angular-three-soba 4.2.0 → 4.2.2

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Files changed (30) hide show
  1. package/fesm2022/angular-three-soba-abstractions.mjs +98 -98
  2. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  3. package/fesm2022/angular-three-soba-cameras.mjs +26 -26
  4. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  5. package/fesm2022/angular-three-soba-controls.mjs +32 -32
  6. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  7. package/fesm2022/angular-three-soba-gizmos.mjs +119 -119
  8. package/fesm2022/angular-three-soba-gizmos.mjs.map +1 -1
  9. package/fesm2022/angular-three-soba-loaders.mjs +6 -6
  10. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  11. package/fesm2022/angular-three-soba-materials.mjs +75 -75
  12. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  13. package/fesm2022/angular-three-soba-misc.mjs +85 -76
  14. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  15. package/fesm2022/angular-three-soba-performances.mjs +164 -60
  16. package/fesm2022/angular-three-soba-performances.mjs.map +1 -1
  17. package/fesm2022/angular-three-soba-staging.mjs +257 -257
  18. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  19. package/fesm2022/angular-three-soba-stats.mjs +5 -5
  20. package/fesm2022/angular-three-soba-stats.mjs.map +1 -1
  21. package/package.json +141 -140
  22. package/performances/README.md +47 -0
  23. package/types/angular-three-soba-abstractions.d.ts +57 -57
  24. package/types/angular-three-soba-cameras.d.ts +3 -3
  25. package/types/angular-three-soba-controls.d.ts +4 -4
  26. package/types/angular-three-soba-gizmos.d.ts +4 -4
  27. package/types/angular-three-soba-materials.d.ts +4 -4
  28. package/types/angular-three-soba-misc.d.ts +16 -5
  29. package/types/angular-three-soba-performances.d.ts +55 -9
  30. package/types/angular-three-soba-staging.d.ts +13 -13
@@ -1 +1 @@
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- {"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/soba/materials/src/lib/custom-shader-material.ts","../../../../libs/soba/materials/src/lib/mesh-distort-material.ts","../../../../libs/soba/materials/src/lib/mesh-portal-material.ts","../../../../libs/soba/materials/src/lib/mesh-reflector-material.ts","../../../../libs/soba/materials/src/lib/mesh-refraction-material.ts","../../../../libs/soba/materials/src/lib/mesh-transmission-material.ts","../../../../libs/soba/materials/src/lib/mesh-wobble-material.ts","../../../../libs/soba/materials/src/lib/point-material.ts","../../../../libs/soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n} from '@angular/core';\nimport { is, NgtAnyRecord, NgtArgs, NgtAttachable, omit, pick } from 'angular-three';\nimport * as THREE from 'three';\nimport CustomShaderMaterial from 'three-custom-shader-material/vanilla';\n\n/**\n * A wrapper component for three-custom-shader-material that allows extending\n * existing Three.js materials with custom vertex and fragment shaders.\n *\n * @example\n * ```html\n * <ngts-custom-shader-material\n * [baseMaterial]=\"MeshStandardMaterial\"\n * [options]=\"{\n * vertexShader: myVertexShader,\n * fragmentShader: myFragmentShader,\n * uniforms: { time: { value: 0 } }\n * }\"\n * />\n * ```\n */\n@Component({\n\tselector: 'ngts-custom-shader-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material()]\" [attach]=\"attach()\" [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsCustomShaderMaterial {\n\t/**\n\t * The base Three.js material to extend. Can be a material instance, material class, or ElementRef to a material.\n\t */\n\tbaseMaterial = input.required<THREE.Material | typeof THREE.Material | ElementRef<THREE.Material>>();\n\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the custom shader material including vertex/fragment shaders,\n\t * uniforms, and cache key.\n\t */\n\toptions = input({} as Omit<ConstructorParameters<typeof CustomShaderMaterial>[0], 'baseMaterial'>);\n\n\t/** Material parameters excluding shader-specific options. */\n\tparameters = omit(this.options, ['fragmentShader', 'vertexShader', 'uniforms', 'cacheKey']);\n\n\tprivate base = computed(() => {\n\t\tconst baseMaterial = this.baseMaterial();\n\t\treturn is.ref(baseMaterial) ? baseMaterial.nativeElement : baseMaterial;\n\t});\n\n\tprivate fragmentShader = pick(this.options, 'fragmentShader');\n\tprivate vertexShader = pick(this.options, 'vertexShader');\n\tprivate uniforms = pick(this.options, 'uniforms');\n\tprivate cacheKey = pick(this.options, 'cacheKey');\n\n\t/** The computed CustomShaderMaterial instance that combines the base material with custom shaders. */\n\tmaterial = computed(() => {\n\t\tconst [base, fragmentShader, vertexShader, uniforms, cacheKey] = [\n\t\t\tthis.base(),\n\t\t\tthis.fragmentShader(),\n\t\t\tthis.vertexShader(),\n\t\t\tthis.uniforms(),\n\t\t\tthis.cacheKey(),\n\t\t];\n\n\t\t// NOTE: this is specific to angular-three\n\t\tif (is.instance(base)) {\n\t\t\tdelete (base as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (base as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\treturn new CustomShaderMaterial({\n\t\t\tbaseMaterial: base,\n\t\t\tfragmentShader,\n\t\t\tvertexShader,\n\t\t\tuniforms,\n\t\t\tcacheKey,\n\t\t});\n\t});\n\n\tconstructor() {\n\t\teffect((onCleanup) => {\n\t\t\tconst material = this.material();\n\t\t\tonCleanup(() => material.dispose());\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { beforeRender, NgtArgs, NgtAttachable, NgtThreeElements, omit, pick } from 'angular-three';\nimport { MeshDistortMaterial, MeshDistortMaterialParameters } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\n\n/**\n * Configuration options for the NgtsMeshDistortMaterial component.\n */\nexport interface NgtsMeshDistortMaterialOptions\n\textends Partial<MeshDistortMaterialParameters>, Partial<NgtThreeElements['ngt-mesh-physical-material']> {\n\t/**\n\t * Animation speed multiplier for the distortion effect.\n\t * @default 1\n\t */\n\tspeed: number;\n\n\t/**\n\t * Distortion intensity factor.\n\t */\n\tfactor?: number;\n}\n\nconst defaultOptions: NgtsMeshDistortMaterialOptions = {\n\tspeed: 1,\n};\n\n/**\n * A material that applies animated noise-based distortion to mesh surfaces.\n * Extends MeshPhysicalMaterial with vertex displacement using simplex noise.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-sphere-geometry />\n * <ngts-mesh-distort-material [options]=\"{ speed: 2, factor: 0.5, color: 'hotpink' }\" />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-distort-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [attach]=\"attach()\" [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshDistortMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the distort material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\n\t/** Parameters excluding animation speed. */\n\tprotected parameters = omit(this.options, ['speed']);\n\n\t/** The underlying MeshDistortMaterial instance. */\n\tmaterial = new MeshDistortMaterial();\n\n\tprivate speed = pick(this.options, 'speed');\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\n\t\tbeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.elapsedTime * this.speed();\n\t\t});\n\t}\n}\n","import { NgTemplateOutlet } from '@angular/common';\nimport {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tcontentChild,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDirective,\n\teffect,\n\tElementRef,\n\tinput,\n\tsignal,\n\tTemplateRef,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\textend,\n\tgetInstanceState,\n\tinjectStore,\n\tis,\n\tNgtAttachable,\n\tNgtComputeFunction,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { fbo, getVersion, intersect } from 'angular-three-soba/misc';\nimport { NgtsRenderTexture } from 'angular-three-soba/staging';\nimport {\n\tMeshPortalMaterial,\n\tmeshPortalMaterialApplySDF,\n\tNgtMeshPortalMaterial,\n} from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { FullScreenQuad } from 'three-stdlib';\n\n/**\n * Internal directive used inside the render texture to manage portal scene rendering.\n * Handles blending between the portal scene and the world scene, manages scene matrices,\n * and coordinates the rendering pipeline for portal effects.\n *\n * @internal This directive is used internally by NgtsMeshPortalMaterial.\n */\n@Directive({ selector: 'ngts-manage-portal-scene' })\nexport class ManagePortalScene {\n\t/** Whether events should be enabled inside the portal. */\n\tevents = input<boolean>();\n\n\t/** Reference to the root/world scene for blending. */\n\trootScene = input.required<THREE.Scene>();\n\n\t/** Reference to the portal material for accessing blend values. */\n\tmaterial = input.required<NgtMeshPortalMaterial>();\n\n\t/** Render priority for the portal scene. */\n\tpriority = input.required<number>();\n\n\t/** Whether the portal uses world-space coordinates. */\n\tworldUnits = input.required<boolean>();\n\n\tconstructor() {\n\t\tconst renderTextureStore = injectStore();\n\n\t\tconst buffer1 = fbo();\n\t\tconst buffer2 = fbo();\n\n\t\tconst fullScreenQuad = computed(() => {\n\t\t\t// This fullscreen-quad is used to blend the two textures\n\t\t\tconst blend = { value: 0 };\n\t\t\tconst quad = new FullScreenQuad(\n\t\t\t\tnew THREE.ShaderMaterial({\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\ta: { value: buffer1.texture },\n\t\t\t\t\t\tb: { value: buffer2.texture },\n\t\t\t\t\t\tblend,\n\t\t\t\t\t},\n\t\t\t\t\tvertexShader: /*glsl*/ `\n\t\t varying vec2 vUv;\n\t\t void main() {\n\t\t vUv = uv;\n\t\t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t }`,\n\t\t\t\t\tfragmentShader: /*glsl*/ `\n\t\t uniform sampler2D a;\n\t\t uniform sampler2D b;\n\t\t uniform float blend;\n\t\t varying vec2 vUv;\n\t\t #include <packing>\n\t\t void main() {\n\t\t vec4 ta = texture2D(a, vUv);\n\t\t vec4 tb = texture2D(b, vUv);\n\t\t gl_FragColor = mix(tb, ta, blend);\n\t\t #include <tonemapping_fragment>\n\t\t #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t }`,\n\t\t\t\t}),\n\t\t\t);\n\t\t\treturn [quad, blend] as const;\n\t\t});\n\n\t\teffect(() => {\n\t\t\trenderTextureStore.scene().matrixAutoUpdate = false;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [events, setEvents] = [this.events(), renderTextureStore.setEvents()];\n\t\t\tif (!events) return;\n\t\t\tsetEvents({ enabled: events });\n\t\t});\n\n\t\tbeforeRender(\n\t\t\t({ gl, camera }) => {\n\t\t\t\tconst material = this.material();\n\n\t\t\t\tconst instanceState = getInstanceState(material);\n\t\t\t\tif (!instanceState) return;\n\n\t\t\t\tconst parent = instanceState.parent();\n\t\t\t\tif (!parent) return;\n\n\t\t\t\tconst priority = this.priority();\n\t\t\t\tconst materialBlend = 'blend' in material && typeof material.blend === 'number' ? material.blend : 0;\n\t\t\t\tconst [worldUnits, rootScene, scene, [quad, blend]] = [\n\t\t\t\t\tthis.worldUnits(),\n\t\t\t\t\tthis.rootScene(),\n\t\t\t\t\trenderTextureStore.snapshot.scene,\n\t\t\t\t\tfullScreenQuad(),\n\t\t\t\t];\n\t\t\t\t// Move portal contents along with the parent if worldUnits is true\n\t\t\t\tif (!worldUnits) {\n\t\t\t\t\t// If the portal renders exclusively the original scene needs to be updated\n\t\t\t\t\tif (priority && materialBlend === 1) parent['updateWorldMatrix'](true, false);\n\t\t\t\t\tscene.matrixWorld.copy(parent['matrixWorld']);\n\t\t\t\t} else {\n\t\t\t\t\tscene.matrixWorld.identity();\n\t\t\t\t}\n\n\t\t\t\t// This bit is only necessary if the portal is blended, now it has a render-priority\n\t\t\t\t// and will take over the render loop\n\t\t\t\tif (priority) {\n\t\t\t\t\tif (materialBlend > 0 && materialBlend < 1) {\n\t\t\t\t\t\t// If blend is ongoing (> 0 and < 1) then we need to render both the root scene\n\t\t\t\t\t\t// and the portal scene, both will then be mixed in the quad from above\n\t\t\t\t\t\tblend.value = materialBlend;\n\t\t\t\t\t\tgl.setRenderTarget(buffer1);\n\t\t\t\t\t\tgl.render(scene, camera);\n\t\t\t\t\t\tgl.setRenderTarget(buffer2);\n\t\t\t\t\t\tgl.render(rootScene, camera);\n\t\t\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\t\t\tquad.render(gl);\n\t\t\t\t\t} else if (materialBlend === 1) {\n\t\t\t\t\t\t// However if blend is 1 we only need to render the portal scene\n\t\t\t\t\t\tgl.render(scene, camera);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ priority: this.priority },\n\t\t);\n\t}\n}\n\n/**\n * Configuration options for the NgtsMeshPortalMaterial component.