abstractions/text-3d/text-3d.d.ts +51 -41
  8. package/cameras/camera/camera-content.d.ts +1 -1
  9. package/cameras/camera/camera.d.ts +16 -13
  10. package/cameras/cube-camera/cube-camera.d.ts +49 -23
  11. package/cameras/index.d.ts +0 -1
  12. package/cameras/orthographic-camera/orthographic-camera.d.ts +29 -18
  13. package/cameras/perspective-camera/perspective-camera.d.ts +10 -1
  14. package/controls/orbit-controls/orbit-controls.d.ts +34 -15
  15. package/esm2022/abstractions/billboard/billboard.mjs +36 -33
  16. package/esm2022/abstractions/detailed/detailed.mjs +64 -0
  17. package/esm2022/abstractions/edges/edges.mjs +58 -63
  18. package/esm2022/abstractions/grid/grid.mjs +140 -110
  19. package/esm2022/abstractions/index.mjs +2 -8
  20. package/esm2022/abstractions/text/text.mjs +123 -122
  21. package/esm2022/abstractions/text-3d/text-3d.mjs +120 -115
  22. package/esm2022/cameras/camera/camera-content.mjs +6 -6
  23. package/esm2022/cameras/camera/camera.mjs +48 -42
  24. package/esm2022/cameras/cube-camera/cube-camera.mjs +120 -100
  25. package/esm2022/cameras/index.mjs +1 -2
  26. package/esm2022/cameras/orthographic-camera/orthographic-camera.mjs +78 -75
  27. package/esm2022/cameras/perspective-camera/perspective-camera.mjs +25 -26
  28. package/esm2022/controls/orbit-controls/orbit-controls.mjs +109 -85
  29. package/esm2022/gizmos/angular-three-soba-gizmos.mjs +5 -0
  30. package/esm2022/gizmos/gizmo-helper/gizmo-helper.mjs +198 -0
  31. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/constants.mjs +31 -0
  32. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +93 -0
  33. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +151 -0
  34. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.mjs +66 -0
  35. package/esm2022/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +71 -0
  36. package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +195 -0
  37. package/esm2022/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +272 -0
  38. package/esm2022/gizmos/index.mjs +4 -0
  39. package/esm2022/loaders/gltf-loader/gltf-loader.mjs +14 -9
  40. package/esm2022/loaders/loader/loader.mjs +92 -87
  41. package/esm2022/loaders/progress/progress.mjs +31 -30
  42. package/esm2022/loaders/texture-loader/texture-loader.mjs +20 -15
  43. package/esm2022/materials/index.mjs +2 -1
  44. package/esm2022/materials/mesh-distort-material/mesh-distort-material.mjs +60 -51
  45. package/esm2022/materials/mesh-reflector-material/mesh-reflector-material.mjs +239 -255
  46. package/esm2022/materials/mesh-refraction-material/mesh-refraction-material.mjs +99 -97
  47. package/esm2022/materials/mesh-transmission-material/mesh-transmission-material.mjs +164 -144
  48. package/esm2022/materials/mesh-wobble-material/mesh-wobble-material.mjs +44 -42
  49. package/esm2022/materials/point-material/point-material.mjs +50 -0
  50. package/esm2022/misc/animations/animations.mjs +28 -23
  51. package/esm2022/misc/bake-shadows/bake-shadows.mjs +13 -13
  52. package/esm2022/misc/caustics/caustics.mjs +387 -0
  53. package/esm2022/misc/decal/decal.mjs +187 -0
  54. package/esm2022/misc/depth-buffer/depth-buffer.mjs +41 -37
  55. package/esm2022/misc/example/example.mjs +161 -0
  56. package/esm2022/misc/fbo/fbo.mjs +42 -36
  57. package/esm2022/misc/html/html-wrapper.mjs +478 -0
  58. package/esm2022/misc/html/html.mjs +305 -0
  59. package/esm2022/misc/index.mjs +10 -1
  60. package/esm2022/misc/sampler/sampler.mjs +132 -0
  61. package/esm2022/misc/shadow/shadow.mjs +111 -0
  62. package/esm2022/misc/stats-gl/stats-gl.mjs +61 -0
  63. package/esm2022/misc/trail/trail.mjs +204 -0
  64. package/esm2022/misc/trail-texture/inject-trail-texture.mjs +17 -0
  65. package/esm2022/misc/trail-texture/trail-texture.mjs +106 -0
  66. package/esm2022/modifiers/angular-three-soba-modifiers.mjs +5 -0
  67. package/esm2022/modifiers/curve-modifier/curve-modifier.mjs +64 -0
  68. package/esm2022/modifiers/index.mjs +2 -0
  69. package/esm2022/performances/adaptive-dpr/adaptive-dpr.mjs +44 -0
  70. package/esm2022/performances/adaptive-events/adaptive-events.mjs +27 -0
  71. package/esm2022/performances/angular-three-soba-performances.mjs +5 -0
  72. package/esm2022/performances/index.mjs +8 -0
  73. package/esm2022/performances/instances/instances.mjs +221 -0
  74. package/esm2022/performances/instances/position-mesh.mjs +52 -0
  75. package/esm2022/performances/points/points-input.mjs +64 -0
  76. package/esm2022/performances/points/points.mjs +327 -0
  77. package/esm2022/performances/points/position-point.mjs +54 -0
  78. package/esm2022/performances/segments/segment-object.mjs +9 -0
  79. package/esm2022/performances/segments/segments.mjs +183 -0
  80. package/esm2022/shaders/blur-pass/blur-pass.mjs +2 -2
  81. package/esm2022/shaders/caustics/caustics-material.mjs +130 -0
  82. package/esm2022/shaders/caustics/caustics-projection-material.mjs +32 -0
  83. package/esm2022/shaders/convolution-material/convolution-material.mjs +3 -2
  84. package/esm2022/shaders/discard-material/discard-material.mjs +1 -1
  85. package/esm2022/shaders/grid-material/grid-material.mjs +30 -14
  86. package/esm2022/shaders/index.mjs +5 -3
  87. package/esm2022/shaders/mesh-distort-material/mesh-distort-material.mjs +42 -41
  88. package/esm2022/shaders/mesh-reflector-material/mesh-reflector-material.mjs +2 -2
  89. package/esm2022/shaders/mesh-refraction-material/mesh-refraction-material.mjs +3 -2
  90. package/esm2022/shaders/mesh-transmission-material/mesh-transmission-material.mjs +7 -4
  91. package/esm2022/shaders/mesh-wobble-material/mesh-wobble-material.mjs +1 -1
  92. package/esm2022/shaders/shader-material/shader-material.mjs +3 -5
  93. package/esm2022/shaders/soft-shadow-material/soft-shadow-material.mjs +18 -25
  94. package/esm2022/shaders/sparkles-material/sparkles-material.mjs +32 -46
  95. package/esm2022/shaders/spot-light-material/spot-light-material.mjs +8 -7
  96. package/esm2022/shaders/star-field-material/star-field-material.mjs +3 -2
  97. package/esm2022/shaders/wireframe-material/wireframe-material.mjs +247 -0
  98. package/esm2022/staging/accumulative-shadows/accumulative-shadows.mjs +161 -176
  99. package/esm2022/staging/accumulative-shadows/progressive-light-map.mjs +8 -8
  100. package/esm2022/staging/accumulative-shadows/randomized-lights.mjs +129 -129
  101. package/esm2022/staging/backdrop/backdrop.mjs +77 -0
  102. package/esm2022/staging/bb-anchor/bb-anchor.mjs +69 -0
  103. package/esm2022/staging/bounds/bounds.mjs +145 -143
  104. package/esm2022/staging/camera-shake/camera-shake.mjs +86 -80
  105. package/esm2022/staging/center/center.mjs +129 -112
  106. package/esm2022/staging/cloud/cloud.mjs +118 -124
  107. package/esm2022/staging/contact-shadows/contact-shadows.mjs +131 -136
  108. package/esm2022/staging/environment/assets.mjs +12 -12
  109. package/esm2022/staging/environment/environment-cube.mjs +28 -30
  110. package/esm2022/staging/environment/environment-ground.mjs +17 -19
  111. package/esm2022/staging/environment/environment-input.mjs +98 -85
  112. package/esm2022/staging/environment/environment-map.mjs +33 -33
  113. package/esm2022/staging/environment/environment-portal.mjs +75 -97
  114. package/esm2022/staging/environment/environment.mjs +34 -51
  115. package/esm2022/staging/environment/utils.mjs +40 -17
  116. package/esm2022/staging/float/float.mjs +70 -58
  117. package/esm2022/staging/index.mjs +7 -3
  118. package/esm2022/staging/matcap-texture/matcap-texture.mjs +64 -0
  119. package/esm2022/staging/normal-texture/normal-texture.mjs +53 -0
  120. package/esm2022/staging/sky/sky.mjs +85 -80
  121. package/esm2022/staging/sparkles/sparkles.mjs +108 -105
  122. package/esm2022/staging/spot-light/shadow-mesh-input.mjs +63 -0
  123. package/esm2022/staging/spot-light/shadow-mesh.mjs +267 -0
  124. package/esm2022/staging/spot-light/spot-light-input.mjs +67 -58
  125. package/esm2022/staging/spot-light/spot-light.mjs +51 -63
  126. package/esm2022/staging/spot-light/volumetric-mesh.mjs +67 -70
  127. package/esm2022/staging/stage/stage.mjs +305 -290
  128. package/esm2022/staging/stars/stars.mjs +101 -102
  129. package/esm2022/staging/wireframe/wireframe-input.mjs +191 -0
  130. package/esm2022/staging/wireframe/wireframe.mjs +228 -0
  131. package/esm2022/utils/angular-three-soba-utils.mjs +5 -0
  132. package/esm2022/utils/constants.mjs +3 -0
  133. package/esm2022/utils/content/content.mjs +15 -0
  134. package/esm2022/utils/index.mjs +3 -0
  135. package/fesm2022/angular-three-soba-abstractions.mjs +504 -2079
  136. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  137. package/fesm2022/angular-three-soba-cameras.mjs +293 -260
  138. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  139. package/fesm2022/angular-three-soba-controls.mjs +108 -83
  140. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  141. package/fesm2022/angular-three-soba-gizmos.mjs +1045 -0
  142. package/fesm2022/angular-three-soba-gizmos.mjs.map +1 -0
  143. package/fesm2022/angular-three-soba-loaders.mjs +148 -132
  144. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  145. package/fesm2022/angular-three-soba-materials.mjs +656 -588
  146. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  147. package/fesm2022/angular-three-soba-misc.mjs +2202 -99
  148. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  149. package/fesm2022/angular-three-soba-modifiers.mjs +71 -0
  150. package/fesm2022/angular-three-soba-modifiers.mjs.map +1 -0
  151. package/fesm2022/angular-three-soba-performances.mjs +957 -0
  152. package/fesm2022/angular-three-soba-performances.mjs.map +1 -0
  153. package/fesm2022/angular-three-soba-shaders.mjs +508 -269
  154. package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
  155. package/fesm2022/angular-three-soba-staging.mjs +2910 -2573
  156. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  157. package/fesm2022/angular-three-soba-utils.mjs +25 -0
  158. package/fesm2022/angular-three-soba-utils.mjs.map +1 -0
  159. package/gizmos/README.md +3 -0
  160. package/gizmos/gizmo-helper/gizmo-helper.d.ts +73 -0
  161. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +22 -0
  162. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +29 -0
  163. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube-input.d.ts +33 -0
  164. package/gizmos/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +10 -0
  165. package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +40 -0
  166. package/gizmos/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +30 -0
  167. package/gizmos/index.d.ts +3 -0
  168. package/loaders/gltf-loader/gltf-loader.d.ts +15 -4
  169. package/loaders/loader/loader.d.ts +19 -17
  170. package/loaders/progress/progress.d.ts +1 -1
