manim-web 0.21.0 → 0.22.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/BokehPass-BtX0qHyZ.js +52 -0
- package/dist/BokehPass-D-qNlcw3.js +52 -0
- package/dist/CopyShader-C2Oc7n1P.js +12 -0
- package/dist/EffectComposer-BrOvLZtb.js +88 -0
- package/dist/EffectComposer-D427QFuS.js +88 -0
- package/dist/OutputPass-BeBCm_Ta.js +29 -0
- package/dist/OutputPass-oQu4Xmeb.js +29 -0
- package/dist/Pass--g-Yi-4V.js +51 -0
- package/dist/Pass-CSHIrJrV.js +51 -0
- package/dist/RenderPass-DS8SYAhJ.js +16 -0
- package/dist/RenderPass-DqrV7dhy.js +16 -0
- package/dist/ShaderPass-MHAIxsHm.js +22 -0
- package/dist/ShaderPass-h4P0lBmc.js +22 -0
- package/dist/UnrealBloomPass-DXgh_M0E.js +123 -0
- package/dist/UnrealBloomPass-DxDOnUAw.js +123 -0
- package/dist/core/PostProcessing.d.ts +203 -0
- package/dist/core/PostProcessing.d.ts.map +1 -0
- package/dist/core/Scene.d.ts +23 -0
- package/dist/core/Scene.d.ts.map +1 -1
- package/dist/index.d.ts +2 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +3 -3
- package/dist/integrations/react.js +16 -16
- package/dist/integrations/vue.js +13 -13
- package/dist/interaction/PanZoomControls.d.ts +133 -0
- package/dist/interaction/PanZoomControls.d.ts.map +1 -0
- package/dist/interaction/index.d.ts +1 -0
- package/dist/interaction/index.d.ts.map +1 -1
- package/dist/manim-web.browser.js +1995 -1716
- package/dist/{src-B_DX0DD1.js → src-C18aslV3.js} +1977 -1698
- package/package.json +1 -1
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import { $i as e, U as t, Wa as n, Yt as r, Zr as i, co as a, gr as o, or as s } from "./three.core-1aHSpGwp.js";
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import { n as c, t as l } from "./Pass--g-Yi-4V.js";
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//#region node_modules/three/examples/jsm/shaders/BokehShader.js
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var u = {
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name: "BokehShader",
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defines: {
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DEPTH_PACKING: 1,
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PERSPECTIVE_CAMERA: 1
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},
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uniforms: {
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tColor: { value: null },
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tDepth: { value: null },
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focus: { value: 1 },
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aspect: { value: 1 },
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aperture: { value: .025 },
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maxblur: { value: .01 },
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nearClip: { value: 1 },
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farClip: { value: 1e3 }
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},
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vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
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fragmentShader: "\n\n #include <common>\n\n varying vec2 vUv;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n\n uniform float maxblur; // max blur amount\n uniform float aperture; // aperture - bigger values for shallower depth of field\n\n uniform float nearClip;\n uniform float farClip;\n\n uniform float focus;\n uniform float aspect;\n\n #include <packing>\n\n float getDepth( const in vec2 screenPosition ) {\n #if DEPTH_PACKING == 1\n return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n #else\n return texture2D( tDepth, screenPosition ).x;\n #endif\n }\n\n float getViewZ( const in float depth ) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ( depth, nearClip, farClip );\n #else\n return orthographicDepthToViewZ( depth, nearClip, farClip );\n #endif\n }\n\n\n void main() {\n\n vec2 aspectcorrect = vec2( 1.0, aspect );\n\n float viewZ = getViewZ( getDepth( vUv ) );\n\n float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation\n\n vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );\n\n vec2 dofblur9 = dofblur * 0.9;\n vec2 dofblur7 = dofblur * 0.7;\n vec2 dofblur4 = dofblur * 0.4;\n\n vec4 col = vec4( 0.0 );\n\n col += texture2D( tColor, vUv.xy );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );\n\n gl_FragColor = col / 41.0;\n gl_FragColor.a = 1.0;\n\n }"
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}, d = class extends c {
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constructor(c, d, f) {
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super(), this.scene = c, this.camera = d;
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let p = f.focus === void 0 ? 1 : f.focus, m = f.aperture === void 0 ? .025 : f.aperture, h = f.maxblur === void 0 ? 1 : f.maxblur;
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this._renderTargetDepth = new a(1, 1, {
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minFilter: o,
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magFilter: o,
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type: r
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}), this._renderTargetDepth.texture.name = "BokehPass.depth", this._materialDepth = new s(), this._materialDepth.depthPacking = i, this._materialDepth.blending = 0;
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let g = n.clone(u.uniforms);
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g.tDepth.value = this._renderTargetDepth.texture, g.focus.value = p, g.aspect.value = d.aspect, g.aperture.value = m, g.maxblur.value = h, g.nearClip.value = d.near, g.farClip.value = d.far, this.materialBokeh = new e({
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defines: Object.assign({}, u.defines),
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uniforms: g,
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vertexShader: u.vertexShader,
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fragmentShader: u.fragmentShader
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}), this.uniforms = g, this._fsQuad = new l(this.materialBokeh), this._oldClearColor = new t();