\n */\nexport interface NgtsMeshPortalMaterialOptions extends Partial<NgtThreeElements['ngt-shader-material']> {\n\t/**\n\t * Mix the portal's own scene with the world scene.\n\t * 0 = world scene render, 0.5 = both scenes render, 1 = portal scene renders.\n\t * @default 0\n\t */\n\tblend: number;\n\n\t/**\n\t * Edge fade blur using signed distance field (SDF).\n\t * @default 0\n\t */\n\tblur: number;\n\n\t/**\n\t * SDF resolution. Smaller values result in faster start-up time.\n\t * @default 512\n\t */\n\tresolution: number;\n\n\t/**\n\t * Whether portal contents use world-space coordinates.\n\t * When false (default), contents are affected by the local matrix transform.\n\t * @default false\n\t */\n\tworldUnits: boolean;\n\n\t/**\n\t * Event priority for the portal's raycasting.\n\t * @default 0\n\t */\n\teventPriority: number;\n\n\t/**\n\t * Render priority for the portal scene.\n\t * @default 0\n\t */\n\trenderPriority: number;\n\n\t/**\n\t * Whether to disable events inside the portal.\n\t * @default false\n\t */\n\tevents: boolean;\n}\n\nconst defaultOptions: NgtsMeshPortalMaterialOptions = {\n\tblend: 0,\n\tblur: 0,\n\tresolution: 512,\n\tworldUnits: false,\n\teventPriority: 0,\n\trenderPriority: 0,\n\tevents: false,\n};\n\n/**\n * A material that creates a portal effect, rendering a separate scene inside a mesh.\n * Supports smooth blending between the portal scene and the world scene, edge blur,\n * and automatic visibility culling.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-plane-geometry />\n * <ngts-mesh-portal-material [options]=\"{ blend: 1, blur: 0.5 }\">\n * <ng-template>\n * <!-- Portal scene content -->\n * <ngt-mesh>\n * <ngt-box-geometry />\n * <ngt-mesh-basic-material color=\"red\" />\n * </ngt-mesh>\n * </ng-template>\n * </ngts-mesh-portal-material>\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-portal-material',\n\ttemplate: `\n\t\t<ngt-mesh-portal-material\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[blur]=\"blur()\"\n\t\t\t[blend]=\"0\"\n\t\t\t[resolution]=\"materialResolution()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngts-render-texture\n\t\t\t\t[options]=\"{\n\t\t\t\t\tframes: renderTextureFrames(),\n\t\t\t\t\teventPriority: eventPriority(),\n\t\t\t\t\trenderPriority: renderPriority(),\n\t\t\t\t\tcompute: renderTextureCompute,\n\t\t\t\t}\"\n\t\t\t>\n\t\t\t\t<ng-template renderTextureContent let-injector=\"injector\">\n\t\t\t\t\t<ng-container [ngTemplateOutlet]=\"content()\" [ngTemplateOutletInjector]=\"injector\" />\n\t\t\t\t\t<ngts-manage-portal-scene\n\t\t\t\t\t\t[events]=\"events()\"\n\t\t\t\t\t\t[rootScene]=\"rootScene()\"\n\t\t\t\t\t\t[priority]=\"priority()\"\n\t\t\t\t\t\t[material]=\"material\"\n\t\t\t\t\t\t[worldUnits]=\"worldUnits()\"\n\t\t\t\t\t/>\n\t\t\t\t</ng-template>\n\t\t\t</ngts-render-texture>\n\t\t</ngt-mesh-portal-material>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtsRenderTexture, ManagePortalScene, NgTemplateOutlet],\n})\nexport class NgtsMeshPortalMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the portal material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, [\n\t\t'blur',\n\t\t'resolution',\n\t\t'worldUnits',\n\t\t'eventPriority',\n\t\t'renderPriority',\n\t\t'events',\n\t]);\n\n\tprotected blur = pick(this.options, 'blur');\n\tprotected eventPriority = pick(this.options, 'eventPriority');\n\tprotected renderPriority = pick(this.options, 'renderPriority');\n\tprotected events = pick(this.options, 'events');\n\tprotected worldUnits = pick(this.options, 'worldUnits');\n\n\t/** Reference to the underlying MeshPortalMaterial element. */\n\tmaterialRef = viewChild.required<ElementRef<InstanceType<typeof MeshPortalMaterial>>>('material');\n\n\t/** The content template to render inside the portal. */\n\tprotected content = contentChild.required(TemplateRef);\n\n\tprivate store = injectStore();\n\tprotected rootScene = this.store.scene;\n\n\tprotected materialResolution = computed(() => [\n\t\tthis.store.size.width() * this.store.viewport.dpr(),\n\t\tthis.store.size.height() * this.store.viewport.dpr(),\n\t]);\n\tprivate resolution = pick(this.options, 'resolution');\n\n\tprivate parent = signal<THREE.Mesh | null>(null);\n\tprivate visible = intersect(this.parent, { source: signal(true) });\n\n\tprotected renderTextureFrames = computed(() => (this.visible() ? Infinity : 0));\n\n\tprotected renderTextureCompute = (...args: Parameters<NgtComputeFunction>) => {\n\t\tconst [parent, material] = [this.parent(), this.materialRef().nativeElement];\n\t\tif (!parent) return false;\n\n\t\tconst [event, state] = args;\n\n\t\tstate.snapshot.pointer.set(\n\t\t\t(event.offsetX / state.snapshot.size.width) * 2 - 1,\n\t\t\t-(event.offsetY / state.snapshot.size.height) * 2 + 1,\n\t\t);\n\t\tstate.snapshot.raycaster.setFromCamera(state.snapshot.pointer, state.snapshot.camera);\n\n\t\tif ('blend' in material && material.blend === 0) {\n\t\t\t// We run a quick check against the parent, if it isn't hit there's no need to raycast at all\n\t\t\tconst [intersection] = state.snapshot.raycaster.intersectObject(parent);\n\t\t\tif (!intersection) {\n\t\t\t\t// Cancel out the raycast camera if the parent mesh isn't hit\n\t\t\t\tObject.assign(state.snapshot.raycaster, { camera: undefined });\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn;\n\t};\n\n\tprotected priority = signal(0);\n\n\tconstructor() {\n\t\textend({ MeshPortalMaterial });\n\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef().nativeElement;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst materialParent = instanceState.parent();\n\t\t\tif (!materialParent || !is.three<THREE.Mesh>(materialParent, 'isMesh')) return;\n\n\t\t\t// Since the ref above is not tied to a mesh directly (we're inside a material),\n\t\t\t// it has to be tied to the parent mesh here\n\t\t\tthis.parent.set(materialParent);\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst events = this.events();\n\t\t\tif (!events) return;\n\n\t\t\tconst setEvents = this.store.setEvents();\n\t\t\tsetEvents({ enabled: !events });\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [material, parent] = [this.materialRef().nativeElement, this.parent()];\n\t\t\tif (!parent) return;\n\n\t\t\tconst [resolution, blur, gl] = [this.resolution(), this.blur(), this.store.gl()];\n\n\t\t\t// apply the SDF mask once\n\t\t\tif (blur && material.sdf == null) {\n\t\t\t\tmeshPortalMaterialApplySDF(parent, resolution, gl);\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(() => {\n\t\t\tconst material = this.materialRef().nativeElement;\n\t\t\tconst priority =\n\t\t\t\t'blend' in material && typeof material.blend === 'number' && material.blend > 0\n\t\t\t\t\t? Math.max(1, this.renderPriority())\n\t\t\t\t\t: 0;\n\n\t\t\t// If blend is > 0 then the portal is being entered, the render-priority must change\n\t\t\tif (this.priority() !== priority) {\n\t\t\t\tthis.priority.set(priority);\n\t\t\t}\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tapplyProps,\n\tbeforeRender,\n\tgetInstanceState,\n\tinjectStore,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\n\n/**\n * Configuration options for the NgtsMeshReflectorMaterial component.\n */\nexport interface NgtsMeshReflectorMaterialOptions extends Partial<NgtThreeElements['ngt-mesh-standard-material']> {\n\t/**\n\t * Resolution of the reflection render target.\n\t * @default 256\n\t */\n\tresolution: number;\n\n\t/**\n\t * Amount of blur mixing applied to the reflection.\n\t * @default 0\n\t */\n\tmixBlur: number;\n\n\t/**\n\t * Strength of the reflection mix.\n\t * @default 1\n\t */\n\tmixStrength: number;\n\n\t/**\n\t * Blur amount as [x, y] or a single value for both axes.\n\t * @default [0, 0]\n\t */\n\tblur: [number, number] | number;\n\n\t/**\n\t * Mirror reflection intensity (0 = no mirror, 1 = full mirror).\n\t * @default 0\n\t */\n\tmirror: number;\n\n\t/**\n\t * Minimum depth threshold for depth-based effects.\n\t * @default 0.9\n\t */\n\tminDepthThreshold: number;\n\n\t/**\n\t * Maximum depth threshold for depth-based effects.\n\t * @default 1\n\t */\n\tmaxDepthThreshold: number;\n\n\t/**\n\t * Scale factor for depth-based effects.\n\t * @default 0\n\t */\n\tdepthScale: number;\n\n\t/**\n\t * Bias ratio between depth and blur effects.\n\t * @default 0.25\n\t */\n\tdepthToBlurRatioBias: number;\n\n\t/**\n\t * Distortion intensity applied to the reflection.\n\t * @default 1\n\t */\n\tdistortion: number;\n\n\t/**\n\t * Contrast adjustment for the reflection mix.\n\t * @default 1\n\t */\n\tmixContrast: number;\n\n\t/**\n\t * Offset of the reflector plane along its normal.\n\t * @default 0\n\t */\n\treflectorOffset: number;\n\n\t/**\n\t * Optional texture to apply distortion effects to the reflection.\n\t */\n\tdistortionMap?: THREE.Texture;\n}\n\nconst defaultOptions: NgtsMeshReflectorMaterialOptions = {\n\tmixBlur: 0,\n\tmixStrength: 1,\n\tresolution: 256,\n\tblur: [0, 0],\n\tminDepthThreshold: 0.9,\n\tmaxDepthThreshold: 1,\n\tdepthScale: 0,\n\tdepthToBlurRatioBias: 0.25,\n\tmirror: 0,\n\tdistortion: 1,\n\tmixContrast: 1,\n\treflectorOffset: 0,\n};\n\n/**\n * A material that creates realistic reflections on a planar surface.\n * Supports blur, depth-based effects, distortion, and mirror-like reflections.\n * The parent mesh should be a flat plane for best results.