  171. package/loaders/texture-loader/texture-loader.d.ts +8 -3
  172. package/materials/index.d.ts +1 -0
  173. package/materials/mesh-distort-material/mesh-distort-material.d.ts +25 -15
  174. package/materials/mesh-reflector-material/mesh-reflector-material.d.ts +74 -56
  175. package/materials/mesh-refraction-material/mesh-refraction-material.d.ts +33 -21
  176. package/materials/mesh-transmission-material/mesh-transmission-material.d.ts +55 -39
  177. package/materials/mesh-wobble-material/mesh-wobble-material.d.ts +19 -10
  178. package/materials/point-material/point-material.d.ts +24 -0
  179. package/metadata.json +1 -0
  180. package/misc/animations/animations.d.ts +6 -4
  181. package/misc/caustics/caustics.d.ts +87 -0
  182. package/misc/decal/decal.d.ts +49 -0
  183. package/misc/depth-buffer/depth-buffer.d.ts +2 -2
  184. package/misc/example/example.d.ts +85 -0
  185. package/misc/fbo/fbo.d.ts +2 -2
  186. package/misc/html/html-wrapper.d.ts +559 -0
  187. package/misc/html/html.d.ts +218 -0
  188. package/misc/index.d.ts +9 -0
  189. package/misc/sampler/sampler.d.ts +67 -0
  190. package/misc/shadow/shadow.d.ts +37 -0
  191. package/misc/stats-gl/stats-gl.d.ts +24 -0
  192. package/misc/trail/trail.d.ts +57 -0
  193. package/misc/trail-texture/inject-trail-texture.d.ts +9 -0
  194. package/misc/trail-texture/trail-texture.d.ts +50 -0
  195. package/modifiers/README.md +3 -0
  196. package/modifiers/curve-modifier/curve-modifier.d.ts +23 -0
  197. package/modifiers/index.d.ts +1 -0
  198. package/package.json +42 -24
  199. package/performances/README.md +3 -0
  200. package/performances/adaptive-dpr/adaptive-dpr.d.ts +14 -0
  201. package/{performance/adaptive → performances/adaptive-events}/adaptive-events.d.ts +3 -0
  202. package/performances/index.d.ts +7 -0
  203. package/performances/instances/instances.d.ts +83 -0
  204. package/{performance → performances}/instances/position-mesh.d.ts +1 -1
  205. package/performances/points/points-input.d.ts +32 -0
  206. package/performances/points/points.d.ts +96 -0
  207. package/performances/points/position-point.d.ts +11 -0
  208. package/performances/segments/segment-object.d.ts +7 -0
  209. package/performances/segments/segments.d.ts +128 -0
  210. package/shaders/grid-material/grid-material.d.ts +33 -0
  211. package/shaders/index.d.ts +4 -2
  212. package/shaders/mesh-distort-material/mesh-distort-material.d.ts +173 -6
  213. package/shaders/mesh-transmission-material/mesh-transmission-material.d.ts +1 -1
  214. package/shaders/shader-material/shader-material.d.ts +2 -2
  215. package/shaders/soft-shadow-material/soft-shadow-material.d.ts +10 -1
  216. package/shaders/sparkles-material/sparkles-material.d.ts +13 -0
  217. package/shaders/spot-light-material/spot-light-material.d.ts +11 -2
  218. package/shaders/star-field-material/star-field-material.d.ts +9 -0
  219. package/shaders/wireframe-material/wireframe-material.d.ts +58 -0
  220. package/staging/accumulative-shadows/accumulative-shadows.d.ts +93 -39
  221. package/staging/accumulative-shadows/randomized-lights.d.ts +41 -28
  222. package/staging/backdrop/backdrop.d.ts +30 -0
  223. package/staging/bb-anchor/bb-anchor.d.ts +27 -0
  224. package/staging/bounds/bounds.d.ts +105 -25
  225. package/staging/camera-shake/camera-shake.d.ts +30 -19
  226. package/staging/center/center.d.ts +43 -35
  227. package/staging/cloud/cloud.d.ts +27 -24
  228. package/staging/contact-shadows/contact-shadows.d.ts +43 -30
  229. package/staging/environment/assets.d.ts +9 -9
  230. package/staging/environment/environment-cube.d.ts +9 -5
  231. package/staging/environment/environment-ground.d.ts +7 -7
  232. package/staging/environment/environment-input.d.ts +38 -38
  233. package/staging/environment/environment-map.d.ts +10 -5
  234. package/staging/environment/environment-portal.d.ts +10 -5
  235. package/staging/environment/environment.d.ts +0 -4
  236. package/staging/environment/utils.d.ts +2 -2
  237. package/staging/float/float.d.ts +15 -11
  238. package/staging/index.d.ts +6 -2
  239. package/staging/matcap-texture/matcap-texture.d.ts +13 -0
  240. package/staging/normal-texture/normal-texture.d.ts +16 -0
  241. package/staging/sky/sky.d.ts +28 -21
  242. package/staging/sparkles/sparkles.d.ts +36 -22
  243. package/staging/spot-light/shadow-mesh-input.d.ts +29 -0
  244. package/staging/spot-light/shadow-mesh.d.ts +37 -0
  245. package/staging/spot-light/spot-light-input.d.ts +25 -25
  246. package/staging/spot-light/spot-light.d.ts +35 -15
  247. package/staging/spot-light/volumetric-mesh.d.ts +15 -9
  248. package/staging/stage/stage.d.ts +89 -65
  249. package/staging/stars/stars.d.ts +28 -17
  250. package/staging/wireframe/wireframe-input.d.ts +65 -0
  251. package/staging/wireframe/wireframe.d.ts +28 -0
  252. package/utils/README.md +3 -0
  253. package/utils/constants.d.ts +1 -0
  254. package/utils/content/content.d.ts +8 -0
  255. package/utils/index.d.ts +2 -0
  256. package/web-types.json +1 -0
  257. package/abstractions/catmull-rom-line/catmull-rom-line.d.ts +0 -25
  258. package/abstractions/cubic-bezier-line/cubic-bezier-line.d.ts +0 -25
  259. package/abstractions/gizmo-helper/gizmo-helper.d.ts +0 -34
  260. package/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.d.ts +0 -22
  261. package/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.d.ts +0 -30
  262. package/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.d.ts +0 -32
  263. package/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube.d.ts +0 -14
  264. package/abstractions/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.d.ts +0 -47
  265. package/abstractions/gizmo-helper/gizmo-viewport/gizmo-viewport.d.ts +0 -40
  266. package/abstractions/line/line-input.d.ts +0 -42
  267. package/abstractions/line/line.d.ts +0 -35
  268. package/abstractions/quadratic-bezier-line/quadratic-bezier-line.d.ts +0 -23
  269. package/esm2022/abstractions/catmull-rom-line/catmull-rom-line.mjs +0 -131
  270. package/esm2022/abstractions/cubic-bezier-line/cubic-bezier-line.mjs +0 -113
  271. package/esm2022/abstractions/gizmo-helper/gizmo-helper.mjs +0 -210
  272. package/esm2022/abstractions/gizmo-helper/gizmo-viewcube/constants.mjs +0 -31
  273. package/esm2022/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-edge.mjs +0 -95
  274. package/esm2022/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-face.mjs +0 -155
  275. package/esm2022/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube-inputs.mjs +0 -62
  276. package/esm2022/abstractions/gizmo-helper/gizmo-viewcube/gizmo-viewcube.mjs +0 -80
  277. package/esm2022/abstractions/gizmo-helper/gizmo-viewport/gizmo-viewport-axis.mjs +0 -206
  278. package/esm2022/abstractions/gizmo-helper/gizmo-viewport/gizmo-viewport.mjs +0 -273
  279. package/esm2022/abstractions/line/line-input.mjs +0 -113
  280. package/esm2022/abstractions/line/line.mjs +0 -165
  281. package/esm2022/abstractions/quadratic-bezier-line/quadratic-bezier-line.mjs +0 -128
  282. package/esm2022/performance/adaptive/adaptive-dpr.mjs +0 -46
  283. package/esm2022/performance/adaptive/adaptive-events.mjs +0 -31
  284. package/esm2022/performance/angular-three-soba-performance.mjs +0 -5
  285. package/esm2022/performance/detailed/detailed.mjs +0 -61
  286. package/esm2022/performance/index.mjs +0 -7
  287. package/esm2022/performance/instances/instance.mjs +0 -48
  288. package/esm2022/performance/instances/instances.mjs +0 -189
  289. package/esm2022/performance/instances/position-mesh.mjs +0 -52
  290. package/esm2022/performance/stats/stats.mjs +0 -79
  291. package/esm2022/shaders/caustics-material/caustics-material.mjs +0 -128
  292. package/esm2022/shaders/caustics-material/caustics-projection-material.mjs +0 -33
  293. package/esm2022/staging/caustics/caustisc.mjs +0 -384
  294. package/esm2022/staging/spot-light/spot-light-shadow-mesh-input.mjs +0 -57
  295. package/esm2022/staging/spot-light/spot-light-shadow-mesh.mjs +0 -256
  296. package/fesm2022/angular-three-soba-performance.mjs +0 -487
  297. package/fesm2022/angular-three-soba-performance.mjs.map +0 -1
  298. package/performance/README.md +0 -3
  299. package/performance/adaptive/adaptive-dpr.d.ts +0 -8
  300. package/performance/detailed/detailed.d.ts +0 -20
  301. package/performance/index.d.ts +0 -6
  302. package/performance/instances/instance.d.ts +0 -9
  303. package/performance/instances/instances.d.ts +0 -35
  304. package/performance/stats/stats.d.ts +0 -18
  305. package/plugin/generators.json +0 -19
  306. package/plugin/libs/plugin/README.md +0 -11
  307. package/plugin/package.json +0 -9
  308. package/plugin/src/generators/init/compat.d.ts +0 -2
  309. package/plugin/src/generators/init/compat.js +0 -6
  310. package/plugin/src/generators/init/compat.js.map +0 -1
  311. package/plugin/src/generators/init/init.d.ts +0 -7
  312. package/plugin/src/generators/init/init.js +0 -28
  313. package/plugin/src/generators/init/init.js.map +0 -1
  314. package/plugin/src/generators/init/schema.json +0 -6
  315. package/plugin/src/index.d.ts +0 -1
  316. package/plugin/src/index.js +0 -6
  317. package/plugin/src/index.js.map +0 -1
  318. package/staging/caustics/caustisc.d.ts +0 -70
  319. package/staging/spot-light/spot-light-shadow-mesh-input.d.ts +0 -29
  320. package/staging/spot-light/spot-light-shadow-mesh.d.ts +0 -38
  321. /package/{abstractions → gizmos}/gizmo-helper/gizmo-viewcube/constants.d.ts +0 -0
  322. /package/shaders/{caustics-material → caustics}/caustics-material.d.ts +0 -0
  323. /package/shaders/{caustics-material → caustics}/caustics-projection-material.d.ts +0 -0
@@ -1 +1 @@
1