\n *\n * @example\n * ```html\n * <ngt-mesh [rotation]=\"[-Math.PI / 2, 0, 0]\">\n * <ngt-plane-geometry *args=\"[10, 10]\" />\n * <ngts-mesh-reflector-material\n * [options]=\"{\n * blur: [300, 100],\n * resolution: 1024,\n * mixBlur: 1,\n * mixStrength: 50,\n * mirror: 0.5,\n * color: '#a0a0a0'\n * }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-reflector-material',\n\ttemplate: `\n\t\t<ngt-primitive #material *args=\"[material()]\" [attach]=\"attach()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshReflectorMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the reflector material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprivate parameters = omit(this.options, [\n\t\t'distortionMap',\n\t\t'resolution',\n\t\t'mixBlur',\n\t\t'mixStrength',\n\t\t'blur',\n\t\t'minDepthThreshold',\n\t\t'maxDepthThreshold',\n\t\t'depthScale',\n\t\t'depthToBlurRatioBias',\n\t\t'mirror',\n\t\t'distortion',\n\t\t'mixContrast',\n\t\t'reflectorOffset',\n\t]);\n\n\tprivate store = injectStore();\n\n\t/** Reference to the underlying MeshReflectorMaterial element. */\n\tmaterialRef = viewChild<ElementRef<MeshReflectorMaterial>>('material');\n\n\tprivate reflectOptions = pick(this.options, [\n\t\t'distortionMap',\n\t\t'resolution',\n\t\t'mixBlur',\n\t\t'mixStrength',\n\t\t'blur',\n\t\t'minDepthThreshold',\n\t\t'maxDepthThreshold',\n\t\t'depthScale',\n\t\t'depthToBlurRatioBias',\n\t\t'mirror',\n\t\t'distortion',\n\t\t'mixContrast',\n\t\t'reflectorOffset',\n\t]);\n\n\tprivate blur = pick(this.reflectOptions, 'blur');\n\n\tprivate normalizedBlur = computed(() => {\n\t\tconst blur = this.blur();\n\t\treturn Array.isArray(blur) ? blur : [blur, blur];\n\t});\n\tprivate hasBlur = computed(() => this.normalizedBlur()[0] + this.normalizedBlur()[1] > 0);\n\tprivate blurX = computed(() => this.normalizedBlur()[0]);\n\tprivate blurY = computed(() => this.normalizedBlur()[1]);\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 textureMatrix = new THREE.Matrix4();\n\tprivate virtualCamera = new THREE.PerspectiveCamera();\n\n\tprivate reflectState = computed(() => {\n\t\tconst [\n\t\t\tgl,\n\t\t\t{\n\t\t\t\tresolution,\n\t\t\t\tminDepthThreshold,\n\t\t\t\tmaxDepthThreshold,\n\t\t\t\tdepthScale,\n\t\t\t\tdepthToBlurRatioBias,\n\t\t\t\tmirror,\n\t\t\t\tmixBlur,\n\t\t\t\tmixStrength,\n\t\t\t\tdistortion,\n\t\t\t\tdistortionMap,\n\t\t\t\tmixContrast,\n\t\t\t},\n\t\t\thasBlur,\n\t\t\tblurX,\n\t\t\tblurY,\n\t\t] = [this.store.gl(), this.reflectOptions(), this.hasBlur(), this.blurX(), this.blurY()];\n\n\t\tconst renderTargetParameters = {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\ttype: THREE.HalfFloatType,\n\t\t};\n\n\t\tconst fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, renderTargetParameters);\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\t\tconst fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, renderTargetParameters);\n\n\t\tconst blurPass = new BlurPass({\n\t\t\tgl,\n\t\t\tresolution,\n\t\t\twidth: blurX,\n\t\t\theight: blurY,\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t});\n\n\t\tconst defines: NgtAnyRecord = {};\n\n\t\tif (hasBlur) {\n\t\t\tdefines['USE_BLUR'] = '';\n\t\t}\n\n\t\tif (depthScale > 0) {\n\t\t\tdefines['USE_DEPTH'] = '';\n\t\t}\n\n\t\tif (distortionMap) {\n\t\t\tdefines['USE_DISTORTION'] = '';\n\t\t}\n\n\t\tconst reflectorParameters = {\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};\n\n\t\treturn { fbo1, fbo2, blurPass, reflectorParameters };\n\t});\n\n\tprivate definesKey = computed(() => {\n\t\tconst defines = this.reflectState().reflectorParameters.defines;\n\t\treturn Object.entries(defines).reduce((acc, [key, value]) => (value != null ? `${acc} ${key}` : acc), '');\n\t});\n\n\t/** The computed MeshReflectorMaterial instance. Recreated when defines change. */\n\tmaterial = computed(() => {\n\t\tconst prevMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (prevMaterial) {\n\t\t\tprevMaterial.dispose();\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\t// tracking defines key so that the material is recreated when the defines change\n\t\tthis.definesKey();\n\t\treturn new MeshReflectorMaterial();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\t\t\tconst { reflectorParameters } = this.reflectState();\n\t\t\tapplyProps(material, { ...reflectorParameters, ...this.parameters() });\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(({ gl, scene }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst parent = Reflect.get(material, 'parent') ?? untracked(instanceState.parent);\n\t\t\tif (!parent) return;\n\n\t\t\tconst { fbo1, fbo2, blurPass } = this.reflectState();\n\t\t\tconst hasBlur = this.hasBlur();\n\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();\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() {\n\t\tconst material = this.materialRef()?.nativeElement;\n\t\tif (!material) return;\n\n\t\tconst instanceState = getInstanceState(material);\n\t\tif (!instanceState) return;\n\n\t\tconst parent = Reflect.get(material, 'parent') ?? untracked(instanceState.parent);\n\t\tif (!parent) return;\n\n\t\tconst { camera } = this.store.snapshot;\n\t\tconst { reflectorOffset } = untracked(this.reflectOptions);\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, 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 {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\tgetInstanceState,\n\tinjectStore,\n\tis,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { MeshBVH, MeshBVHUniformStruct, SAH } from 'three-mesh-bvh';\n\n/**\n * Configuration options for the NgtsMeshRefractionMaterial component.\n */\nexport interface NgtsMeshRefractionMaterialOptions extends Partial<NgtThreeElements['ngt-shader-material']> {\n\t/**\n\t * Number of ray-cast bounces. Higher values are more expensive.\n\t * @default 2\n\t */\n\tbounces: number;\n\n\t/**\n\t * Index of refraction. Diamond is 2.4, glass is 1.5.\n\t * @default 2.4\n\t */\n\tior: number;\n\n\t/**\n\t * Fresnel effect intensity (strip light reflections).\n\t * @default 0\n\t */\n\tfresnel: number;\n\n\t/**\n\t * RGB chromatic aberration shift intensity. Can be expensive.\n\t * @default 0\n\t */\n\taberrationStrength: number;\n\n\t/**\n\t * Base color of the refractive material.\n\t * @default 'white'\n\t */\n\tcolor: THREE.ColorRepresentation;\n\n\t/**\n\t * Use fewer ray casts for RGB shift, sacrificing physical accuracy for performance.\n\t * @default true\n\t */\n\tfastChroma: boolean;\n}\n\nconst defaultOptions: NgtsMeshRefractionMaterialOptions = {\n\tbounces: 2,\n\tior: 2.4,\n\tfresnel: 0,\n\taberrationStrength: 0,\n\tcolor: 'white',\n\tfastChroma: true,\n};\n\n/**\n * A material that simulates realistic light refraction through transparent objects.\n * Uses ray tracing with BVH acceleration for accurate light bending effects.\n * Ideal for diamonds, crystals, glass, and other transparent materials.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-dodecahedron-geometry />\n * <ngts-mesh-refraction-material\n * [envMap]=\"environmentTexture\"\n * [options]=\"{ bounces: 3, ior: 2.4, fresnel: 1, aberrationStrength: 0.02 }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-refraction-material',\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material()]\"\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t\t[envMap]=\"envMap()\"\n\t\t\t[aberrationStrength]=\"aberrationStrength()\"\n\t\t\t[resolution]=\"resolution()\"\n\t\t\t[defines]=\"defines()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshRefractionMaterial {\n\t/**\n\t * Environment map texture for reflections and refractions.\n\t * Required for the material to display properly.\n\t */\n\tenvMap = input.required<THREE.CubeTexture | THREE.Texture>();\n\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the refraction material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, ['fastChroma', 'aberrationStrength']);\n\n\tprivate fastChroma = pick(this.options, 'fastChroma');\n\tprotected aberrationStrength = pick(this.options, 'aberrationStrength');\n\n\t/** Reference to the underlying MeshRefractionMaterial element. */\n\tmaterialRef = viewChild<ElementRef<InstanceType<typeof MeshRefractionMaterial>>>('material');\n\n\tprivate store = injectStore();\n\n\tprotected resolution = computed(() => [this.store.size.width(), this.store.size.height()]);\n\tprotected defines = computed(() => {\n\t\tconst _defines = {} as { [key: string]: string };\n\t\tconst [envMap, aberrationStrength, fastChroma] = [\n\t\t\tuntracked(this.envMap),\n\t\t\tthis.aberrationStrength(),\n\t\t\tthis.fastChroma(),\n\t\t];\n\t\tconst isCubeMap = is.three<THREE.CubeTexture>(envMap, 'isCubeTexture');\n\n\t\tconst w =\n\t\t\t('width' in envMap\n\t\t\t\t? envMap.width\n\t\t\t\t: isCubeMap\n\t\t\t\t\t? (envMap as THREE.CubeTexture<{ width?: number }>).image[0]?.width\n\t\t\t\t\t: (envMap as THREE.Texture<{ width?: number }>).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\n\t\tif (isCubeMap) _defines['ENVMAP_TYPE_CUBEM'] = '';\n\t\t_defines['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n\t\t_defines['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n\t\t_defines['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n\n\t\t// Add defines from chromatic aberration\n\t\tif (aberrationStrength > 0) _defines['CHROMATIC_ABERRATIONS'] = '';\n\t\tif (fastChroma) _defines['FAST_CHROMA'] = '';\n\n\t\treturn _defines;\n\t});\n\n\tprivate defineKeys = computed(() => {\n\t\treturn Object.keys(this.defines()).join(' ');\n\t});\n\n\tprotected material = computed(() => {\n\t\tconst prevMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (prevMaterial) {\n\t\t\tprevMaterial.dispose();\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\t// track by this.defineKeys\n\t\tthis.defineKeys();\n\t\treturn new MeshRefractionMaterial();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst parent = untracked(instanceState.parent);\n\t\t\tconst geometry = (parent as unknown as THREE.Mesh).geometry;\n\t\t\tif (geometry) {\n\t\t\t\tconst bvh = new MeshBVHUniformStruct();\n\t\t\t\tbvh.updateFrom(new MeshBVH(geometry.clone().toNonIndexed(), { strategy: SAH }));\n\t\t\t\tObject.assign(material, { bvh });\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(({ camera }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tObject.assign(material, {\n\t\t\t\t\tviewMatrixInverse: camera.matrixWorld,\n\t\t\t\t\tprojectionMatrixInverse: camera.projectionMatrixInverse,\n\t\t\t\t});\n\t\t\t}\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\tgetInstanceState,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { fbo } from 'angular-three-soba/misc';\nimport { MeshDiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\n\n/**\n * Constructor parameters for MeshTransmissionMaterial.\n */\nexport type MeshTransmissionMaterialOptions = Exclude<\n\tConstructorParameters<typeof MeshTransmissionMaterial>[0],\n\tundefined\n>;\n\n/**\n * Configuration options for the NgtsMeshTransmissionMaterial component.\n */\nexport type NgtsMeshTransmissionMaterialOptions = Partial<NgtThreeElements['ngt-mesh-physical-material']> &\n\tOmit<MeshTransmissionMaterialOptions, 'buffer' | 'anisotropicBlur' | 'samples' | 'transmissionSampler'> & {\n\t\t/**\n\t\t * Anisotropic blur amount for the transmission effect.\n\t\t */\n\t\tanisotropicBlur?: number;\n\n\t\t/**\n\t\t * Custom buffer texture. If not provided, an internal FBO is used.\n\t\t */\n\t\tbuffer?: THREE.Texture;\n\n\t\t/**\n\t\t * Use the Three.js transmission sampler texture that is generated once for all transmissive materials.\n\t\t * Faster with multiple transmissive materials, but they can't see other transparent objects.\n\t\t * @default false\n\t\t */\n\t\ttransmissionSampler: boolean;\n\n\t\t/**\n\t\t * Render the backside of the material for more accurate results (higher cost).\n\t\t * @default false\n\t\t */\n\t\tbackside: boolean;\n\n\t\t/**\n\t\t * Thickness of the backside when backside rendering is enabled.\n\t\t * @default 0\n\t\t */\n\t\tbacksideThickness: number;\n\n\t\t/**\n\t\t * Environment map intensity for the backside.\n\t\t * @default 1\n\t\t */\n\t\tbacksideEnvMapIntensity: number;\n\n\t\t/**\n\t\t * Resolution of the local buffer. Defaults to fullscreen if undefined.\n\t\t */\n\t\tresolution?: number;\n\n\t\t/**\n\t\t * Resolution of the local buffer for backfaces. Defaults to resolution if undefined.\n\t\t */\n\t\tbacksideResolution?: number;\n\n\t\t/**\n\t\t * Number of refraction samples.\n\t\t * @default 10\n\t\t */\n\t\tsamples: number;\n\n\t\t/**\n\t\t * Background for the buffer scene (texture, cubetexture, or color).\n\t\t * @default null\n\t\t */\n\t\tbackground?: THREE.Texture | THREE.Color | null;\n\t};\n\nconst defaultOptions: NgtsMeshTransmissionMaterialOptions = {\n\ttransmissionSampler: false,\n\tbackside: false,\n\tside: THREE.FrontSide,\n\ttransmission: 1,\n\tthickness: 0,\n\tbacksideThickness: 0,\n\tbacksideEnvMapIntensity: 1,\n\tsamples: 10,\n};\n\n/**\n * A physically-based transmission material for realistic glass, water, and other transparent surfaces.\n * Extends MeshPhysicalMaterial with additional features like backside rendering,\n * temporal reprojection, and anisotropic blur.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-sphere-geometry />\n * <ngts-mesh-transmission-material\n * [options]=\"{\n * backside: true,\n * thickness: 0.5,\n * chromaticAberration: 0.05,\n * anisotropicBlur: 0.1\n * }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-transmission-material',\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material()]\"\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t\t[_transmission]=\"transmission()\"\n\t\t\t[transmission]=\"transmissionSampler() ? transmission() : 0\"\n\t\t\t[buffer]=\"bufferTexture()\"\n\t\t\t[anisotropicBlur]=\"anisotropicBlurOption()\"\n\t\t\t[side]=\"side()\"\n\t\t\t[thickness]=\"thickness()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshTransmissionMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the transmission material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, [\n\t\t'buffer',\n\t\t'transmissionSampler',\n\t\t'backside',\n\t\t'side',\n\t\t'transmission',\n\t\t'thickness',\n\t\t'backsideThickness',\n\t\t'backsideEnvMapIntensity',\n\t\t'samples',\n\t\t'resolution',\n\t\t'backsideResolution',\n\t\t'background',\n\t\t'anisotropy',\n\t\t'anisotropicBlur',\n\t]);\n\n\tprivate resolution = pick(this.options, 'resolution');\n\tprivate backsideResolution = pick(this.options, 'backsideResolution');\n\tprivate samples = pick(this.options, 'samples');\n\tprivate buffer = pick(this.options, 'buffer');\n\tprivate anisotropy = pick(this.options, 'anisotropy');\n\tprivate anisotropicBlur = pick(this.options, 'anisotropicBlur');\n\tprivate background = pick(this.options, 'background');\n\tprivate backside = pick(this.options, 'backside');\n\tprivate backsideThickness = pick(this.options, 'backsideThickness');\n\tprivate backsideEnvMapIntensity = pick(this.options, 'backsideEnvMapIntensity');\n\n\tprotected transmissionSampler = pick(this.options, 'transmissionSampler');\n\tprotected transmission = pick(this.options, 'transmission');\n\tprotected thickness = pick(this.options, 'thickness');\n\tprotected side = pick(this.options, 'side');\n\n\t/** Reference to the underlying MeshTransmissionMaterial element. */\n\tmaterialRef = viewChild<ElementRef<MeshTransmissionMaterial & MeshTransmissionMaterialOptions>>('material');\n\n\tprivate backResolution = computed(() => this.backsideResolution() || this.resolution());\n\n\tprivate fboBack = fbo(() => ({ width: this.backResolution() }));\n\tprivate fboMain = fbo(() => ({ width: this.resolution() }));\n\n\tprotected bufferTexture = computed(() => this.buffer() || this.fboMain.texture);\n\tprotected anisotropicBlurOption = computed(() => this.anisotropicBlur() || this.anisotropy());\n\n\tprivate discardMaterial = new MeshDiscardMaterial();\n\n\tprotected material = computed(() => {\n\t\tconst previousMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (previousMaterial) {\n\t\t\tpreviousMaterial.dispose();\n\t\t\tdelete (previousMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (previousMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\tconst [samples, transmissionSampler] = [this.samples(), this.transmissionSampler()];\n\t\treturn new MeshTransmissionMaterial({ samples, transmissionSampler });\n\t});\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\n\t\tlet oldBg: THREE.Texture | THREE.Color | null;\n\t\tlet oldEnvMapIntensity: number | undefined;\n\t\tlet oldTone: THREE.ToneMapping | undefined;\n\t\tlet parent: THREE.Mesh | undefined;\n\t\tbeforeRender(({ clock, gl, scene, camera }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst [\n\t\t\t\tfboMain,\n\t\t\t\tfboBack,\n\t\t\t\ttransmissionSampler,\n\t\t\t\tbackground,\n\t\t\t\tbackside,\n\t\t\t\tbacksideThickness,\n\t\t\t\tbacksideEnvMapIntensity,\n\t\t\t\tthickness,\n\t\t\t\tside,\n\t\t\t] = [\n\t\t\t\tthis.fboMain,\n\t\t\t\tthis.fboBack,\n\t\t\t\tthis.transmissionSampler(),\n\t\t\t\tthis.background(),\n\t\t\t\tthis.backside(),\n\t\t\t\tthis.backsideThickness(),\n\t\t\t\tthis.backsideEnvMapIntensity(),\n\t\t\t\tthis.thickness(),\n\t\t\t\tthis.side(),\n\t\t\t];\n\n\t\t\tmaterial.time = clock.elapsedTime;\n\t\t\t// Render only if the buffer matches the built-in and no transmission sampler is set\n\t\t\t// @ts-expect-error - we know material.buffer is not just undefined | null\n\t\t\tif (material.buffer === fboMain.texture && !transmissionSampler) {\n\t\t\t\tparent = getInstanceState(material)?.parent() as unknown as THREE.Mesh;\n\n\t\t\t\tif (parent) {\n\t\t\t\t\t// Save defaults\n\t\t\t\t\toldTone = gl.toneMapping;\n\t\t\t\t\toldBg = scene.background;\n\t\t\t\t\toldEnvMapIntensity = material.envMapIntensity;\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\tgl.toneMapping = THREE.NoToneMapping;\n\t\t\t\t\tif (background) scene.background = background;\n\t\t\t\t\tparent.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\tgl.setRenderTarget(fboBack);\n\t\t\t\t\t\tgl.render(scene, 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\tparent.material = material;\n\t\t\t\t\t\tObject.assign(parent.material, {\n\t\t\t\t\t\t\tbuffer: fboBack.texture,\n\t\t\t\t\t\t\tthickness: backsideThickness,\n\t\t\t\t\t\t\tside: THREE.BackSide,\n\t\t\t\t\t\t\tenvMapIntensity: backsideEnvMapIntensity,\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t\t// Render into the main buffer\n\t\t\t\t\tgl.setRenderTarget(fboMain);\n\t\t\t\t\tgl.render(scene, camera);\n\n\t\t\t\t\tparent.material = material;\n\t\t\t\t\tObject.assign(parent.material, {\n\t\t\t\t\t\tbuffer: fboMain.texture,\n\t\t\t\t\t\tthickness,\n\t\t\t\t\t\tside,\n\t\t\t\t\t\tenvMapIntensity: oldEnvMapIntensity,\n\t\t\t\t\t});\n\n\t\t\t\t\t// Set old state back\n\t\t\t\t\tscene.background = oldBg;\n\t\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\t\tgl.toneMapping = oldTone;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { beforeRender, NgtArgs, NgtAttachable, NgtThreeElements, omit } from 'angular-three';\nimport { MeshWobbleMaterial, MeshWobbleMaterialParameters } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\n\n/**\n * Configuration options for the NgtsMeshWobbleMaterial component.\n */\nexport interface NgtsMeshWobbleMaterialOptions\n\textends MeshWobbleMaterialParameters, Partial<NgtThreeElements['ngt-mesh-standard-material']> {\n\t/**\n\t * Animation speed multiplier for the wobble effect.\n\t * @default 1\n\t */\n\tspeed: number;\n}\n\nconst defaultOptions: NgtsMeshWobbleMaterialOptions = {\n\tspeed: 1,\n};\n\n/**\n * A material that applies animated sine-wave wobble distortion to mesh surfaces.\n * Extends MeshStandardMaterial with vertex displacement for organic, jelly-like motion.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-torus-geometry />\n * <ngts-mesh-wobble-material [options]=\"{ speed: 2, factor: 0.6, color: 'cyan' }\" />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-wobble-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [parameters]=\"parameters()\" [attach]=\"attach()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsMeshWobbleMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the wobble material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\n\t/** Parameters excluding animation speed. */\n\tprotected parameters = omit(this.options, ['speed']);\n\n\t/** The underlying MeshWobbleMaterial instance. */\n\tprotected material = new MeshWobbleMaterial();\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\n\t\tbeforeRender(({ clock }) => {\n\t\t\tconst material = this.material;\n\t\t\tmaterial.time = clock.elapsedTime * this.options().speed;\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { NgtArgs, NgtAttachable } from 'angular-three';\nimport { PointMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\n/**\n * A material for rendering point clouds with consistent size regardless of distance.\n * Extends THREE.PointsMaterial with additional shader modifications for improved\n * point rendering with size attenuation control.\n *\n * @example\n * ```html\n * <ngt-points>\n * <ngt-buffer-geometry>\n * <ngt-buffer-attribute attach=\"attributes.position\" [args]=\"[positions, 3]\" />\n * </ngt-buffer-geometry>\n * <ngts-point-material [options]=\"{ size: 0.1, color: 'orange', sizeAttenuation: true }\" />\n * </ngt-points>\n * ```\n */\n@Component({\n\tselector: 'ngts-point-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [attach]=\"attach()\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsPointMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the point material following THREE.PointsMaterialParameters.