- {"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/soba/materials/src/mesh-distort-material/mesh-distort-material.ts","../../../../libs/soba/materials/src/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/soba/materials/src/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/soba/materials/src/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/soba/materials/src/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import { Component, CUSTOM_ELEMENTS_SCHEMA, inject, Input } from '@angular/core';\nimport { injectBeforeRender, injectNgtRef, NgtArgs, NgtSignalStore } from 'angular-three';\nimport { MeshDistortMaterial, NGTS_DISTORT_MATERIAL_SHADER } from 'angular-three-soba/shaders';\n\nexport interface NgtsMeshDistortMaterialState {\n time: number;\n distort: number;\n radius: number;\n speed: number;\n}\n\n@Component({\n selector: 'ngts-mesh-distort-material',\n standalone: true,\n template: `\n <ngt-primitive\n *args=\"[material]\"\n [ref]=\"materialRef\"\n [time]=\"distortTime()\"\n [distort]=\"distortDistort()\"\n [radius]=\"distortRadius()\"\n ngtCompound\n attach=\"material\"\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshDistortMaterial extends NgtSignalStore<NgtsMeshDistortMaterialState> {\n readonly material = new (inject(NGTS_DISTORT_MATERIAL_SHADER))();\n\n @Input() materialRef = injectNgtRef<InstanceType<MeshDistortMaterial>>();\n\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n @Input() set distort(distort: number) {\n this.set({ distort });\n }\n\n @Input() set radius(radius: number) {\n this.set({ radius });\n }\n\n @Input() set speed(speed: number) {\n this.set({ speed });\n }\n\n readonly distortTime = this.select('time');\n readonly distortDistort = this.select('distort');\n readonly distortRadius = this.select('radius');\n\n constructor() {\n super({ speed: 1, time: 0, distort: 0.4, radius: 1 });\n injectBeforeRender(({ clock }) => {\n this.material.time = clock.getElapsedTime() * this.get('speed');\n });\n }\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, inject, Input } from '@angular/core';\nimport {\n extend,\n getLocalState,\n injectBeforeRender,\n injectNgtRef,\n NgtArgs,\n NgtRenderState,\n NgtSignalStore,\n NgtStore,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshReflectorMaterial });\n\nexport interface NgtsMeshReflectorMaterialState {\n resolution: number;\n mixBlur: number;\n mixStrength: number;\n blur: [number, number] | number;\n mirror: number;\n minDepthThreshold: number;\n maxDepthThreshold: number;\n depthScale: number;\n depthToBlurRatioBias: number;\n distortionMap?: THREE.Texture;\n distortion: number;\n mixContrast: number;\n reflectorOffset: number;\n}\n\n@Component({\n selector: 'ngts-mesh-reflector-material',\n standalone: true,\n template: `\n <ngt-mesh-reflector-material\n ngtCompound\n attach=\"material\"\n *ngIf=\"defines()\"\n [ref]=\"materialRef\"\n [defines]=\"defines()\"\n [mirror]=\"reflectorMirror()\"\n [textureMatrix]=\"reflectorTextureMatrix()\"\n [mixBlur]=\"reflectorMixBlur()\"\n [tDiffuse]=\"reflectorTDiffuse()\"\n [tDepth]=\"reflectorTDepth()\"\n [tDiffuseBlur]=\"reflectorTDiffuseBlur()\"\n [hasBlur]=\"reflectorHasBlur()\"\n [mixStrength]=\"reflectorMixStrength()\"\n [minDepthThreshold]=\"reflectorMinDepthThreshold()\"\n [maxDepthThreshold]=\"reflectorMaxDepthThreshold()\"\n [depthScale]=\"reflectorDepthScale()\"\n [depthToBlurRatioBias]=\"reflectorDepthToBlurRatioBias()\"\n [distortion]=\"reflectorDistortion()\"\n [distortionMap]=\"reflectorDistortionMap()\"\n [mixContrast]=\"reflectorMixContrast()\"\n >\n <ng-content />\n </ngt-mesh-reflector-material>\n `,\n imports: [NgtArgs, NgIf],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshReflectorMaterial extends NgtSignalStore<NgtsMeshReflectorMaterialState> {\n @Input() materialRef = injectNgtRef<MeshReflectorMaterial>();\n\n @Input() set resolution(resolution: number) {\n this.set({ resolution });\n }\n\n @Input() set mixBlur(mixBlur: number) {\n this.set({ mixBlur });\n }\n\n @Input() set mixStrength(mixStrength: number) {\n this.set({ mixStrength });\n }\n\n @Input() set blur(blur: [number, number] | number) {\n this.set({ blur });\n }\n\n @Input() set mirror(mirror: number) {\n this.set({ mirror });\n }\n\n @Input() set minDepthThreshold(minDepthThreshold: number) {\n this.set({ minDepthThreshold });\n }\n\n @Input() set maxDepthThreshold(maxDepthThreshold: number) {\n this.set({ maxDepthThreshold });\n }\n\n @Input() set depthScale(depthScale: number) {\n this.set({ depthScale });\n }\n\n @Input() set depthToBlurRatioBias(depthToBlurRatioBias: number) {\n this.set({ depthToBlurRatioBias });\n }\n\n @Input() set distortionMap(distortionMap: THREE.Texture) {\n this.set({ distortionMap });\n }\n\n @Input() set distortion(distortion: number) {\n this.set({ distortion });\n }\n\n @Input() set mixContrast(mixContrast: number) {\n this.set({ mixContrast });\n }\n\n @Input() set reflectorOffset(reflectorOffset: number) {\n this.set({ reflectorOffset });\n }\n\n readonly reflectorProps = computed(() => this.#reflectorEntities().reflectorProps);\n readonly defines = computed(() => this.reflectorProps().defines);\n readonly reflectorMirror = computed(() => this.reflectorProps().mirror);\n readonly reflectorTextureMatrix = computed(() => this.reflectorProps().textureMatrix);\n readonly reflectorMixBlur = computed(() => this.reflectorProps().mixBlur);\n readonly reflectorTDiffuse = computed(() => this.reflectorProps().tDiffuse);\n readonly reflectorTDepth = computed(() => this.reflectorProps().tDepth);\n readonly reflectorTDiffuseBlur = computed(() => this.reflectorProps().tDiffuseBlur);\n readonly reflectorHasBlur = computed(() => this.reflectorProps().hasBlur);\n readonly reflectorMixStrength = computed(() => this.reflectorProps().mixStrength);\n readonly reflectorMinDepthThreshold = computed(() => this.reflectorProps().minDepthThreshold);\n readonly reflectorMaxDepthThreshold = computed(() => this.reflectorProps().maxDepthThreshold);\n readonly reflectorDepthScale = computed(() => this.reflectorProps().depthScale);\n readonly reflectorDepthToBlurRatioBias = computed(() => this.reflectorProps().depthToBlurRatioBias);\n readonly reflectorDistortion = computed(() => this.reflectorProps().distortion);\n readonly reflectorDistortionMap = computed(() => this.reflectorProps().distortionMap);\n readonly reflectorMixContrast = computed(() => this.reflectorProps().mixContrast);\n\n readonly #store = inject(NgtStore);\n readonly #gl = this.#store.select('gl');\n\n readonly #reflectorPlane = new THREE.Plane();\n readonly #normal = new THREE.Vector3();\n readonly #reflectorWorldPosition = new THREE.Vector3();\n readonly #cameraWorldPosition = new THREE.Vector3();\n readonly #rotationMatrix = new THREE.Matrix4();\n readonly #lookAtPosition = new THREE.Vector3(0, 0, -1);\n readonly #clipPlane = new THREE.Vector4();\n readonly #view = new THREE.Vector3();\n readonly #target = new THREE.Vector3();\n readonly #q = new THREE.Vector4();\n readonly #textureMatrix = new THREE.Matrix4();\n readonly #virtualCamera = new THREE.PerspectiveCamera();\n\n readonly #blur = this.select('blur');\n readonly #resolution = this.select('resolution');\n readonly #mirror = this.select('mirror');\n readonly #mixBlur = this.select('mixBlur');\n readonly #mixStrength = this.select('mixStrength');\n readonly #minDepthThreshold = this.select('minDepthThreshold');\n readonly #maxDepthThreshold = this.select('maxDepthThreshold');\n readonly #depthScale = this.select('depthScale');\n readonly #depthToBlurRatioBias = this.select('depthToBlurRatioBias');\n readonly #distortion = this.select('distortion');\n readonly #distortionMap = this.select('distortionMap');\n readonly #mixContrast = this.select('mixContrast');\n\n readonly #normalizedBlur = computed(() => {\n const blur = this.#blur();\n return Array.isArray(blur) ? blur : [blur, blur];\n });\n\n readonly #hasBlur = computed(() => {\n const [x, y] = this.#normalizedBlur();\n return x + y > 0;\n });\n\n readonly #reflectorEntities = computed(() => {\n const gl = this.#gl();\n const resolution = this.#resolution();\n const blur = this.#normalizedBlur();\n const minDepthThreshold = this.#minDepthThreshold();\n const maxDepthThreshold = this.#maxDepthThreshold();\n const depthScale = this.#depthScale();\n const depthToBlurRatioBias = this.#depthToBlurRatioBias();\n const mirror = this.#mirror();\n const mixBlur = this.#mixBlur();\n const mixStrength = this.#mixStrength();\n const mixContrast = this.#mixContrast();\n const distortion = this.#distortion();\n const distortionMap = this.#distortionMap();\n const hasBlur = this.#hasBlur();\n\n const parameters = {\n minFilter: THREE.LinearFilter,\n magFilter: THREE.LinearFilter,\n encoding: gl.outputEncoding,\n type: THREE.HalfFloatType,\n };\n const fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n fbo1.depthBuffer = true;\n fbo1.depthTexture = new THREE.DepthTexture(resolution, resolution);\n fbo1.depthTexture.format = THREE.DepthFormat;\n fbo1.depthTexture.type = THREE.UnsignedShortType;\n\n const fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n const blurPass = new BlurPass({\n gl,\n resolution,\n width: blur[0],\n height: blur[1],\n minDepthThreshold,\n maxDepthThreshold,\n depthScale,\n depthToBlurRatioBias,\n });\n const reflectorProps = {\n mirror,\n textureMatrix: this.#textureMatrix,\n mixBlur,\n tDiffuse: fbo1.texture,\n tDepth: fbo1.depthTexture,\n tDiffuseBlur: fbo2.texture,\n hasBlur,\n mixStrength,\n minDepthThreshold,\n maxDepthThreshold,\n depthScale,\n depthToBlurRatioBias,\n distortion,\n distortionMap,\n mixContrast,\n defines: {\n USE_BLUR: hasBlur ? '' : undefined,\n USE_DEPTH: depthScale > 0 ? '' : undefined,\n USE_DISTORTION: distortionMap ? '' : undefined,\n },\n };\n\n return { fbo1, fbo2, blurPass, reflectorProps };\n });\n\n constructor() {\n super({\n mixBlur: 0,\n mixStrength: 1,\n resolution: 256,\n blur: [0, 0],\n minDepthThreshold: 0.9,\n maxDepthThreshold: 1,\n depthScale: 0,\n depthToBlurRatioBias: 0.25,\n mirror: 0,\n distortion: 1,\n mixContrast: 1,\n reflectorOffset: 0,\n });\n\n injectBeforeRender(this.#onBeforeRender.bind(this));\n }\n\n #onBeforeRender(state: NgtRenderState) {\n if (!this.materialRef.nativeElement) return;\n const parent = getLocalState(this.materialRef.nativeElement).parent();\n if (!parent) return;\n\n const { gl, scene } = state;\n const hasBlur = this.#hasBlur();\n const { fbo1, fbo2, blurPass } = this.#reflectorEntities();\n\n if (fbo1 && fbo2 && blurPass) {\n parent.visible = false;\n const currentXrEnabled = gl.xr.enabled;\n const currentShadowAutoUpdate = gl.shadowMap.autoUpdate;\n this.#beforeRender(state);\n gl.xr.enabled = false;\n gl.shadowMap.autoUpdate = false;\n gl.setRenderTarget(fbo1);\n gl.state.buffers.depth.setMask(true);\n if (!gl.autoClear) gl.clear();\n gl.render(scene, this.#virtualCamera);\n if (hasBlur) blurPass.render(gl, fbo1, fbo2);\n gl.xr.enabled = currentXrEnabled;\n gl.shadowMap.autoUpdate = currentShadowAutoUpdate;\n parent.visible = true;\n gl.setRenderTarget(null);\n }\n }\n\n #beforeRender(state: NgtRenderState) {\n const parent = getLocalState(this.materialRef.nativeElement).parent();\n if (!parent) return;\n\n const { camera } = state;\n\n this.#reflectorWorldPosition.setFromMatrixPosition(parent.matrixWorld);\n this.#cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);\n this.#rotationMatrix.extractRotation(parent.matrixWorld);\n this.#normal.set(0, 0, 1);\n this.#normal.applyMatrix4(this.#rotationMatrix);\n this.#reflectorWorldPosition.addScaledVector(this.#normal, this.get('reflectorOffset'));\n this.#view.subVectors(this.#reflectorWorldPosition, this.#cameraWorldPosition);\n // Avoid rendering when reflector is facing away\n if (this.#view.dot(this.#normal) > 0) return;\n this.#view.reflect(this.#normal).negate();\n this.#view.add(this.