\n\t */\n\toptions = input({} as THREE.PointsMaterialParameters);\n\n\t/** The underlying PointMaterial instance. */\n\tprotected material = new PointMaterial(this.options());\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\t}\n}\n","/**\n * Generated bundle index. 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+ {"version":3,"file":"angular-three-soba-materials.mjs","sources":["../../../../libs/soba/materials/src/lib/custom-shader-material.ts","../../../../libs/soba/materials/src/lib/mesh-distort-material.ts","../../../../libs/soba/materials/src/lib/mesh-portal-material.ts","../../../../libs/soba/materials/src/lib/mesh-reflector-material.ts","../../../../libs/soba/materials/src/lib/mesh-refraction-material.ts","../../../../libs/soba/materials/src/lib/mesh-transmission-material.ts","../../../../libs/soba/materials/src/lib/mesh-wobble-material.ts","../../../../libs/soba/materials/src/lib/point-material.ts","../../../../libs/soba/materials/src/angular-three-soba-materials.ts"],"sourcesContent":["import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n} from '@angular/core';\nimport { is, NgtAnyRecord, NgtArgs, NgtAttachable, omit, pick } from 'angular-three';\nimport * as THREE from 'three';\nimport CustomShaderMaterial from 'three-custom-shader-material/vanilla';\n\n/**\n * A wrapper component for three-custom-shader-material that allows extending\n * existing Three.js materials with custom vertex and fragment shaders.\n *\n * @example\n * ```html\n * <ngts-custom-shader-material\n * [baseMaterial]=\"MeshStandardMaterial\"\n * [options]=\"{\n * vertexShader: myVertexShader,\n * fragmentShader: myFragmentShader,\n * uniforms: { time: { value: 0 } }\n * }\"\n * />\n * ```\n */\n@Component({\n\tselector: 'ngts-custom-shader-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material()]\" [attach]=\"attach()\" [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsCustomShaderMaterial {\n\t/**\n\t * The base Three.js material to extend. Can be a material instance, material class, or ElementRef to a material.\n\t */\n\tbaseMaterial = input.required<THREE.Material | typeof THREE.Material | ElementRef<THREE.Material>>();\n\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the custom shader material including vertex/fragment shaders,\n\t * uniforms, and cache key.\n\t */\n\toptions = input({} as Omit<ConstructorParameters<typeof CustomShaderMaterial>[0], 'baseMaterial'>);\n\n\t/** Material parameters excluding shader-specific options. */\n\tparameters = omit(this.options, ['fragmentShader', 'vertexShader', 'uniforms', 'cacheKey']);\n\n\tprivate base = computed(() => {\n\t\tconst baseMaterial = this.baseMaterial();\n\t\treturn is.ref(baseMaterial) ? baseMaterial.nativeElement : baseMaterial;\n\t});\n\n\tprivate fragmentShader = pick(this.options, 'fragmentShader');\n\tprivate vertexShader = pick(this.options, 'vertexShader');\n\tprivate uniforms = pick(this.options, 'uniforms');\n\tprivate cacheKey = pick(this.options, 'cacheKey');\n\n\t/** The computed CustomShaderMaterial instance that combines the base material with custom shaders. */\n\tmaterial = computed(() => {\n\t\tconst [base, fragmentShader, vertexShader, uniforms, cacheKey] = [\n\t\t\tthis.base(),\n\t\t\tthis.fragmentShader(),\n\t\t\tthis.vertexShader(),\n\t\t\tthis.uniforms(),\n\t\t\tthis.cacheKey(),\n\t\t];\n\n\t\t// NOTE: this is specific to angular-three\n\t\tif (is.instance(base)) {\n\t\t\tdelete (base as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (base as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\treturn new CustomShaderMaterial({\n\t\t\tbaseMaterial: base,\n\t\t\tfragmentShader,\n\t\t\tvertexShader,\n\t\t\tuniforms,\n\t\t\tcacheKey,\n\t\t});\n\t});\n\n\tconstructor() {\n\t\teffect((onCleanup) => {\n\t\t\tconst material = this.material();\n\t\t\tonCleanup(() => material.dispose());\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { beforeRender, NgtArgs, NgtAttachable, NgtThreeElements, omit, pick } from 'angular-three';\nimport { MeshDistortMaterial, MeshDistortMaterialParameters } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\n\n/**\n * Configuration options for the NgtsMeshDistortMaterial component.\n */\nexport interface NgtsMeshDistortMaterialOptions\n\textends Partial<MeshDistortMaterialParameters>, Partial<NgtThreeElements['ngt-mesh-physical-material']> {\n\t/**\n\t * Animation speed multiplier for the distortion effect.\n\t * @default 1\n\t */\n\tspeed: number;\n\n\t/**\n\t * Distortion intensity factor.\n\t */\n\tfactor?: number;\n}\n\nconst defaultOptions: NgtsMeshDistortMaterialOptions = {\n\tspeed: 1,\n};\n\n/**\n * A material that applies animated noise-based distortion to mesh surfaces.\n * Extends MeshPhysicalMaterial with vertex displacement using simplex noise.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-sphere-geometry />\n * <ngts-mesh-distort-material [options]=\"{ speed: 2, factor: 0.5, color: 'hotpink' }\" />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-distort-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [attach]=\"attach()\" [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshDistortMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the distort material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\n\t/** Parameters excluding animation speed. */\n\tprotected parameters = omit(this.options, ['speed']);\n\n\t/** The underlying MeshDistortMaterial instance. */\n\tmaterial = new MeshDistortMaterial();\n\n\tprivate speed = pick(this.options, 'speed');\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\n\t\tbeforeRender(({ clock }) => {\n\t\t\tthis.material.time = clock.elapsedTime * this.speed();\n\t\t});\n\t}\n}\n","import { NgTemplateOutlet } from '@angular/common';\nimport {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tcontentChild,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDirective,\n\teffect,\n\tElementRef,\n\tinput,\n\tsignal,\n\tTemplateRef,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\textend,\n\tgetInstanceState,\n\tinjectStore,\n\tis,\n\tNgtAttachable,\n\tNgtComputeFunction,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { fbo, getVersion, intersect } from 'angular-three-soba/misc';\nimport { NgtsRenderTexture } from 'angular-three-soba/staging';\nimport {\n\tMeshPortalMaterial,\n\tmeshPortalMaterialApplySDF,\n\tNgtMeshPortalMaterial,\n} from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { FullScreenQuad } from 'three-stdlib';\n\n/**\n * Internal directive used inside the render texture to manage portal scene rendering.\n * Handles blending between the portal scene and the world scene, manages scene matrices,\n * and coordinates the rendering pipeline for portal effects.\n *\n * @internal This directive is used internally by NgtsMeshPortalMaterial.\n */\n@Directive({ selector: 'ngts-manage-portal-scene' })\nexport class ManagePortalScene {\n\t/** Whether events should be enabled inside the portal. */\n\tevents = input<boolean>();\n\n\t/** Reference to the root/world scene for blending. */\n\trootScene = input.required<THREE.Scene>();\n\n\t/** Reference to the portal material for accessing blend values. */\n\tmaterial = input.required<NgtMeshPortalMaterial>();\n\n\t/** Render priority for the portal scene. */\n\tpriority = input.required<number>();\n\n\t/** Whether the portal uses world-space coordinates. */\n\tworldUnits = input.required<boolean>();\n\n\tconstructor() {\n\t\tconst renderTextureStore = injectStore();\n\n\t\tconst buffer1 = fbo();\n\t\tconst buffer2 = fbo();\n\n\t\tconst fullScreenQuad = computed(() => {\n\t\t\t// This fullscreen-quad is used to blend the two textures\n\t\t\tconst blend = { value: 0 };\n\t\t\tconst quad = new FullScreenQuad(\n\t\t\t\tnew THREE.ShaderMaterial({\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\ta: { value: buffer1.texture },\n\t\t\t\t\t\tb: { value: buffer2.texture },\n\t\t\t\t\t\tblend,\n\t\t\t\t\t},\n\t\t\t\t\tvertexShader: /*glsl*/ `\n\t\t varying vec2 vUv;\n\t\t void main() {\n\t\t vUv = uv;\n\t\t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t }`,\n\t\t\t\t\tfragmentShader: /*glsl*/ `\n\t\t uniform sampler2D a;\n\t\t uniform sampler2D b;\n\t\t uniform float blend;\n\t\t varying vec2 vUv;\n\t\t #include <packing>\n\t\t void main() {\n\t\t vec4 ta = texture2D(a, vUv);\n\t\t vec4 tb = texture2D(b, vUv);\n\t\t gl_FragColor = mix(tb, ta, blend);\n\t\t #include <tonemapping_fragment>\n\t\t #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t }`,\n\t\t\t\t}),\n\t\t\t);\n\t\t\treturn [quad, blend] as const;\n\t\t});\n\n\t\teffect(() => {\n\t\t\trenderTextureStore.scene().matrixAutoUpdate = false;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [events, setEvents] = [this.events(), renderTextureStore.setEvents()];\n\t\t\tif (!events) return;\n\t\t\tsetEvents({ enabled: events });\n\t\t});\n\n\t\tbeforeRender(\n\t\t\t({ gl, camera }) => {\n\t\t\t\tconst material = this.material();\n\n\t\t\t\tconst instanceState = getInstanceState(material);\n\t\t\t\tif (!instanceState) return;\n\n\t\t\t\tconst parent = instanceState.parent();\n\t\t\t\tif (!parent) return;\n\n\t\t\t\tconst priority = this.priority();\n\t\t\t\tconst materialBlend = 'blend' in material && typeof material.blend === 'number' ? material.blend : 0;\n\t\t\t\tconst [worldUnits, rootScene, scene, [quad, blend]] = [\n\t\t\t\t\tthis.worldUnits(),\n\t\t\t\t\tthis.rootScene(),\n\t\t\t\t\trenderTextureStore.snapshot.scene,\n\t\t\t\t\tfullScreenQuad(),\n\t\t\t\t];\n\t\t\t\t// Move portal contents along with the parent if worldUnits is true\n\t\t\t\tif (!worldUnits) {\n\t\t\t\t\t// If the portal renders exclusively the original scene needs to be updated\n\t\t\t\t\tif (priority && materialBlend === 1) parent['updateWorldMatrix'](true, false);\n\t\t\t\t\tscene.matrixWorld.copy(parent['matrixWorld']);\n\t\t\t\t} else {\n\t\t\t\t\tscene.matrixWorld.identity();\n\t\t\t\t}\n\n\t\t\t\t// This bit is only necessary if the portal is blended, now it has a render-priority\n\t\t\t\t// and will take over the render loop\n\t\t\t\tif (priority) {\n\t\t\t\t\tif (materialBlend > 0 && materialBlend < 1) {\n\t\t\t\t\t\t// If blend is ongoing (> 0 and < 1) then we need to render both the root scene\n\t\t\t\t\t\t// and the portal scene, both will then be mixed in the quad from above\n\t\t\t\t\t\tblend.value = materialBlend;\n\t\t\t\t\t\tgl.setRenderTarget(buffer1);\n\t\t\t\t\t\tgl.render(scene, camera);\n\t\t\t\t\t\tgl.setRenderTarget(buffer2);\n\t\t\t\t\t\tgl.render(rootScene, camera);\n\t\t\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\t\t\tquad.render(gl);\n\t\t\t\t\t} else if (materialBlend === 1) {\n\t\t\t\t\t\t// However if blend is 1 we only need to render the portal scene\n\t\t\t\t\t\tgl.render(scene, camera);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t},\n\t\t\t{ priority: this.priority },\n\t\t);\n\t}\n}\n\n/**\n * Configuration options for the NgtsMeshPortalMaterial component.\n */\nexport interface NgtsMeshPortalMaterialOptions extends Partial<NgtThreeElements['ngt-shader-material']> {\n\t/**\n\t * Mix the portal's own scene with the world scene.\n\t * 0 = world scene render, 0.5 = both scenes render, 1 = portal scene renders.\n\t * @default 0\n\t */\n\tblend: number;\n\n\t/**\n\t * Edge fade blur using signed distance field (SDF).\n\t * @default 0\n\t */\n\tblur: number;\n\n\t/**\n\t * SDF resolution. Smaller values result in faster start-up time.\n\t * @default 512\n\t */\n\tresolution: number;\n\n\t/**\n\t * Whether portal contents use world-space coordinates.\n\t * When false (default), contents are affected by the local matrix transform.\n\t * @default false\n\t */\n\tworldUnits: boolean;\n\n\t/**\n\t * Event priority for the portal's raycasting.\n\t * @default 0\n\t */\n\teventPriority: number;\n\n\t/**\n\t * Render priority for the portal scene.\n\t * @default 0\n\t */\n\trenderPriority: number;\n\n\t/**\n\t * Whether to disable events inside the portal.\n\t * @default false\n\t */\n\tevents: boolean;\n}\n\nconst defaultOptions: NgtsMeshPortalMaterialOptions = {\n\tblend: 0,\n\tblur: 0,\n\tresolution: 512,\n\tworldUnits: false,\n\teventPriority: 0,\n\trenderPriority: 0,\n\tevents: false,\n};\n\n/**\n * A material that creates a portal effect, rendering a separate scene inside a mesh.\n * Supports smooth blending between the portal scene and the world scene, edge blur,\n * and automatic visibility culling.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-plane-geometry />\n * <ngts-mesh-portal-material [options]=\"{ blend: 1, blur: 0.5 }\">\n * <ng-template>\n * <!-- Portal scene content -->\n * <ngt-mesh>\n * <ngt-box-geometry />\n * <ngt-mesh-basic-material color=\"red\" />\n * </ngt-mesh>\n * </ng-template>\n * </ngts-mesh-portal-material>\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-portal-material',\n\ttemplate: `\n\t\t<ngt-mesh-portal-material\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[blur]=\"blur()\"\n\t\t\t[blend]=\"0\"\n\t\t\t[resolution]=\"materialResolution()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngts-render-texture\n\t\t\t\t[options]=\"{\n\t\t\t\t\tframes: renderTextureFrames(),\n\t\t\t\t\teventPriority: eventPriority(),\n\t\t\t\t\trenderPriority: renderPriority(),\n\t\t\t\t\tcompute: renderTextureCompute,\n\t\t\t\t}\"\n\t\t\t>\n\t\t\t\t<ng-template renderTextureContent let-injector=\"injector\">\n\t\t\t\t\t<ng-container [ngTemplateOutlet]=\"content()\" [ngTemplateOutletInjector]=\"injector\" />\n\t\t\t\t\t<ngts-manage-portal-scene\n\t\t\t\t\t\t[events]=\"events()\"\n\t\t\t\t\t\t[rootScene]=\"rootScene()\"\n\t\t\t\t\t\t[priority]=\"priority()\"\n\t\t\t\t\t\t[material]=\"material\"\n\t\t\t\t\t\t[worldUnits]=\"worldUnits()\"\n\t\t\t\t\t/>\n\t\t\t\t</ng-template>\n\t\t\t</ngts-render-texture>\n\t\t</ngt-mesh-portal-material>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtsRenderTexture, ManagePortalScene, NgTemplateOutlet],\n})\nexport class NgtsMeshPortalMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the portal material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, [\n\t\t'blur',\n\t\t'resolution',\n\t\t'worldUnits',\n\t\t'eventPriority',\n\t\t'renderPriority',\n\t\t'events',\n\t]);\n\n\tprotected blur = pick(this.options, 'blur');\n\tprotected eventPriority = pick(this.options, 'eventPriority');\n\tprotected renderPriority = pick(this.options, 'renderPriority');\n\tprotected events = pick(this.options, 'events');\n\tprotected worldUnits = pick(this.options, 'worldUnits');\n\n\t/** Reference to the underlying MeshPortalMaterial element. */\n\tmaterialRef = viewChild.required<ElementRef<InstanceType<typeof MeshPortalMaterial>>>('material');\n\n\t/** The content template to render inside the portal. */\n\tprotected content = contentChild.required(TemplateRef);\n\n\tprivate store = injectStore();\n\tprotected rootScene = this.store.scene;\n\n\tprotected materialResolution = computed(() => [\n\t\tthis.store.size.width() * this.store.viewport.dpr(),\n\t\tthis.store.size.height() * this.store.viewport.dpr(),\n\t]);\n\tprivate resolution = pick(this.options, 'resolution');\n\n\tprivate parent = signal<THREE.Mesh | null>(null);\n\tprivate visible = intersect(this.parent, { source: signal(true) });\n\n\tprotected renderTextureFrames = computed(() => (this.visible() ? Infinity : 0));\n\n\tprotected renderTextureCompute = (...args: Parameters<NgtComputeFunction>) => {\n\t\tconst [parent, material] = [this.parent(), this.materialRef().nativeElement];\n\t\tif (!parent) return false;\n\n\t\tconst [event, state] = args;\n\n\t\tstate.snapshot.pointer.set(\n\t\t\t(event.offsetX / state.snapshot.size.width) * 2 - 1,\n\t\t\t-(event.offsetY / state.snapshot.size.height) * 2 + 1,\n\t\t);\n\t\tstate.snapshot.raycaster.setFromCamera(state.snapshot.pointer, state.snapshot.camera);\n\n\t\tif ('blend' in material && material.blend === 0) {\n\t\t\t// We run a quick check against the parent, if it isn't hit there's no need to raycast at all\n\t\t\tconst [intersection] = state.snapshot.raycaster.intersectObject(parent);\n\t\t\tif (!intersection) {\n\t\t\t\t// Cancel out the raycast camera if the parent mesh isn't hit\n\t\t\t\tObject.assign(state.snapshot.raycaster, { camera: undefined });\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\n\t\treturn;\n\t};\n\n\tprotected priority = signal(0);\n\n\tconstructor() {\n\t\textend({ MeshPortalMaterial });\n\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef().nativeElement;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst materialParent = instanceState.parent();\n\t\t\tif (!materialParent || !is.three<THREE.Mesh>(materialParent, 'isMesh')) return;\n\n\t\t\t// Since the ref above is not tied to a mesh directly (we're inside a material),\n\t\t\t// it has to be tied to the parent mesh here\n\t\t\tthis.parent.set(materialParent);\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst events = this.events();\n\t\t\tif (!events) return;\n\n\t\t\tconst setEvents = this.store.setEvents();\n\t\t\tsetEvents({ enabled: !events });\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [material, parent] = [this.materialRef().nativeElement, this.parent()];\n\t\t\tif (!parent) return;\n\n\t\t\tconst [resolution, blur, gl] = [this.resolution(), this.blur(), this.store.gl()];\n\n\t\t\t// apply the SDF mask once\n\t\t\tif (blur && material.sdf == null) {\n\t\t\t\tmeshPortalMaterialApplySDF(parent, resolution, gl);\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(() => {\n\t\t\tconst material = this.materialRef().nativeElement;\n\t\t\tconst priority =\n\t\t\t\t'blend' in material && typeof material.blend === 'number' && material.blend > 0\n\t\t\t\t\t? Math.max(1, this.renderPriority())\n\t\t\t\t\t: 0;\n\n\t\t\t// If blend is > 0 then the portal is being entered, the render-priority must change\n\t\t\tif (this.priority() !== priority) {\n\t\t\t\tthis.priority.set(priority);\n\t\t\t}\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tapplyProps,\n\tbeforeRender,\n\tgetInstanceState,\n\tinjectStore,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { BlurPass, MeshReflectorMaterial } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\n\n/**\n * Configuration options for the NgtsMeshReflectorMaterial component.\n */\nexport interface NgtsMeshReflectorMaterialOptions extends Partial<NgtThreeElements['ngt-mesh-standard-material']> {\n\t/**\n\t * Resolution of the reflection render target.\n\t * @default 256\n\t */\n\tresolution: number;\n\n\t/**\n\t * Amount of blur mixing applied to the reflection.\n\t * @default 0\n\t */\n\tmixBlur: number;\n\n\t/**\n\t * Strength of the reflection mix.\n\t * @default 1\n\t */\n\tmixStrength: number;\n\n\t/**\n\t * Blur amount as [x, y] or a single value for both axes.\n\t * @default [0, 0]\n\t */\n\tblur: [number, number] | number;\n\n\t/**\n\t * Mirror reflection intensity (0 = no mirror, 1 = full mirror).\n\t * @default 0\n\t */\n\tmirror: number;\n\n\t/**\n\t * Minimum depth threshold for depth-based effects.\n\t * @default 0.9\n\t */\n\tminDepthThreshold: number;\n\n\t/**\n\t * Maximum depth threshold for depth-based effects.\n\t * @default 1\n\t */\n\tmaxDepthThreshold: number;\n\n\t/**\n\t * Scale factor for depth-based effects.\n\t * @default 0\n\t */\n\tdepthScale: number;\n\n\t/**\n\t * Bias ratio between depth and blur effects.\n\t * @default 0.25\n\t */\n\tdepthToBlurRatioBias: number;\n\n\t/**\n\t * Distortion intensity applied to the reflection.\n\t * @default 1\n\t */\n\tdistortion: number;\n\n\t/**\n\t * Contrast adjustment for the reflection mix.\n\t * @default 1\n\t */\n\tmixContrast: number;\n\n\t/**\n\t * Offset of the reflector plane along its normal.\n\t * @default 0\n\t */\n\treflectorOffset: number;\n\n\t/**\n\t * Optional texture to apply distortion effects to the reflection.\n\t */\n\tdistortionMap?: THREE.Texture;\n}\n\nconst defaultOptions: NgtsMeshReflectorMaterialOptions = {\n\tmixBlur: 0,\n\tmixStrength: 1,\n\tresolution: 256,\n\tblur: [0, 0],\n\tminDepthThreshold: 0.9,\n\tmaxDepthThreshold: 1,\n\tdepthScale: 0,\n\tdepthToBlurRatioBias: 0.25,\n\tmirror: 0,\n\tdistortion: 1,\n\tmixContrast: 1,\n\treflectorOffset: 0,\n};\n\n/**\n * A material that creates realistic reflections on a planar surface.\n * Supports blur, depth-based effects, distortion, and mirror-like reflections.\n * The parent mesh should be a flat plane for best results.