#reflectorWorldPosition);\n this.#rotationMatrix.extractRotation(camera.matrixWorld);\n this.#lookAtPosition.set(0, 0, -1);\n this.#lookAtPosition.applyMatrix4(this.#rotationMatrix);\n this.#lookAtPosition.add(this.#cameraWorldPosition);\n this.#target.subVectors(this.#reflectorWorldPosition, this.#lookAtPosition);\n this.#target.reflect(this.#normal).negate();\n this.#target.add(this.#reflectorWorldPosition);\n this.#virtualCamera.position.copy(this.#view);\n this.#virtualCamera.up.set(0, 1, 0);\n this.#virtualCamera.up.applyMatrix4(this.#rotationMatrix);\n this.#virtualCamera.up.reflect(this.#normal);\n this.#virtualCamera.lookAt(this.#target);\n this.#virtualCamera.far = camera.far; // Used in WebGLBackground\n this.#virtualCamera.updateMatrixWorld();\n this.#virtualCamera.projectionMatrix.copy(camera.projectionMatrix);\n // Update the texture matrix\n this.#textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\n this.#textureMatrix.multiply(this.#virtualCamera.projectionMatrix);\n this.#textureMatrix.multiply(this.#virtualCamera.matrixWorldInverse);\n this.#textureMatrix.multiply(parent.matrixWorld);\n // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n this.#reflectorPlane.setFromNormalAndCoplanarPoint(this.#normal, this.#reflectorWorldPosition);\n this.#reflectorPlane.applyMatrix4(this.#virtualCamera.matrixWorldInverse);\n this.#clipPlane.set(\n this.#reflectorPlane.normal.x,\n this.#reflectorPlane.normal.y,\n this.#reflectorPlane.normal.z,\n this.#reflectorPlane.constant\n );\n const projectionMatrix = this.#virtualCamera.projectionMatrix;\n this.#q.x = (Math.sign(this.#clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];\n this.#q.y = (Math.sign(this.#clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];\n this.#q.z = -1.0;\n this.#q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];\n // Calculate the scaled plane vector\n this.#clipPlane.multiplyScalar(2.0 / this.#clipPlane.dot(this.#q));\n // Replacing the third row of the projection matrix\n projectionMatrix.elements[2] = this.#clipPlane.x;\n projectionMatrix.elements[6] = this.#clipPlane.y;\n projectionMatrix.elements[10] = this.#clipPlane.z + 1.0;\n projectionMatrix.elements[14] = this.#clipPlane.w;\n }\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, effect, inject, Input } from '@angular/core';\nimport { extend, getLocalState, injectBeforeRender, injectNgtRef, NgtSignalStore, NgtStore } from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { MeshBVH, MeshBVHUniformStruct, SAH } from 'three-mesh-bvh';\n\nextend({ MeshRefractionMaterial });\n\nexport interface NgtsMeshRefractionMaterialState {\n /** Environment map */\n envMap: THREE.CubeTexture | THREE.Texture;\n /** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n bounces: number;\n /** Refraction index, 2.4 */\n ior: number;\n /** Fresnel (strip light), 0 */\n fresnel: number;\n /** RGB shift intensity, can be expensive, 0 */\n aberrationStrength: number;\n /** Color, white */\n color: THREE.ColorRepresentation;\n /** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n fastChroma: boolean;\n}\n\nconst isCubeTexture = (def: THREE.CubeTexture | THREE.Texture): def is THREE.CubeTexture =>\n def && (def as THREE.CubeTexture).isCubeTexture;\n\n@Component({\n selector: 'ngts-mesh-refraction-material',\n standalone: true,\n template: `\n <ngt-mesh-refraction-material\n *ngIf=\"defines() as defines\"\n [ref]=\"materialRef\"\n [defines]=\"defines\"\n [resolution]=\"resolution()\"\n [aberrationStrength]=\"refractionAberrationStrength()\"\n [envMap]=\"refractionEnvMap()\"\n [bounces]=\"refractionBounces()\"\n [ior]=\"refractionIor()\"\n [fresnel]=\"refractionFresnel()\"\n [color]=\"refractionColor()\"\n [fastChroma]=\"refractionFastChroma()\"\n ngtCompound\n attach=\"material\"\n >\n <ng-content />\n </ngt-mesh-refraction-material>\n `,\n imports: [NgIf],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshRefractionMaterial extends NgtSignalStore<NgtsMeshRefractionMaterialState> {\n @Input() materialRef = injectNgtRef<InstanceType<typeof MeshRefractionMaterial>>();\n /** Environment map */\n @Input({ required: true }) set envMap(envMap: THREE.CubeTexture | THREE.Texture) {\n this.set({ envMap });\n }\n /** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n @Input() set bounces(bounces: number) {\n this.set({ bounces });\n }\n /** Refraction index, 2.4 */\n @Input() set ior(ior: number) {\n this.set({ ior });\n }\n /** Fresnel (strip light), 0 */\n @Input() set fresnel(fresnel: number) {\n this.set({ fresnel });\n }\n /** RGB shift intensity, can be expensive, 0 */\n @Input() set aberrationStrength(aberrationStrength: number) {\n this.set({ aberrationStrength });\n }\n /** Color, white */\n @Input() set color(color: THREE.ColorRepresentation) {\n this.set({ color });\n }\n /** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n @Input() set fastChroma(fastChroma: boolean) {\n this.set({ fastChroma });\n }\n\n readonly refractionEnvMap = this.select('envMap');\n readonly refractionBounces = this.select('bounces');\n readonly refractionIor = this.select('ior');\n readonly refractionFresnel = this.select('fresnel');\n readonly refractionAberrationStrength = this.select('aberrationStrength');\n readonly refractionColor = this.select('color');\n readonly refractionFastChroma = this.select('fastChroma');\n\n readonly #store = inject(NgtStore);\n readonly #size = this.#store.select('size');\n\n readonly #envMap = this.select('envMap');\n\n readonly defines = computed(() => {\n const envMap = this.#envMap();\n if (!envMap) return null;\n\n const aberrationStrength = this.refractionAberrationStrength();\n const fastChroma = this.refractionFastChroma();\n\n const temp = {} as { [key: string]: string };\n // Sampler2D and SamplerCube need different defines\n const isCubeMap = isCubeTexture(envMap);\n const w = (isCubeMap ? envMap.image[0]?.width : envMap.image.width) ?? 1024;\n const cubeSize = w / 4;\n const _lodMax = Math.floor(Math.log2(cubeSize));\n const _cubeSize = Math.pow(2, _lodMax);\n const width = 3 * Math.max(_cubeSize, 16 * 7);\n const height = 4 * _cubeSize;\n if (isCubeMap) temp['ENVMAP_TYPE_CUBEM'] = '';\n temp['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n temp['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n temp['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n // Add defines from chromatic aberration\n if (aberrationStrength > 0) temp['CHROMATIC_ABERRATIONS'] = '';\n if (fastChroma) temp['FAST_CHROMA'] = '';\n return temp;\n });\n readonly resolution = computed(() => [this.#size().width, this.#size().height]);\n\n constructor() {\n super({ aberrationStrength: 0, fastChroma: true });\n injectBeforeRender(({ camera }) => {\n if (this.materialRef.nativeElement) {\n (this.materialRef.nativeElement as any)!.viewMatrixInverse = camera.matrixWorld;\n (this.materialRef.nativeElement as any)!.projectionMatrixInverse = camera.projectionMatrixInverse;\n }\n });\n this.#setupGeometry();\n }\n\n #setupGeometry() {\n effect(() => {\n const material = this.materialRef.nativeElement;\n if (!material) return;\n const geometry = getLocalState(material).parent()?.geometry;\n if (geometry) {\n (material as any).bvh = new MeshBVHUniformStruct();\n (material as any).bvh.updateFrom(\n new MeshBVH(geometry.clone().toNonIndexed(), { lazyGeneration: false, strategy: SAH } as any)\n );\n }\n });\n }\n}\n","import { Component, computed, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n extend,\n getLocalState,\n injectBeforeRender,\n injectNgtRef,\n NgtAnyRecord,\n NgtArgs,\n NgtSignalStore,\n} from 'angular-three';\nimport { injectNgtsFBO } from 'angular-three-soba/misc';\nimport { DiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshTransmissionMaterial });\n\nexport interface NgtsMeshTranmissionMaterialState {\n /** transmissionSampler, you can use the threejs transmission sampler texture that is\n * generated once for all transmissive materials. The upside is that it can be faster if you\n * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n * using this can't see other transparent or transmissive objects, default: false */\n transmissionSampler: boolean;\n /** Render the backside of the material (more cost, better results), default: false */\n backside: boolean;\n /** Backside thickness (when backside is true), default: 0 */\n backsideThickness: number;\n /** Resolution of the local buffer, default: undefined (fullscreen) */\n resolution: number;\n /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n backsideResolution: number;\n /** Refraction samples, default: 10 */\n samples: number;\n /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n background: THREE.Texture | THREE.Color;\n /* Transmission, default: 1 */\n transmission: number;\n /* Thickness (refraction), default: 0 */\n thickness: number;\n /* Roughness (blur), default: 0 */\n roughness: number;\n /* Chromatic aberration, default: 0.03 */\n chromaticAberration: number;\n /* Anisotropy, default: 0.1 */\n anisotropy: number;\n /* Distortion, default: 0 */\n distortion: number;\n /* Distortion scale, default: 0.5 */\n distortionScale: number;\n /* Temporal distortion (speed of movement), default: 0.0 */\n temporalDistortion: number;\n /** The scene rendered into a texture (use it to share a texture between materials), default: null */\n buffer: THREE.Texture | null;\n /** Internals */\n time: number;\n}\n\n@Component({\n selector: 'ngts-mesh-transmission-material',\n standalone: true,\n template: `\n <ngt-mesh-transmission-material\n ngtCompound\n *args=\"[transmissionSamples(), transmissionTransmissionSampler()]\"\n [ref]=\"materialRef\"\n [buffer]=\"transmissionBuffer() || fboMainRef()?.texture\"\n [_transmission]=\"transmissionTransmission()\"\n [transmission]=\"transmissionTransmissionSampler() ? transmissionTransmission() : 0\"\n [thickness]=\"transmissionThickness()\"\n [side]=\"side\"\n [anisotropy]=\"transmissionAnisotropy()\"\n [roughness]=\"transmissionRoughness()\"\n [chromaticAberration]=\"transmissionChromaticAberration()\"\n [distortion]=\"transmissionDistortion()\"\n [distortionScale]=\"transmissionDistortionScale()\"\n [temporalDistortion]=\"transmissionTemporalDistortion()\"\n [time]=\"transmissionTime()\"\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshTranmissionMaterial extends NgtSignalStore<NgtsMeshTranmissionMaterialState> {\n @Input() materialRef = injectNgtRef<MeshTransmissionMaterial & { time: number; buffer?: THREE.Texture }>();\n /** transmissionSampler, you can use the threejs transmission sampler texture that is\n * generated once for all transmissive materials. The upside is that it can be faster if you\n * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n * using this can't see other transparent or