\n *\n * @example\n * ```html\n * <ngt-mesh [rotation]=\"[-Math.PI / 2, 0, 0]\">\n * <ngt-plane-geometry *args=\"[10, 10]\" />\n * <ngts-mesh-reflector-material\n * [options]=\"{\n * blur: [300, 100],\n * resolution: 1024,\n * mixBlur: 1,\n * mixStrength: 50,\n * mirror: 0.5,\n * color: '#a0a0a0'\n * }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-reflector-material',\n\ttemplate: `\n\t\t<ngt-primitive #material *args=\"[material()]\" [attach]=\"attach()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshReflectorMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the reflector material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprivate parameters = omit(this.options, [\n\t\t'distortionMap',\n\t\t'resolution',\n\t\t'mixBlur',\n\t\t'mixStrength',\n\t\t'blur',\n\t\t'minDepthThreshold',\n\t\t'maxDepthThreshold',\n\t\t'depthScale',\n\t\t'depthToBlurRatioBias',\n\t\t'mirror',\n\t\t'distortion',\n\t\t'mixContrast',\n\t\t'reflectorOffset',\n\t]);\n\n\tprivate store = injectStore();\n\n\t/** Reference to the underlying MeshReflectorMaterial element. */\n\tmaterialRef = viewChild<ElementRef<MeshReflectorMaterial>>('material');\n\n\tprivate reflectOptions = pick(this.options, [\n\t\t'distortionMap',\n\t\t'resolution',\n\t\t'mixBlur',\n\t\t'mixStrength',\n\t\t'blur',\n\t\t'minDepthThreshold',\n\t\t'maxDepthThreshold',\n\t\t'depthScale',\n\t\t'depthToBlurRatioBias',\n\t\t'mirror',\n\t\t'distortion',\n\t\t'mixContrast',\n\t\t'reflectorOffset',\n\t]);\n\n\tprivate blur = pick(this.reflectOptions, 'blur');\n\n\tprivate normalizedBlur = computed(() => {\n\t\tconst blur = this.blur();\n\t\treturn Array.isArray(blur) ? blur : [blur, blur];\n\t});\n\tprivate hasBlur = computed(() => this.normalizedBlur()[0] + this.normalizedBlur()[1] > 0);\n\tprivate blurX = computed(() => this.normalizedBlur()[0]);\n\tprivate blurY = computed(() => this.normalizedBlur()[1]);\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 textureMatrix = new THREE.Matrix4();\n\tprivate virtualCamera = new THREE.PerspectiveCamera();\n\n\tprivate reflectState = computed(() => {\n\t\tconst [\n\t\t\tgl,\n\t\t\t{\n\t\t\t\tresolution,\n\t\t\t\tminDepthThreshold,\n\t\t\t\tmaxDepthThreshold,\n\t\t\t\tdepthScale,\n\t\t\t\tdepthToBlurRatioBias,\n\t\t\t\tmirror,\n\t\t\t\tmixBlur,\n\t\t\t\tmixStrength,\n\t\t\t\tdistortion,\n\t\t\t\tdistortionMap,\n\t\t\t\tmixContrast,\n\t\t\t},\n\t\t\thasBlur,\n\t\t\tblurX,\n\t\t\tblurY,\n\t\t] = [this.store.gl(), this.reflectOptions(), this.hasBlur(), this.blurX(), this.blurY()];\n\n\t\tconst renderTargetParameters = {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\ttype: THREE.HalfFloatType,\n\t\t};\n\n\t\tconst fbo1 = new THREE.WebGLRenderTarget(resolution, resolution, renderTargetParameters);\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\t\tconst fbo2 = new THREE.WebGLRenderTarget(resolution, resolution, renderTargetParameters);\n\n\t\tconst blurPass = new BlurPass({\n\t\t\tgl,\n\t\t\tresolution,\n\t\t\twidth: blurX,\n\t\t\theight: blurY,\n\t\t\tminDepthThreshold,\n\t\t\tmaxDepthThreshold,\n\t\t\tdepthScale,\n\t\t\tdepthToBlurRatioBias,\n\t\t});\n\n\t\tconst defines: NgtAnyRecord = {};\n\n\t\tif (hasBlur) {\n\t\t\tdefines['USE_BLUR'] = '';\n\t\t}\n\n\t\tif (depthScale > 0) {\n\t\t\tdefines['USE_DEPTH'] = '';\n\t\t}\n\n\t\tif (distortionMap) {\n\t\t\tdefines['USE_DISTORTION'] = '';\n\t\t}\n\n\t\tconst reflectorParameters = {\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};\n\n\t\treturn { fbo1, fbo2, blurPass, reflectorParameters };\n\t});\n\n\tprivate definesKey = computed(() => {\n\t\tconst defines = this.reflectState().reflectorParameters.defines;\n\t\treturn Object.entries(defines).reduce((acc, [key, value]) => (value != null ? `${acc} ${key}` : acc), '');\n\t});\n\n\t/** The computed MeshReflectorMaterial instance. Recreated when defines change. */\n\tmaterial = computed(() => {\n\t\tconst prevMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (prevMaterial) {\n\t\t\tprevMaterial.dispose();\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\t// tracking defines key so that the material is recreated when the defines change\n\t\tthis.definesKey();\n\t\treturn new MeshReflectorMaterial();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\t\t\tconst { reflectorParameters } = this.reflectState();\n\t\t\tapplyProps(material, { ...reflectorParameters, ...this.parameters() });\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(({ gl, scene }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst parent = Reflect.get(material, 'parent') ?? untracked(instanceState.parent);\n\t\t\tif (!parent) return;\n\n\t\t\tconst { fbo1, fbo2, blurPass } = this.reflectState();\n\t\t\tconst hasBlur = this.hasBlur();\n\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();\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() {\n\t\tconst material = this.materialRef()?.nativeElement;\n\t\tif (!material) return;\n\n\t\tconst instanceState = getInstanceState(material);\n\t\tif (!instanceState) return;\n\n\t\tconst parent = Reflect.get(material, 'parent') ?? untracked(instanceState.parent);\n\t\tif (!parent) return;\n\n\t\tconst { camera } = this.store.snapshot;\n\t\tconst { reflectorOffset } = untracked(this.reflectOptions);\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, 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 {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\tgetInstanceState,\n\tinjectStore,\n\tis,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { MeshRefractionMaterial } from 'angular-three-soba/shaders';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { MeshBVH, MeshBVHUniformStruct, SAH } from 'three-mesh-bvh';\n\n/**\n * Configuration options for the NgtsMeshRefractionMaterial component.\n */\nexport interface NgtsMeshRefractionMaterialOptions extends Partial<NgtThreeElements['ngt-shader-material']> {\n\t/**\n\t * Number of ray-cast bounces. Higher values are more expensive.\n\t * @default 2\n\t */\n\tbounces: number;\n\n\t/**\n\t * Index of refraction. Diamond is 2.4, glass is 1.5.\n\t * @default 2.4\n\t */\n\tior: number;\n\n\t/**\n\t * Fresnel effect intensity (strip light reflections).\n\t * @default 0\n\t */\n\tfresnel: number;\n\n\t/**\n\t * RGB chromatic aberration shift intensity. Can be expensive.\n\t * @default 0\n\t */\n\taberrationStrength: number;\n\n\t/**\n\t * Base color of the refractive material.\n\t * @default 'white'\n\t */\n\tcolor: THREE.ColorRepresentation;\n\n\t/**\n\t * Use fewer ray casts for RGB shift, sacrificing physical accuracy for performance.\n\t * @default true\n\t */\n\tfastChroma: boolean;\n}\n\nconst defaultOptions: NgtsMeshRefractionMaterialOptions = {\n\tbounces: 2,\n\tior: 2.4,\n\tfresnel: 0,\n\taberrationStrength: 0,\n\tcolor: 'white',\n\tfastChroma: true,\n};\n\n/**\n * A material that simulates realistic light refraction through transparent objects.\n * Uses ray tracing with BVH acceleration for accurate light bending effects.\n * Ideal for diamonds, crystals, glass, and other transparent materials.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-dodecahedron-geometry />\n * <ngts-mesh-refraction-material\n * [envMap]=\"environmentTexture\"\n * [options]=\"{ bounces: 3, ior: 2.4, fresnel: 1, aberrationStrength: 0.02 }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-refraction-material',\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material()]\"\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t\t[envMap]=\"envMap()\"\n\t\t\t[aberrationStrength]=\"aberrationStrength()\"\n\t\t\t[resolution]=\"resolution()\"\n\t\t\t[defines]=\"defines()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshRefractionMaterial {\n\t/**\n\t * Environment map texture for reflections and refractions.\n\t * Required for the material to display properly.\n\t */\n\tenvMap = input.required<THREE.CubeTexture | THREE.Texture>();\n\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the refraction material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, ['fastChroma', 'aberrationStrength']);\n\n\tprivate fastChroma = pick(this.options, 'fastChroma');\n\tprotected aberrationStrength = pick(this.options, 'aberrationStrength');\n\n\t/** Reference to the underlying MeshRefractionMaterial element. */\n\tmaterialRef = viewChild<ElementRef<InstanceType<typeof MeshRefractionMaterial>>>('material');\n\n\tprivate store = injectStore();\n\n\tprotected resolution = computed(() => [this.store.size.width(), this.store.size.height()]);\n\tprotected defines = computed(() => {\n\t\tconst _defines = {} as { [key: string]: string };\n\t\tconst [envMap, aberrationStrength, fastChroma] = [\n\t\t\tuntracked(this.envMap),\n\t\t\tthis.aberrationStrength(),\n\t\t\tthis.fastChroma(),\n\t\t];\n\t\tconst isCubeMap = is.three<THREE.CubeTexture>(envMap, 'isCubeTexture');\n\n\t\tconst w =\n\t\t\t('width' in envMap\n\t\t\t\t? envMap.width\n\t\t\t\t: isCubeMap\n\t\t\t\t\t? (envMap as THREE.CubeTexture<{ width?: number }>).image[0]?.width\n\t\t\t\t\t: (envMap as THREE.Texture<{ width?: number }>).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\n\t\tif (isCubeMap) _defines['ENVMAP_TYPE_CUBEM'] = '';\n\t\t_defines['CUBEUV_TEXEL_WIDTH'] = `${1.0 / width}`;\n\t\t_defines['CUBEUV_TEXEL_HEIGHT'] = `${1.0 / height}`;\n\t\t_defines['CUBEUV_MAX_MIP'] = `${_lodMax}.0`;\n\n\t\t// Add defines from chromatic aberration\n\t\tif (aberrationStrength > 0) _defines['CHROMATIC_ABERRATIONS'] = '';\n\t\tif (fastChroma) _defines['FAST_CHROMA'] = '';\n\n\t\treturn _defines;\n\t});\n\n\tprivate defineKeys = computed(() => {\n\t\treturn Object.keys(this.defines()).join(' ');\n\t});\n\n\tprotected material = computed(() => {\n\t\tconst prevMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (prevMaterial) {\n\t\t\tprevMaterial.dispose();\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (prevMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\t// track by this.defineKeys\n\t\tthis.defineKeys();\n\t\treturn new MeshRefractionMaterial();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst instanceState = getInstanceState(material);\n\t\t\tif (!instanceState) return;\n\n\t\t\tconst parent = untracked(instanceState.parent);\n\t\t\tconst geometry = (parent as unknown as THREE.Mesh).geometry;\n\t\t\tif (geometry) {\n\t\t\t\tconst bvh = new MeshBVHUniformStruct();\n\t\t\t\tbvh.updateFrom(new MeshBVH(geometry.clone().toNonIndexed(), { strategy: SAH }));\n\t\t\t\tObject.assign(material, { bvh });\n\t\t\t}\n\t\t});\n\n\t\tbeforeRender(({ camera }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tObject.assign(material, {\n\t\t\t\t\tviewMatrixInverse: camera.matrixWorld,\n\t\t\t\t\tprojectionMatrixInverse: camera.projectionMatrixInverse,\n\t\t\t\t});\n\t\t\t}\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tDestroyRef,\n\tElementRef,\n\tinject,\n\tinput,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport {\n\tbeforeRender,\n\tgetInstanceState,\n\tNgtAnyRecord,\n\tNgtArgs,\n\tNgtAttachable,\n\tNgtThreeElements,\n\tomit,\n\tpick,\n} from 'angular-three';\nimport { fbo } from 'angular-three-soba/misc';\nimport { MeshDiscardMaterial, MeshTransmissionMaterial } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\n\n/**\n * Constructor parameters for MeshTransmissionMaterial.\n */\nexport type MeshTransmissionMaterialOptions = Exclude<\n\tConstructorParameters<typeof MeshTransmissionMaterial>[0],\n\tundefined\n>;\n\n/**\n * Configuration options for the NgtsMeshTransmissionMaterial component.\n */\nexport type NgtsMeshTransmissionMaterialOptions = Partial<NgtThreeElements['ngt-mesh-physical-material']> &\n\tOmit<MeshTransmissionMaterialOptions, 'buffer' | 'anisotropicBlur' | 'samples' | 'transmissionSampler'> & {\n\t\t/**\n\t\t * Anisotropic blur amount for the transmission effect.\n\t\t */\n\t\tanisotropicBlur?: number;\n\n\t\t/**\n\t\t * Custom buffer texture. If not provided, an internal FBO is used.\n\t\t */\n\t\tbuffer?: THREE.Texture;\n\n\t\t/**\n\t\t * Use the Three.js transmission sampler texture that is generated once for all transmissive materials.\n\t\t * Faster with multiple transmissive materials, but they can't see other transparent objects.\n\t\t * @default false\n\t\t */\n\t\ttransmissionSampler: boolean;\n\n\t\t/**\n\t\t * Render the backside of the material for more accurate results (higher cost).\n\t\t * @default false\n\t\t */\n\t\tbackside: boolean;\n\n\t\t/**\n\t\t * Thickness of the backside when backside rendering is enabled.\n\t\t * @default 0\n\t\t */\n\t\tbacksideThickness: number;\n\n\t\t/**\n\t\t * Environment map intensity for the backside.\n\t\t * @default 1\n\t\t */\n\t\tbacksideEnvMapIntensity: number;\n\n\t\t/**\n\t\t * Resolution of the local buffer. Defaults to fullscreen if undefined.\n\t\t */\n\t\tresolution?: number;\n\n\t\t/**\n\t\t * Resolution of the local buffer for backfaces. Defaults to resolution if undefined.\n\t\t */\n\t\tbacksideResolution?: number;\n\n\t\t/**\n\t\t * Number of refraction samples.\n\t\t * @default 10\n\t\t */\n\t\tsamples: number;\n\n\t\t/**\n\t\t * Background for the buffer scene (texture, cubetexture, or color).\n\t\t * @default null\n\t\t */\n\t\tbackground?: THREE.Texture | THREE.Color | null;\n\t};\n\nconst defaultOptions: NgtsMeshTransmissionMaterialOptions = {\n\ttransmissionSampler: false,\n\tbackside: false,\n\tside: THREE.FrontSide,\n\ttransmission: 1,\n\tthickness: 0,\n\tbacksideThickness: 0,\n\tbacksideEnvMapIntensity: 1,\n\tsamples: 10,\n};\n\n/**\n * A physically-based transmission material for realistic glass, water, and other transparent surfaces.\n * Extends MeshPhysicalMaterial with additional features like backside rendering,\n * temporal reprojection, and anisotropic blur.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-sphere-geometry />\n * <ngts-mesh-transmission-material\n * [options]=\"{\n * backside: true,\n * thickness: 0.5,\n * chromaticAberration: 0.05,\n * anisotropicBlur: 0.1\n * }\"\n * />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-transmission-material',\n\ttemplate: `\n\t\t<ngt-primitive\n\t\t\t*args=\"[material()]\"\n\t\t\t#material\n\t\t\t[attach]=\"attach()\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t\t[_transmission]=\"transmission()\"\n\t\t\t[transmission]=\"transmissionSampler() ? transmission() : 0\"\n\t\t\t[buffer]=\"bufferTexture()\"\n\t\t\t[anisotropicBlur]=\"anisotropicBlurOption()\"\n\t\t\t[side]=\"side()\"\n\t\t\t[thickness]=\"thickness()\"\n\t\t>\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsMeshTransmissionMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the transmission material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, [\n\t\t'buffer',\n\t\t'transmissionSampler',\n\t\t'backside',\n\t\t'side',\n\t\t'transmission',\n\t\t'thickness',\n\t\t'backsideThickness',\n\t\t'backsideEnvMapIntensity',\n\t\t'samples',\n\t\t'resolution',\n\t\t'backsideResolution',\n\t\t'background',\n\t\t'anisotropy',\n\t\t'anisotropicBlur',\n\t]);\n\n\tprivate resolution = pick(this.options, 'resolution');\n\tprivate backsideResolution = pick(this.options, 'backsideResolution');\n\tprivate samples = pick(this.options, 'samples');\n\tprivate buffer = pick(this.options, 'buffer');\n\tprivate anisotropy = pick(this.options, 'anisotropy');\n\tprivate anisotropicBlur = pick(this.options, 'anisotropicBlur');\n\tprivate background = pick(this.options, 'background');\n\tprivate backside = pick(this.options, 'backside');\n\tprivate backsideThickness = pick(this.options, 'backsideThickness');\n\tprivate backsideEnvMapIntensity = pick(this.options, 'backsideEnvMapIntensity');\n\n\tprotected transmissionSampler = pick(this.options, 'transmissionSampler');\n\tprotected transmission = pick(this.options, 'transmission');\n\tprotected thickness = pick(this.options, 'thickness');\n\tprotected side = pick(this.options, 'side');\n\n\t/** Reference to the underlying MeshTransmissionMaterial element. */\n\tmaterialRef = viewChild<ElementRef<MeshTransmissionMaterial & MeshTransmissionMaterialOptions>>('material');\n\n\tprivate backResolution = computed(() => this.backsideResolution() || this.resolution());\n\n\tprivate fboBack = fbo(() => ({ width: this.backResolution() }));\n\tprivate fboMain = fbo(() => ({ width: this.resolution() }));\n\n\tprotected bufferTexture = computed(() => this.buffer() || this.fboMain.texture);\n\tprotected anisotropicBlurOption = computed(() => this.anisotropicBlur() || this.anisotropy());\n\n\tprivate discardMaterial = new MeshDiscardMaterial();\n\n\tprotected material = computed(() => {\n\t\tconst previousMaterial = untracked(this.materialRef)?.nativeElement;\n\n\t\tif (previousMaterial) {\n\t\t\tpreviousMaterial.dispose();\n\t\t\tdelete (previousMaterial as NgtAnyRecord)['__ngt__'];\n\t\t\tdelete (previousMaterial as NgtAnyRecord)['__ngt_renderer__'];\n\t\t}\n\n\t\tconst [samples, transmissionSampler] = [this.samples(), this.transmissionSampler()];\n\t\treturn new MeshTransmissionMaterial({ samples, transmissionSampler });\n\t});\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (material) {\n\t\t\t\tmaterial.dispose();\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt__'];\n\t\t\t\tdelete (material as NgtAnyRecord)['__ngt_renderer__'];\n\t\t\t}\n\t\t});\n\n\t\tlet oldBg: THREE.Texture | THREE.Color | null;\n\t\tlet oldEnvMapIntensity: number | undefined;\n\t\tlet oldTone: THREE.ToneMapping | undefined;\n\t\tlet parent: THREE.Mesh | undefined;\n\t\tbeforeRender(({ clock, gl, scene, camera }) => {\n\t\t\tconst material = this.materialRef()?.nativeElement;\n\t\t\tif (!material) return;\n\n\t\t\tconst [\n\t\t\t\tfboMain,\n\t\t\t\tfboBack,\n\t\t\t\ttransmissionSampler,\n\t\t\t\tbackground,\n\t\t\t\tbackside,\n\t\t\t\tbacksideThickness,\n\t\t\t\tbacksideEnvMapIntensity,\n\t\t\t\tthickness,\n\t\t\t\tside,\n\t\t\t] = [\n\t\t\t\tthis.fboMain,\n\t\t\t\tthis.fboBack,\n\t\t\t\tthis.transmissionSampler(),\n\t\t\t\tthis.background(),\n\t\t\t\tthis.backside(),\n\t\t\t\tthis.backsideThickness(),\n\t\t\t\tthis.backsideEnvMapIntensity(),\n\t\t\t\tthis.thickness(),\n\t\t\t\tthis.side(),\n\t\t\t];\n\n\t\t\tmaterial.time = clock.elapsedTime;\n\t\t\t// Render only if the buffer matches the built-in and no transmission sampler is set\n\t\t\t// @ts-expect-error - we know material.buffer is not just undefined | null\n\t\t\tif (material.buffer === fboMain.texture && !transmissionSampler) {\n\t\t\t\tparent = getInstanceState(material)?.parent() as unknown as THREE.Mesh;\n\n\t\t\t\tif (parent) {\n\t\t\t\t\t// Save defaults\n\t\t\t\t\toldTone = gl.toneMapping;\n\t\t\t\t\toldBg = scene.background;\n\t\t\t\t\toldEnvMapIntensity = material.envMapIntensity;\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\tgl.toneMapping = THREE.NoToneMapping;\n\t\t\t\t\tif (background) scene.background = background;\n\t\t\t\t\tparent.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\tgl.setRenderTarget(fboBack);\n\t\t\t\t\t\tgl.render(scene, 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\tparent.material = material;\n\t\t\t\t\t\tObject.assign(parent.material, {\n\t\t\t\t\t\t\tbuffer: fboBack.texture,\n\t\t\t\t\t\t\tthickness: backsideThickness,\n\t\t\t\t\t\t\tside: THREE.BackSide,\n\t\t\t\t\t\t\tenvMapIntensity: backsideEnvMapIntensity,\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t\t// Render into the main buffer\n\t\t\t\t\tgl.setRenderTarget(fboMain);\n\t\t\t\t\tgl.render(scene, camera);\n\n\t\t\t\t\tparent.material = material;\n\t\t\t\t\tObject.assign(parent.material, {\n\t\t\t\t\t\tbuffer: fboMain.texture,\n\t\t\t\t\t\tthickness,\n\t\t\t\t\t\tside,\n\t\t\t\t\t\tenvMapIntensity: oldEnvMapIntensity,\n\t\t\t\t\t});\n\n\t\t\t\t\t// Set old state back\n\t\t\t\t\tscene.background = oldBg;\n\t\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\t\tgl.toneMapping = oldTone;\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { beforeRender, NgtArgs, NgtAttachable, NgtThreeElements, omit } from 'angular-three';\nimport { MeshWobbleMaterial, MeshWobbleMaterialParameters } from 'angular-three-soba/vanilla-exports';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\n\n/**\n * Configuration options for the NgtsMeshWobbleMaterial component.\n */\nexport interface NgtsMeshWobbleMaterialOptions\n\textends MeshWobbleMaterialParameters, Partial<NgtThreeElements['ngt-mesh-standard-material']> {\n\t/**\n\t * Animation speed multiplier for the wobble effect.\n\t * @default 1\n\t */\n\tspeed: number;\n}\n\nconst defaultOptions: NgtsMeshWobbleMaterialOptions = {\n\tspeed: 1,\n};\n\n/**\n * A material that applies animated sine-wave wobble distortion to mesh surfaces.\n * Extends MeshStandardMaterial with vertex displacement for organic, jelly-like motion.\n *\n * @example\n * ```html\n * <ngt-mesh>\n * <ngt-torus-geometry />\n * <ngts-mesh-wobble-material [options]=\"{ speed: 2, factor: 0.6, color: 'cyan' }\" />\n * </ngt-mesh>\n * ```\n */\n@Component({\n\tselector: 'ngts-mesh-wobble-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [parameters]=\"parameters()\" [attach]=\"attach()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\timports: [NgtArgs],\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsMeshWobbleMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the wobble material.\n\t */\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\n\t/** Parameters excluding animation speed. */\n\tprotected parameters = omit(this.options, ['speed']);\n\n\t/** The underlying MeshWobbleMaterial instance. */\n\tprotected material = new MeshWobbleMaterial();\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\n\t\tbeforeRender(({ clock }) => {\n\t\t\tconst material = this.material;\n\t\t\tmaterial.time = clock.elapsedTime * this.options().speed;\n\t\t});\n\t}\n}\n","import { ChangeDetectionStrategy, Component, CUSTOM_ELEMENTS_SCHEMA, DestroyRef, inject, input } from '@angular/core';\nimport { NgtArgs, NgtAttachable } from 'angular-three';\nimport { PointMaterial } from 'angular-three-soba/shaders';\nimport * as THREE from 'three';\n\n/**\n * A material for rendering point clouds with consistent size regardless of distance.\n * Extends THREE.PointsMaterial with additional shader modifications for improved\n * point rendering with size attenuation control.\n *\n * @example\n * ```html\n * <ngt-points>\n * <ngt-buffer-geometry>\n * <ngt-buffer-attribute attach=\"attributes.position\" [args]=\"[positions, 3]\" />\n * </ngt-buffer-geometry>\n * <ngts-point-material [options]=\"{ size: 0.1, color: 'orange', sizeAttenuation: true }\" />\n * </ngt-points>\n * ```\n */\n@Component({\n\tselector: 'ngts-point-material',\n\ttemplate: `\n\t\t<ngt-primitive *args=\"[material]\" [attach]=\"attach()\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\nexport class NgtsPointMaterial {\n\t/**\n\t * How to attach the material to its parent object.\n\t * @default 'material'\n\t */\n\tattach = input<NgtAttachable>('material');\n\n\t/**\n\t * Configuration options for the point material following THREE.PointsMaterialParameters.\n\t */\n\toptions = input({} as THREE.PointsMaterialParameters);\n\n\t/** The underlying PointMaterial instance. */\n\tprotected material = new PointMaterial(this.options());\n\n\tconstructor() {\n\t\tinject(DestroyRef).onDestroy(() => this.material.dispose());\n\t}\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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