transmissive objects, default: false */\n @Input() set transmissionSampler(transmissionSampler: boolean) {\n this.set({ transmissionSampler });\n }\n /** Render the backside of the material (more cost, better results), default: false */\n @Input() set backside(backside: boolean) {\n this.set({ backside });\n }\n /** Backside thickness (when backside is true), default: 0 */\n @Input() set backsideThickness(backsideThickness: number) {\n this.set({ backsideThickness });\n }\n /** Resolution of the local buffer, default: undefined (fullscreen) */\n @Input() set resolution(resolution: number) {\n this.set({ resolution });\n }\n /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n @Input() set backsideResolution(backsideResolution: number) {\n this.set({ backsideResolution });\n }\n /** Refraction samples, default: 10 */\n @Input() set samples(samples: number) {\n this.set({ samples });\n }\n /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n @Input() set background(background: THREE.Texture | THREE.Color) {\n this.set({ background });\n }\n /* Transmission, default: 1 */\n @Input() set transmission(transmission: number) {\n this.set({ transmission });\n }\n /* Thickness (refraction), default: 0 */\n @Input() set thickness(thickness: number) {\n this.set({ thickness });\n }\n /* Roughness (blur), default: 0 */\n @Input() set roughness(roughness: number) {\n this.set({ roughness });\n }\n /* Chromatic aberration, default: 0.03 */\n @Input() set chromaticAberration(chromaticAberration: number) {\n this.set({ chromaticAberration });\n }\n /* Anisotropy, default: 0.1 */\n @Input() set anisotropy(anisotropy: number) {\n this.set({ anisotropy });\n }\n /* Distortion, default: 0 */\n @Input() set distortion(distortion: number) {\n this.set({ distortion });\n }\n /* Distortion scale, default: 0.5 */\n @Input() set distortionScale(distortionScale: number) {\n this.set({ distortionScale });\n }\n /* Temporal distortion (speed of movement), default: 0.0 */\n @Input() set temporalDistortion(temporalDistortion: number) {\n this.set({ temporalDistortion });\n }\n /** The scene rendered into a texture (use it to share a texture between materials), default: null */\n @Input() set buffer(buffer: THREE.Texture) {\n this.set({ buffer });\n }\n /** Internals */\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n readonly transmissionTransmissionSampler = this.select('transmissionSampler');\n readonly transmissionBackside = this.select('backside');\n readonly transmissionTransmission = this.select('transmission');\n readonly transmissionThickness = this.select('thickness');\n readonly transmissionBacksideThickness = this.select('backsideThickness');\n readonly transmissionSamples = this.select('samples');\n readonly transmissionRoughness = this.select('roughness');\n readonly transmissionAnisotropy = this.select('anisotropy');\n readonly transmissionChromaticAberration = this.select('chromaticAberration');\n readonly transmissionDistortion = this.select('distortion');\n readonly transmissionDistortionScale = this.select('distortionScale');\n readonly transmissionTemporalDistortion = this.select('temporalDistortion');\n readonly transmissionBuffer = this.select('buffer');\n readonly transmissionTime = this.select('time');\n\n readonly #discardMaterial = new DiscardMaterial();\n\n readonly #backsideResolution = this.select('backsideResolution');\n readonly #resolution = this.select('resolution');\n\n readonly #fboBackSettings = computed(() => ({ width: this.#backsideResolution() || this.#resolution() }));\n readonly #fboMainSettings = computed(() => ({ width: this.#resolution() }));\n\n readonly fboBackRef = injectNgtsFBO(this.#fboBackSettings);\n readonly fboMainRef = injectNgtsFBO(this.#fboMainSettings);\n\n readonly side = THREE.FrontSide;\n\n constructor() {\n super({\n transmissionSampler: false,\n backside: false,\n transmission: 1,\n thickness: 0,\n backsideThickness: 0,\n samples: 10,\n roughness: 0,\n anisotropy: 0.1,\n chromaticAberration: 0.03,\n distortion: 0,\n distortionScale: 0.5,\n temporalDistortion: 0.0,\n buffer: null,\n });\n let oldBg: THREE.Scene['background'];\n let oldTone: THREE.WebGLRenderer['toneMapping'];\n let parent: THREE.Object3D;\n\n injectBeforeRender((state) => {\n if (!this.materialRef.nativeElement) return;\n\n const { transmissionSampler, background, backside, backsideThickness, thickness } = this.get();\n\n this.materialRef.nativeElement.time = state.clock.getElapsedTime();\n // Render only if the buffer matches the built-in and no transmission sampler is set\n if (this.materialRef.nativeElement.buffer === this.fboMainRef().texture && !transmissionSampler) {\n parent = getLocalState(this.materialRef.nativeElement).parent() as THREE.Object3D;\n if (parent) {\n // Save defaults\n oldTone = state.gl.toneMapping;\n oldBg = state.scene.background;\n\n // Switch off tonemapping lest it double tone maps\n // Save the current background and set the HDR as the new BG\n // Use discardmaterial, the parent will be invisible, but it's shadows will still be cast\n state.gl.toneMapping = THREE.NoToneMapping;\n if (background) state.scene.background = background;\n (parent as NgtAnyRecord)['material'] = this.#discardMaterial;\n\n if (backside) {\n // Render into the backside buffer\n state.gl.setRenderTarget(this.fboBackRef());\n state.gl.render(state.scene, state.camera);\n // And now prepare the material for the main render using the backside buffer\n (parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n (parent as NgtAnyRecord)['material'].buffer = this.fboBackRef().texture;\n (parent as NgtAnyRecord)['material'].thickness = backsideThickness;\n (parent as NgtAnyRecord)['material'].side = THREE.BackSide;\n }\n\n // Render into the main buffer\n state.gl.setRenderTarget(this.fboMainRef());\n state.gl.render(state.scene, state.camera);\n\n (parent as NgtAnyRecord)['material'].thickness = thickness;\n (parent as NgtAnyRecord)['material'].side = this.side;\n (parent as NgtAnyRecord)['material'].buffer = this.fboMainRef().texture;\n\n // Set old state back\n state.scene.background = oldBg;\n state.gl.setRenderTarget(null);\n (parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n state.gl.toneMapping = oldTone;\n }\n }\n });\n }\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport { extend, injectBeforeRender, injectNgtRef, NgtArgs, NgtSignalStore } from 'angular-three';\nimport { MeshWobbleMaterial } from 'angular-three-soba/shaders';\n\nextend({ MeshWobbleMaterial });\n\nexport interface NgtsMeshWobbleMaterialState {\n time: number;\n factor: number;\n speed: number;\n}\n\n@Component({\n selector: 'ngts-mesh-wobble-material',\n standalone: true,\n template: `\n <ngt-primitive\n *args=\"[material]\"\n [ref]=\"materialRef\"\n [time]=\"wobbleTime()\"\n [factor]=\"wobbleFactor()\"\n attach=\"material\"\n ngtCompound\n />\n `,\n imports: [NgtArgs],\n schemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshWobbleMaterial extends NgtSignalStore<NgtsMeshWobbleMaterialState> {\n readonly material = new MeshWobbleMaterial();\n\n @Input() materialRef = injectNgtRef<MeshWobbleMaterial>();\n\n @Input() set time(time: number) {\n this.set({ time });\n }\n\n @Input() set factor(factor: number) {\n this.set({ factor });\n }\n\n @Input() set speed(speed: number) {\n this.set({ speed });\n }\n\n readonly wobbleTime = this.select('time');\n readonly wobbleFactor = this.select('factor');\n\n constructor() {\n super({ speed: 1, time: 0, factor: 1 });\n injectBeforeRender(({ clock }) => {\n this.material.time = clock.getElapsedTime() * this.get('speed');\n });\n }\n}\n","/**\n * Generated bundle index. 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1
+ {"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/soba/materials/src/mesh-distort-material/mesh-distort-material.ts","../../../../libs/soba/materials/src/mesh-reflector-material/mesh-reflector-material.ts","../../../../libs/soba/materials/src/mesh-refraction-material/mesh-refraction-material.ts","../../../../libs/soba/materials/src/mesh-transmission-material/mesh-transmission-material.ts","../../../../libs/soba/materials/src/mesh-wobble-material/mesh-wobble-material.ts","../../../../libs/soba/materials/src/point-material/point-material.ts","../../../../libs/soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport { injectBeforeRender, injectNgtRef, NgtArgs, signalStore, type NgtMeshPhysicalMaterial } from 'angular-three';\nimport { injectNgtsMeshDistortMaterial, type MeshDistortMaterial } from 'angular-three-soba/shaders';\n\nexport type NgtsMeshDistortMaterialState = {\n\ttime: number;\n\tdistort: number;\n\tradius: number;\n\tspeed: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-physical-material\n\t\t */\n\t\t'ngts-mesh-distort-material': NgtsMeshDistortMaterialState & NgtMeshPhysicalMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-distort-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[time]=\"time()\"\n\t\t\t[distort]=\"distort()\"\n\t\t\t[radius]=\"radius()\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshDistortMaterial {\n\tprivate inputs = signalStore<NgtsMeshDistortMaterialState>({\n\t\tspeed: 1,\n\t\ttime: 0,\n\t\tdistort: 0.4,\n\t\tradius: 1,\n\t});\n\n\t@Input() materialRef = injectNgtRef<InstanceType<MeshDistortMaterial>>();\n\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\t@Input({ alias: 'distort' }) set _distort(distort: number) {\n\t\tthis.inputs.set({ distort });\n\t}\n\n\t@Input({ alias: 'radius' }) set _radius(radius: number) {\n\t\tthis.inputs.set({ radius });\n\t}\n\n\t@Input({ alias: 'speed' }) set _speed(speed: number) {\n\t\tthis.inputs.set({ speed });\n\t}\n\n\tprivate MeshDistortMaterial = injectNgtsMeshDistortMaterial();\n\tmaterial = new this.MeshDistortMaterial();\n\n\ttime = this.inputs.select('time');\n\tdistort = this.inputs.select('distort');\n\tradius = this.inputs.select('radius');\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.getElapsedTime() * this.inputs.get('speed');\n\t\t});\n\t}\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tinjectNgtStore,\n\tNgtKey,\n\tsignalStore,\n\ttype NgtMeshStandardMaterial,\n\ttype NgtRenderState,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshReflectorMaterial });\n\nexport type NgtsMeshReflectorMaterialState = {\n\tresolution: number;\n\tmixBlur: number;\n\tmixStrength: number;\n\tblur: [number, number] | number;\n\tmirror: number;\n\tminDepthThreshold: number;\n\tmaxDepthThreshold: number;\n\tdepthScale: number;\n\tdepthToBlurRatioBias: number;\n\tdistortionMap?: THREE.Texture;\n\tdistortion: number;\n\tmixContrast: number;\n\treflectorOffset: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-standard-material\n\t\t */\n\t\t'ngts-mesh-reflector-material': NgtsMeshReflectorMaterialState & NgtMeshStandardMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-reflector-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-reflector-material\n\t\t\t*ngIf=\"defines() as defines\"\n\t\t\t[key]=\"defines\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[defines]=\"defines\"\n\t\t\t[mirror]=\"mirror()\"\n\t\t\t[textureMatrix]=\"textureMatrix()\"\n\t\t\t[mixBlur]=\"mixBlur()\"\n\t\t\t[tDiffuse]=\"tDiffuse()\"\n\t\t\t[tDepth]=\"tDepth()\"\n\t\t\t[tDiffuseBlur]=\"tDiffuseBlur()\"\n\t\t\t[hasBlur]=\"hasBlur()\"\n\t\t\t[mixStrength]=\"mixStrength()\"\n\t\t\t[minDepthThreshold]=\"minDepthThreshold()\"\n\t\t\t[maxDepthThreshold]=\"maxDepthThreshold()\"\n\t\t\t[depthScale]=\"depthScale()\"\n\t\t\t[depthToBlurRatioBias]=\"depthToBlurRatioBias()\"\n\t\t\t[distortion]=\"distortion()\"\n\t\t\t[distortionMap]=\"distortionMap()\"\n\t\t\t[mixContrast]=\"mixContrast()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-mesh-reflector-material>\n\t`,\n\timports: [NgIf, NgtKey],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshReflectorMaterial {\n\tprivate inputs = signalStore<NgtsMeshReflectorMaterialState>({\n\t\tmixBlur: 0,\n\t\tmixStrength: 1,\n\t\tresolution: 256,\n\t\tblur: [0, 0],\n\t\tminDepthThreshold: 0.9,\n\t\tmaxDepthThreshold: 1,\n\t\tdepthScale: 0,\n\t\tdepthToBlurRatioBias: 0.25,\n\t\tmirror: 0,\n\t\tdistortion: 1,\n\t\tmixContrast: 1,\n\t\treflectorOffset: 0,\n\t});\n\n\t@Input() materialRef = injectNgtRef<MeshReflectorMaterial>();\n\n\t@Input({ alias: 'resolution' }) set _resolution(resolution: number) {\n\t\tthis.inputs.set({ resolution });\n\t}\n\n\t@Input({ alias: 'mixBlur' }) set _mixBlur(mixBlur: number) {\n\t\tthis.inputs.set({ mixBlur });\n\t}\n\n\t@Input({ alias: 'mixStrength' }) set _mixStrength(mixStrength: number) {\n\t\tthis.inputs.set({ mixStrength });\n\t}\n\n\t@Input({ alias: 'blur' }) set _blur(blur: [number, number] | number) {\n\t\tthis.inputs.set({ blur });\n\t}\n\n\t@Input({ alias: 'mirror' }) set _mirror(mirror: number) {\n\t\tthis.inputs.set({ mirror });\n\t}\n\n\t@Input({ alias: 'minDepthThreshold' }) set _minDepthThreshold(minDepthThreshold: number) {\n\t\tthis.inputs.set({ minDepthThreshold });\n\t}\n\n\t@Input({ alias: 'maxDepthThreshold' }) set _maxDepthThreshold(maxDepthThreshold: number) {\n\t\tthis.inputs.set({ maxDepthThreshold });\n\t}\n\n\t@Input({ alias: 'depthScale' }) set _depthScale(depthScale: number) {\n\t\tthis.inputs.set({ depthScale });\n\t}\n\n\t@Input({ alias: 'depthToBlurRatioBias' }) set _depthToBlurRatioBias(depthToBlurRatioBias: number) {\n\t\tthis.inputs.set({ depthToBlurRatioBias });\n\t}\n\n\t@Input({ alias: 'distortionMap' }) set _distortionMap(distortionMap: THREE.Texture) {\n\t\tthis.inputs.set({ distortionMap });\n\t}\n\n\t@Input({ alias: 'distortion' }) set _distortion(distortion: number) {\n\t\tthis.inputs.set({ distortion });\n\t}\n\n\t@Input({ alias: 'mixContrast' }) set _mixContrast(mixContrast: number) {\n\t\tthis.inputs.set({ mixContrast });\n\t}\n\n\t@Input({ alias: 'reflectorOffset' }) set _reflectorOffset(reflectorOffset: number) {\n\t\tthis.inputs.set({ reflectorOffset });\n\t}\n\n\tprivate reflectorProps = computed(() => this.states().reflectorProps);\n\tdefines = computed(() => this.reflectorProps().defines);\n\tmirror = computed(() => this.reflectorProps().mirror);\n\ttextureMatrix = computed(() => this.reflectorProps().textureMatrix);\n\tmixBlur = computed(() => this.reflectorProps().mixBlur);\n\ttDiffuse = computed(() => this.reflectorProps().tDiffuse);\n\ttDepth = computed(() => this.reflectorProps().tDepth);\n\ttDiffuseBlur = computed(() => this.reflectorProps().tDiffuseBlur);\n\thasBlur = computed(() => this.reflectorProps().hasBlur);\n\tmixStrength = computed(() => this.reflectorProps().mixStrength);\n\tminDepthThreshold = computed(() => this.reflectorProps().minDepthThreshold);\n\tmaxDepthThreshold = computed(() => this.reflectorProps().maxDepthThreshold);\n\tdepthScale = computed(() => this.reflectorProps().depthScale);\n\tdepthToBlurRatioBias = computed(() => this.reflectorProps().depthToBlurRatioBias);\n\tdistortion = computed(() => this.reflectorProps().distortion);\n\tdistortionMap = computed(() => this.reflectorProps().distortionMap);\n\tmixContrast = computed(() => this.reflectorProps().mixContrast);\n\n\tprivate store = injectNgtStore();\n\tprivate gl = this.store.select('gl');\n\n\tprivate reflectorPlane = new THREE.Plane();\n\tprivate normal = new THREE.Vector3();\n\tprivate reflectorWorldPosition = new THREE.Vector3();\n\tprivate cameraWorldPosition = new THREE.Vector3();\n\tprivate rotationMatrix = new THREE.Matrix4();\n\tprivate lookAtPosition = new THREE.Vector3(0, 0, -1);\n\tprivate clipPlane = new THREE.Vector4();\n\tprivate view = new THREE.Vector3();\n\tprivate target = new THREE.Vector3();\n\tprivate q = new THREE.Vector4();\n\tprivate virtualCamera = new THREE.PerspectiveCamera();\n\tprivate _textureMatrix = new THREE.Matrix4();\n\n\tprivate __blur = this.inputs.select('blur');\n\tprivate __resolution = this.inputs.select('resolution');\n\tprivate __mirror = this.inputs.select('mirror');\n\tprivate __mixBlur = this.inputs.select('mixBlur');\n\tprivate __mixStrength = this.inputs.select('mixStrength');\n\tprivate __minDepthThreshold = this.inputs.select('minDepthThreshold');\n\tprivate __maxDepthThreshold = this.inputs.select('maxDepthThreshold');\n\tprivate __depthScale = this.inputs.select('depthScale');\n\tprivate __depthToBlurRatioBias = this.inputs.select('depthToBlurRatioBias');\n\tprivate __distortion = this.inputs.select('distortion');\n\tprivate __distortionMap = this.inputs.select('distortionMap');\n\tprivate __mixContrast = this.inputs.select('mixContrast');\n\n\tprivate normalizedBlur = computed(() => {\n\t\tconst blur = this.__blur();\n\t\treturn Array.isArray(blur) ? blur : [blur, blur];\n\t});\n\n\tprivate __hasBlur = computed(() => {\n\t\tconst [x, y] = this.normalizedBlur();\n\t\treturn x + y > 0;\n\t});\n\n\tprivate states = computed(() => {\n\t\tconst gl = this.gl();\n\t\tconst resolution = this.__resolution();\n\t\tconst blur = this.normalizedBlur();\n\t\tconst minDepthThreshold = this.__minDepthThreshold();\n\t\tconst maxDepthThreshold = this.__maxDepthThreshold();\n\t\tconst depthScale = this.__depthScale();\n\t\tconst depthToBlurRatioBias = this.__depthToBlurRatioBias();\n\t\tconst mirror = this.__mirror();\n\t\tconst mixBlur = this.__mixBlur();\n\t\tconst mixStrength = this.__mixStrength();\n\t\tconst mixContrast = this.__mixContrast();\n\t\tconst distortion = this.__distortion();\n\t\tconst distortionMap = this.__distortionMap();\n\t\tconst hasBlur = this.__hasBlur();\n\n\t\tconst parameters = {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\ttype: THREE.HalfFloatType,\n\t\t};\n\t\tconst fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n\t\tfbo1.depthBuffer = true;\n\t\tfbo1.depthTexture = new THREE.DepthTexture(resolution, resolution);\n\t\tfbo1.depthTexture.format = THREE.DepthFormat;\n\t\tfbo1.depthTexture.type = THREE.UnsignedShortType;\n\n\t\tconst fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, parameters);\n\t\tconst blurPass = new BlurPass({\n\t\t\tgl,\n\t\t\tresolution,\n\t\t\twidth: blur[0],\n\t\t\theight: blur[1],\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t});\n\t\tconst reflectorProps = {\n\t\t\tmirror,\n\t\t\ttextureMatrix: this._textureMatrix,\n\t\t\tmixBlur,\n\t\t\ttDiffuse: fbo1.texture,\n\t\t\ttDepth: fbo1.depthTexture,\n\t\t\ttDiffuseBlur: fbo2.texture,\n\t\t\thasBlur,\n\t\t\tmixStrength,\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t\tdistortion,\n\t\t\tdistortionMap,\n\t\t\tmixContrast,\n\t\t\tdefines: {\n\t\t\t\tUSE_BLUR: hasBlur ? '' : undefined,\n\t\t\t\tUSE_DEPTH: depthScale > 0 ? '' : undefined,\n\t\t\t\tUSE_DISTORTION: distortionMap ? '' : undefined,\n\t\t\t},\n\t\t};\n\n\t\treturn { fbo1, fbo2, blurPass, reflectorProps };\n\t});\n\n\tconstructor() {\n\t\tinjectBeforeRender(this.onBeforeRender.bind(this));\n\t}\n\n\tprivate onBeforeRender(state: NgtRenderState) {\n\t\tif (!this.materialRef.nativeElement) return;\n\t\tconst parent = getLocalState(this.materialRef.nativeElement).parent?.();\n\t\tif (!parent) return;\n\n\t\tconst { gl, scene } = state;\n\t\tconst hasBlur = this.__hasBlur();\n\t\tconst { fbo1, fbo2, blurPass } = this.states();\n\n\t\tif (fbo1 && fbo2 && blurPass) {\n\t\t\tparent.visible = false;\n\t\t\tconst currentXrEnabled = gl.xr.enabled;\n\t\t\tconst currentShadowAutoUpdate = gl.shadowMap.autoUpdate;\n\t\t\tthis.beforeRender(state);\n\t\t\tgl.xr.enabled = false;\n\t\t\tgl.shadowMap.autoUpdate = false;\n\t\t\tgl.setRenderTarget(fbo1);\n\t\t\tgl.state.buffers.depth.setMask(true);\n\t\t\tif (!gl.autoClear) gl.clear();\n\t\t\tgl.render(scene, this.virtualCamera);\n\t\t\tif (hasBlur) blurPass.render(gl, fbo1, fbo2);\n\t\t\tgl.xr.enabled = currentXrEnabled;\n\t\t\tgl.shadowMap.autoUpdate = currentShadowAutoUpdate;\n\t\t\tparent.visible = true;\n\t\t\tgl.setRenderTarget(null);\n\t\t}\n\t}\n\n\tprivate beforeRender(state: NgtRenderState) {\n\t\tconst parent = getLocalState(this.materialRef.nativeElement).parent?.();\n\t\tif (!parent) return;\n\n\t\tconst { camera } = state;\n\n\t\tthis.reflectorWorldPosition.setFromMatrixPosition(parent.matrixWorld);\n\t\tthis.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);\n\t\tthis.rotationMatrix.extractRotation(parent.matrixWorld);\n\t\tthis.normal.set(0, 0, 1);\n\t\tthis.normal.applyMatrix4(this.rotationMatrix);\n\t\tthis.reflectorWorldPosition.addScaledVector(this.normal, this.inputs.get('reflectorOffset'));\n\t\tthis.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);\n\t\t// Avoid rendering when reflector is facing away\n\t\tif (this.view.dot(this.normal) > 0) return;\n\t\tthis.view.reflect(this.normal).negate();\n\t\tthis.view.add(this.reflectorWorldPosition);\n\t\tthis.rotationMatrix.extractRotation(camera.matrixWorld);\n\t\tthis.lookAtPosition.set(0, 0, -1);\n\t\tthis.lookAtPosition.applyMatrix4(this.rotationMatrix);\n\t\tthis.lookAtPosition.add(this.cameraWorldPosition);\n\t\tthis.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);\n\t\tthis.target.reflect(this.normal).negate();\n\t\tthis.target.add(this.reflectorWorldPosition);\n\t\tthis.virtualCamera.position.copy(this.view);\n\t\tthis.virtualCamera.up.set(0, 1, 0);\n\t\tthis.virtualCamera.up.applyMatrix4(this.rotationMatrix);\n\t\tthis.virtualCamera.up.reflect(this.normal);\n\t\tthis.virtualCamera.lookAt(this.target);\n\t\tthis.virtualCamera.far = camera.far; // Used in WebGLBackground\n\t\tthis.virtualCamera.updateMatrixWorld();\n\t\tthis.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);\n\t\t// Update the texture matrix\n\t\tthis._textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\n\t\tthis._textureMatrix.multiply(this.virtualCamera.projectionMatrix);\n\t\tthis._textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);\n\t\tthis._textureMatrix.multiply(parent.matrixWorld);\n\t\t// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html\n\t\t// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf\n\t\tthis.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);\n\t\tthis.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);\n\t\tthis.clipPlane.set(\n\t\t\tthis.reflectorPlane.normal.x,\n\t\t\tthis.reflectorPlane.normal.y,\n\t\t\tthis.reflectorPlane.normal.z,\n\t\t\tthis.reflectorPlane.constant,\n\t\t);\n\t\tconst projectionMatrix = this.virtualCamera.projectionMatrix;\n\t\tthis.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];\n\t\tthis.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];\n\t\tthis.q.z = -1.0;\n\t\tthis.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];\n\t\t// Calculate the scaled plane vector\n\t\tthis.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));\n\t\t// Replacing the third row of the projection matrix\n\t\tprojectionMatrix.elements[2] = this.clipPlane.x;\n\t\tprojectionMatrix.elements[6] = this.clipPlane.y;\n\t\tprojectionMatrix.elements[10] = this.clipPlane.z + 1.0;\n\t\tprojectionMatrix.elements[14] = this.clipPlane.w;\n\t}\n}\n","import { NgIf } from '@angular/common';\nimport { Component, computed, CUSTOM_ELEMENTS_SCHEMA, effect, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tinjectNgtStore,\n\tNgtKey,\n\tsignalStore,\n\ttype NgtShaderMaterial,\n} from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { MeshBVH, MeshBVHUniformStruct, SAH } from 'three-mesh-bvh';\nimport type { NgtsMeshTranmissionMaterialState } from '../mesh-transmission-material/mesh-transmission-material';\n\nextend({ MeshRefractionMaterial });\n\nexport type NgtsMeshRefractionMaterialState = {\n\t/** Environment map */\n\tenvMap: THREE.CubeTexture | THREE.Texture;\n\t/** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n\tbounces: number;\n\t/** Refraction index, 2.4 */\n\tior: number;\n\t/** Fresnel (strip light), 0 */\n\tfresnel: number;\n\t/** RGB shift intensity, can be expensive, 0 */\n\taberrationStrength: number;\n\t/** Color, white */\n\tcolor: THREE.ColorRepresentation;\n\t/** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n\tfastChroma: boolean;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t */\n\t\t'ngts-mesh-refraction-material': NgtsMeshTranmissionMaterialState & NgtShaderMaterial;\n\t}\n}\n\nconst isCubeTexture = (def: THREE.CubeTexture | THREE.Texture): def is THREE.CubeTexture =>\n\tdef && (def as THREE.CubeTexture).isCubeTexture;\n\n@Component({\n\tselector: 'ngts-mesh-refraction-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-refraction-material\n\t\t\t*ngIf=\"defines() as defines\"\n\t\t\t[key]=\"defines\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[defines]=\"defines\"\n\t\t\t[resolution]=\"resolution()\"\n\t\t\t[aberrationStrength]=\"aberrationStrength()\"\n\t\t\t[envMap]=\"envMap()\"\n\t\t\t[bounces]=\"bounces()\"\n\t\t\t[ior]=\"ior()\"\n\t\t\t[fresnel]=\"fresnel()\"\n\t\t\t[color]=\"color()\"\n\t\t\t[fastChroma]=\"fastChroma()\"\n\t\t\tngtCompound\n\t\t\tattach=\"material\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-mesh-refraction-material>\n\t`,\n\timports: [NgIf, NgtKey],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshRefractionMaterial {\n\tprivate inputs = signalStore<NgtsMeshRefractionMaterialState>({ aberrationStrength: 0, fastChroma: true });\n\n\t@Input() materialRef = injectNgtRef<InstanceType<typeof MeshRefractionMaterial>>();\n\t/** Environment map */\n\t@Input({ required: true, alias: 'envMap' }) set _envMap(envMap: THREE.CubeTexture | THREE.Texture) {\n\t\tthis.inputs.set({ envMap });\n\t}\n\t/** Number of ray-cast bounces, it can be expensive to have too many, 2 */\n\t@Input({ alias: 'bounces' }) set _bounces(bounces: number) {\n\t\tthis.inputs.set({ bounces });\n\t}\n\t/** Refraction index, 2.4 */\n\t@Input({ alias: 'ior' }) set _ior(ior: number) {\n\t\tthis.inputs.set({ ior });\n\t}\n\t/** Fresnel (strip light), 0 */\n\t@Input({ alias: 'fresnel' }) set _fresnel(fresnel: number) {\n\t\tthis.inputs.set({ fresnel });\n\t}\n\t/** RGB shift intensity, can be expensive, 0 */\n\t@Input({ alias: 'aberrationStrength' }) set _aberrationStrength(aberrationStrength: number) {\n\t\tthis.inputs.set({ aberrationStrength });\n\t}\n\t/** Color, white */\n\t@Input({ alias: 'color' }) set _color(color: THREE.ColorRepresentation) {\n\t\tthis.inputs.set({ color });\n\t}\n\t/** If this is on it uses fewer ray casts for the RGB shift sacrificing physical accuracy, true */\n\t@Input({ alias: 'fastChroma' }) set _fastChroma(fastChroma: boolean) {\n\t\tthis.inputs.set({ fastChroma });\n\t}\n\n\tenvMap = this.inputs.select('envMap');\n\tbounces = this.inputs.select('bounces');\n\tior = this.inputs.select('ior');\n\tfresnel = this.inputs.select('fresnel');\n\taberrationStrength = this.inputs.select('aberrationStrength');\n\tcolor = this.inputs.select('color');\n\tfastChroma = this.inputs.select('fastChroma');\n\n\tprivate store = injectNgtStore();\n\tprivate size = this.store.select('size');\n\n\tdefines = computed(() => {\n\t\tconst [envMap, aberrationStrength, fastChroma] = [this.envMap(), this.aberrationStrength(), this.fastChroma()];\n\t\tif (!envMap) return null;\n\n\t\tconst temp = {} as { [key: string]: string };\n\t\t// Sampler2D and SamplerCube need different defines\n\t\tconst isCubeMap = isCubeTexture(envMap);\n\t\tconst w = (isCubeMap ? envMap.image[0]?.width : envMap.image.width) ?? 1024;\n\t\tconst cubeSize = w / 4;\n\t\tconst _lodMax = Math.floor(Math.log2(cubeSize));\n\t\tconst _cubeSize = Math.pow(2, _lodMax);\n\t\tconst width = 3 * Math.max(_cubeSize, 16 * 7);\n\t\tconst height = 4 * _cubeSize;\n\t\tif (isCubeMap) temp['ENVMAP_TYPE_CUBEM'] = '';\n\t\ttemp['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n\t\ttemp['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n\t\ttemp['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n\t\t// Add defines from chromatic aberration\n\t\tif (aberrationStrength > 0) temp['CHROMATIC_ABERRATIONS'] = '';\n\t\tif (fastChroma) temp['FAST_CHROMA'] = '';\n\t\treturn temp;\n\t});\n\tresolution = computed(() => [this.size().width, this.size().height]);\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ camera }) => {\n\t\t\tconst material = this.materialRef.nativeElement;\n\t\t\tif (material) {\n\t\t\t\t(material as any)['viewMatrixInverse'] = camera.matrixWorld;\n\t\t\t\t(material as any)['projectionMatrixInverse'] = camera.projectionMatrixInverse;\n\t\t\t}\n\t\t});\n\t\tthis.setupGeometry();\n\t}\n\n\tprivate setupGeometry() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef.nativeElement;\n\t\t\tif (!material) return;\n\t\t\tconst geometry = getLocalState(material).parent?.()?.geometry;\n\t\t\tif (geometry) {\n\t\t\t\t(material as any).bvh = new MeshBVHUniformStruct();\n\t\t\t\t(material as any).bvh.updateFrom(\n\t\t\t\t\tnew MeshBVH(geometry.clone().toNonIndexed(), { lazyGeneration: false, strategy: SAH } as any),\n\t\t\t\t);\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Component, computed, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tgetLocalState,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tNgtArgs,\n\tsignalStore,\n\ttype NgtAnyRecord,\n\ttype NgtMeshPhysicalMaterial,\n} from 'angular-three';\nimport { injectNgtsFBO } from 'angular-three-soba/misc';\nimport { DiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\nextend({ MeshTransmissionMaterial });\n\nexport type NgtsMeshTranmissionMaterialState = {\n\t/** transmissionSampler, you can use the threejs transmission sampler texture that is\n\t * generated once for all transmissive materials. The upside is that it can be faster if you\n\t * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n\t * using this can't see other transparent or transmissive objects, default: false */\n\ttransmissionSampler: boolean;\n\t/** Render the backside of the material (more cost, better results), default: false */\n\tbackside: boolean;\n\t/** Backside thickness (when backside is true), default: 0 */\n\tbacksideThickness: number;\n\t/** Resolution of the local buffer, default: undefined (fullscreen) */\n\tresolution: number;\n\t/** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n\tbacksideResolution: number;\n\t/** Refraction samples, default: 10 */\n\tsamples: number;\n\t/** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n\tbackground: THREE.Texture | THREE.Color;\n\t/* Transmission, default: 1 */\n\ttransmission: number;\n\t/* Thickness (refraction), default: 0 */\n\tthickness: number;\n\t/* Roughness (blur), default: 0 */\n\troughness: number;\n\t/* Chromatic aberration, default: 0.03 */\n\tchromaticAberration: number;\n\t/* Anisotropy, default: 0.1 */\n\tanisotropy: number;\n\t/* AnisotropicBlur, default: 0.1 */\n\tanisotropicBlur: number;\n\t/* Distortion, default: 0 */\n\tdistortion: number;\n\t/* Distortion scale, default: 0.5 */\n\tdistortionScale: number;\n\t/* Temporal distortion (speed of movement), default: 0.0 */\n\ttemporalDistortion: number;\n\t/** The scene rendered into a texture (use it to share a texture between materials), default: null */\n\tbuffer: THREE.Texture | null;\n\t/** Internals */\n\ttime: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-physical-material\n\t\t */\n\t\t'ngts-mesh-transmission-material': NgtsMeshTranmissionMaterialState & NgtMeshPhysicalMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-transmission-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh-transmission-material\n\t\t\tngtCompound\n\t\t\t*args=\"[samples(), transmissionSampler()]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[buffer]=\"buffer() || fboMainRef()?.texture\"\n\t\t\t[_transmission]=\"transmission()\"\n\t\t\t[transmission]=\"transmissionSampler() ? transmission() : 0\"\n\t\t\t[thickness]=\"thickness()\"\n\t\t\t[side]=\"side\"\n\t\t\t[anisotropicBlur]=\"anisotropicBlur() ?? anisotropy()\"\n\t\t\t[roughness]=\"roughness()\"\n\t\t\t[chromaticAberration]=\"chromaticAberration()\"\n\t\t\t[distortion]=\"distortion()\"\n\t\t\t[distortionScale]=\"distortionScale()\"\n\t\t\t[temporalDistortion]=\"temporalDistortion()\"\n\t\t\t[time]=\"time()\"\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshTranmissionMaterial {\n\tprivate inputs = signalStore<NgtsMeshTranmissionMaterialState>({\n\t\ttransmissionSampler: false,\n\t\tbackside: false,\n\t\ttransmission: 1,\n\t\tthickness: 0,\n\t\tbacksideThickness: 0,\n\t\tsamples: 10,\n\t\troughness: 0,\n\t\tanisotropy: 0.1,\n\t\tanisotropicBlur: 0.1,\n\t\tchromaticAberration: 0.03,\n\t\tdistortion: 0,\n\t\tdistortionScale: 0.5,\n\t\ttemporalDistortion: 0.0,\n\t\tbuffer: null,\n\t});\n\n\t@Input() materialRef = injectNgtRef<MeshTransmissionMaterial & { time: number; buffer?: THREE.Texture }>();\n\t/** transmissionSampler, you can use the threejs transmission sampler texture that is\n\t * generated once for all transmissive materials. The upside is that it can be faster if you\n\t * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials\n\t * using this can't see other transparent or transmissive objects, default: false */\n\t@Input({ alias: 'transmissionSampler' }) set _transmissionSampler(transmissionSampler: boolean) {\n\t\tthis.inputs.set({ transmissionSampler });\n\t}\n\t/** Render the backside of the material (more cost, better results), default: false */\n\t@Input({ alias: 'backside' }) set _backside(backside: boolean) {\n\t\tthis.inputs.set({ backside });\n\t}\n\t/** Backside thickness (when backside is true), default: 0 */\n\t@Input({ alias: 'backsideThickness' }) set _backsideThickness(backsideThickness: number) {\n\t\tthis.inputs.set({ backsideThickness });\n\t}\n\t/** Resolution of the local buffer, default: undefined (fullscreen) */\n\t@Input({ alias: 'resolution' }) set _resolution(resolution: number) {\n\t\tthis.inputs.set({ resolution });\n\t}\n\t/** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */\n\t@Input({ alias: 'backsideResolution' }) set _backsideResolution(backsideResolution: number) {\n\t\tthis.inputs.set({ backsideResolution });\n\t}\n\t/** Refraction samples, default: 10 */\n\t@Input({ alias: 'samples' }) set _samples(samples: number) {\n\t\tthis.inputs.set({ samples });\n\t}\n\t/** Buffer scene background (can be a texture, a cubetexture or a color), default: null */\n\t@Input({ alias: 'background' }) set _background(background: THREE.Texture | THREE.Color) {\n\t\tthis.inputs.set({ background });\n\t}\n\t/* Transmission, default: 1 */\n\t@Input({ alias: 'transmission' }) set _transmission(transmission: number) {\n\t\tthis.inputs.set({ transmission });\n\t}\n\t/* Thickness (refraction), default: 0 */\n\t@Input({ alias: 'thickness' }) set _thickness(thickness: number) {\n\t\tthis.inputs.set({ thickness });\n\t}\n\t/* Roughness (blur), default: 0 */\n\t@Input({ alias: 'roughness' }) set _roughness(roughness: number) {\n\t\tthis.inputs.set({ roughness });\n\t}\n\t/* Chromatic aberration, default: 0.03 */\n\t@Input({ alias: 'chromaticAberration' }) set _chromaticAberration(chromaticAberration: number) {\n\t\tthis.inputs.set({ chromaticAberration });\n\t}\n\t/* Anisotropy, default: 0.1 */\n\t@Input({ alias: 'anisotropy' }) set _anisotropy(anisotropy: number) {\n\t\tthis.inputs.set({ anisotropy });\n\t}\n\t/* AnisotropicBlur, default: 0.1 */\n\t@Input({ alias: 'anisotropicBlur' }) set _anisotropicBlur(anisotropicBlur: number) {\n\t\tthis.inputs.set({ anisotropicBlur });\n\t}\n\t/* Distortion, default: 0 */\n\t@Input({ alias: 'distortion' }) set _distortion(distortion: number) {\n\t\tthis.inputs.set({ distortion });\n\t}\n\t/* Distortion scale, default: 0.5 */\n\t@Input({ alias: 'distortionScale' }) set _distortionScale(distortionScale: number) {\n\t\tthis.inputs.set({ distortionScale });\n\t}\n\t/* Temporal distortion (speed of movement), default: 0.0 */\n\t@Input({ alias: 'temporalDistortion' }) set _temporalDistortion(temporalDistortion: number) {\n\t\tthis.inputs.set({ temporalDistortion });\n\t}\n\t/** The scene rendered into a texture (use it to share a texture between materials), default: null */\n\t@Input({ alias: 'buffer' }) set _buffer(buffer: THREE.Texture) {\n\t\tthis.inputs.set({ buffer });\n\t}\n\t/** Internals */\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\ttransmissionSampler = this.inputs.select('transmissionSampler');\n\tbackside = this.inputs.select('backside');\n\ttransmission = this.inputs.select('transmission');\n\tthickness = this.inputs.select('thickness');\n\tbacksideThickness = this.inputs.select('backsideThickness');\n\tsamples = this.inputs.select('samples');\n\troughness = this.inputs.select('roughness');\n\tanisotropy = this.inputs.select('anisotropy');\n\tanisotropicBlur = this.inputs.select('anisotropicBlur');\n\tchromaticAberration = this.inputs.select('chromaticAberration');\n\tdistortion = this.inputs.select('distortion');\n\tdistortionScale = this.inputs.select('distortionScale');\n\ttemporalDistortion = this.inputs.select('temporalDistortion');\n\tbuffer = this.inputs.select('buffer');\n\ttime = this.inputs.select('time');\n\n\tprivate discardMaterial = new DiscardMaterial();\n\n\tprivate backsideResolution = this.inputs.select('backsideResolution');\n\tprivate resolution = this.inputs.select('resolution');\n\n\tprivate fboBackSettings = computed(() => ({ width: this.backsideResolution() || this.resolution() }));\n\tprivate fboMainSettings = computed(() => ({ width: this.resolution() }));\n\n\tfboBackRef = injectNgtsFBO(this.fboBackSettings);\n\tfboMainRef = injectNgtsFBO(this.fboMainSettings);\n\n\tside = THREE.FrontSide;\n\n\tconstructor() {\n\t\tlet oldBg: THREE.Scene['background'];\n\t\tlet oldTone: THREE.WebGLRenderer['toneMapping'];\n\t\tlet parent: THREE.Object3D;\n\n\t\tinjectBeforeRender((state) => {\n\t\t\tif (!this.materialRef.nativeElement) return;\n\n\t\t\tconst { transmissionSampler, background, backside, backsideThickness, thickness } = this.inputs.get();\n\n\t\t\tthis.materialRef.nativeElement.time = state.clock.getElapsedTime();\n\t\t\t// Render only if the buffer matches the built-in and no transmission sampler is set\n\t\t\tif (this.materialRef.nativeElement.buffer === this.fboMainRef()?.texture && !transmissionSampler) {\n\t\t\t\tparent = getLocalState(this.materialRef.nativeElement).parent?.() as THREE.Object3D;\n\t\t\t\tif (parent) {\n\t\t\t\t\t// Save defaults\n\t\t\t\t\toldTone = state.gl.toneMapping;\n\t\t\t\t\toldBg = state.scene.background;\n\n\t\t\t\t\t// Switch off tonemapping lest it double tone maps\n\t\t\t\t\t// Save the current background and set the HDR as the new BG\n\t\t\t\t\t// Use discardmaterial, the parent will be invisible, but it's shadows will still be cast\n\t\t\t\t\tstate.gl.toneMapping = THREE.NoToneMapping;\n\t\t\t\t\tif (background) state.scene.background = background;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.discardMaterial;\n\n\t\t\t\t\tif (backside) {\n\t\t\t\t\t\t// Render into the backside buffer\n\t\t\t\t\t\tstate.gl.setRenderTarget(this.fboBackRef());\n\t\t\t\t\t\tstate.gl.render(state.scene, state.camera);\n\t\t\t\t\t\t// And now prepare the material for the main render using the backside buffer\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].buffer = this.fboBackRef()?.texture;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].thickness = backsideThickness;\n\t\t\t\t\t\t(parent as NgtAnyRecord)['material'].side = THREE.BackSide;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Render into the main buffer\n\t\t\t\t\tstate.gl.setRenderTarget(this.fboMainRef());\n\t\t\t\t\tstate.gl.render(state.scene, state.camera);\n\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].thickness = thickness;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].side = this.side;\n\t\t\t\t\t(parent as NgtAnyRecord)['material'].buffer = this.fboMainRef()?.texture;\n\n\t\t\t\t\t// Set old state back\n\t\t\t\t\tstate.scene.background = oldBg;\n\t\t\t\t\tstate.gl.setRenderTarget(null);\n\t\t\t\t\t(parent as NgtAnyRecord)['material'] = this.materialRef.nativeElement;\n\t\t\t\t\tstate.gl.toneMapping = oldTone;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Component, CUSTOM_ELEMENTS_SCHEMA, Input } from '@angular/core';\nimport {\n\textend,\n\tinjectBeforeRender,\n\tinjectNgtRef,\n\tNgtArgs,\n\tsignalStore,\n\ttype NgtMeshStandardMaterial,\n} from 'angular-three';\nimport { MeshWobbleMaterial } from 'angular-three-soba/shaders';\n\nextend({ MeshWobbleMaterial });\n\nexport type NgtsMeshWobbleMaterialState = {\n\ttime: number;\n\tfactor: number;\n\tspeed: number;\n};\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-mesh-standard-material\n\t\t */\n\t\t'ngts-mesh-wobble-material': NgtsMeshWobbleMaterialState & NgtMeshStandardMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-mesh-wobble-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material]\"\n\t\t\t[ref]=\"materialRef\"\n\t\t\t[time]=\"time()\"\n\t\t\t[factor]=\"factor()\"\n\t\t\tattach=\"material\"\n\t\t\tngtCompound\n\t\t/>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsMeshWobbleMaterial {\n\tprivate inputs = signalStore<NgtsMeshWobbleMaterialState>({ speed: 1, time: 0, factor: 1 });\n\n\t@Input() materialRef = injectNgtRef<MeshWobbleMaterial>();\n\n\t@Input({ alias: 'time' }) set _time(time: number) {\n\t\tthis.inputs.set({ time });\n\t}\n\n\t@Input({ alias: 'factor' }) set _factor(factor: number) {\n\t\tthis.inputs.set({ factor });\n\t}\n\n\t@Input({ alias: 'speed' }) set _speed(speed: number) {\n\t\tthis.inputs.set({ speed });\n\t}\n\n\tmaterial = new MeshWobbleMaterial();\n\ttime = this.inputs.select('time');\n\tfactor = this.inputs.select('factor');\n\n\tconstructor() {\n\t\tinjectBeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.getElapsedTime() * this.inputs.get('speed');\n\t\t});\n\t}\n}\n","import { CUSTOM_ELEMENTS_SCHEMA, Component, Input } from '@angular/core';\nimport { NgtArgs, injectNgtRef, type NgtPointsMaterial } from 'angular-three';\nimport * as THREE from 'three';\n\nconst opaque_fragment = parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'opaque_fragment' : 'output_fragment';\n\nexport class PointMaterial extends THREE.PointsMaterial {\n\tconstructor(parameters: THREE.PointsMaterialParameters) {\n\t\tsuper(parameters);\n\t\tthis.onBeforeCompile = (shader, renderer) => {\n\t\t\tconst { isWebGL2 } = renderer.capabilities;\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t`#include <${opaque_fragment}>`,\n\t\t\t\t`\n ${\n\t\t\t!isWebGL2\n\t\t\t\t? `#extension GL_OES_standard_derivatives : enable\\n#include <${opaque_fragment}>`\n\t\t\t\t: `#include <${opaque_fragment}>`\n\t\t}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r);\n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${parseInt(THREE.REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n `,\n\t\t\t);\n\t\t};\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngt-point-material': NgtPointsMaterial;\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngts-point-material': NgtPointsMaterial;\n\t}\n}\n\n@Component({\n\tselector: 'ngts-point-material',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-primitive ngtCompound [ref]=\"pointMaterialRef\" *args=\"[material]\" attach=\"material\" />\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n})\nexport class NgtsPointMaterial {\n\t@Input() pointMaterialRef = injectNgtRef<PointMaterial>();\n\n\tmaterial = new PointMaterial({});\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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