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}
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render(e, t, n) {
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this.scene.overrideMaterial = this._materialDepth, e.getClearColor(this._oldClearColor);
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let r = e.getClearAlpha(), i = e.autoClear;
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e.autoClear = !1, e.setClearColor(16777215), e.setClearAlpha(1), e.setRenderTarget(this._renderTargetDepth), e.clear(), e.render(this.scene, this.camera), this.uniforms.tColor.value = n.texture, this.uniforms.nearClip.value = this.camera.near, this.uniforms.farClip.value = this.camera.far, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), e.clear(), this._fsQuad.render(e)), this.scene.overrideMaterial = null, e.setClearColor(this._oldClearColor), e.setClearAlpha(r), e.autoClear = i;
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}
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setSize(e, t) {
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this.materialBokeh.uniforms.aspect.value = e / t, this._renderTargetDepth.setSize(e, t);
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}
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dispose() {
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this._renderTargetDepth.dispose(), this._materialDepth.dispose(), this.materialBokeh.dispose(), this._fsQuad.dispose();
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}
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};
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//#endregion
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export { d as BokehPass };
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import { n as e, t } from "./Pass-CSHIrJrV.js";
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import { Color as n, HalfFloatType as r, MeshDepthMaterial as i, NearestFilter as a, NoBlending as o, RGBADepthPacking as s, ShaderMaterial as c, UniformsUtils as l, WebGLRenderTarget as u } from "three";
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//#region node_modules/three/examples/jsm/shaders/BokehShader.js
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var d = {
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name: "BokehShader",
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defines: {
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DEPTH_PACKING: 1,
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PERSPECTIVE_CAMERA: 1
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},
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uniforms: {
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tColor: { value: null },
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tDepth: { value: null },
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focus: { value: 1 },
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aspect: { value: 1 },
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aperture: { value: .025 },
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maxblur: { value: .01 },
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nearClip: { value: 1 },
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farClip: { value: 1e3 }
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},
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vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
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fragmentShader: "\n\n #include <common>\n\n varying vec2 vUv;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n\n uniform float maxblur; // max blur amount\n uniform float aperture; // aperture - bigger values for shallower depth of field\n\n uniform float nearClip;\n uniform float farClip;\n\n uniform float focus;\n uniform float aspect;\n\n #include <packing>\n\n float getDepth( const in vec2 screenPosition ) {\n #if DEPTH_PACKING == 1\n return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n #else\n return texture2D( tDepth, screenPosition ).x;\n #endif\n }\n\n float getViewZ( const in float depth ) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ( depth, nearClip, farClip );\n #else\n return orthographicDepthToViewZ( depth, nearClip, farClip );\n #endif\n }\n\n\n void main() {\n\n vec2 aspectcorrect = vec2( 1.0, aspect );\n\n float viewZ = getViewZ( getDepth( vUv ) );\n\n float factor = ( focus + viewZ ); // viewZ is <= 0, so this is a difference equation\n\n vec2 dofblur = vec2 ( clamp( factor * aperture, -maxblur, maxblur ) );\n\n vec2 dofblur9 = dofblur * 0.9;\n vec2 dofblur7 = dofblur * 0.7;\n vec2 dofblur4 = dofblur * 0.4;\n\n vec4 col = vec4( 0.0 );\n\n col += texture2D( tColor, vUv.xy );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.15, 0.37 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.37, 0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.37, -0.15 ) * aspectcorrect ) * dofblur9 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.15, -0.37 ) * aspectcorrect ) * dofblur9 );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.40, 0.0 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur7 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur7 );\n\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, -0.4 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, 0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.4, 0.0 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( -0.29, -0.29 ) * aspectcorrect ) * dofblur4 );\n col += texture2D( tColor, vUv.xy + ( vec2( 0.0, 0.4 ) * aspectcorrect ) * dofblur4 );\n\n gl_FragColor = col / 41.0;\n gl_FragColor.a = 1.0;\n\n }"
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}, f = class extends e {
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constructor(e, f, p) {
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super(), this.scene = e, this.camera = f;
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let m = p.focus === void 0 ? 1 : p.focus, h = p.aperture === void 0 ? .025 : p.aperture, g = p.maxblur === void 0 ? 1 : p.maxblur;
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this._renderTargetDepth = new u(1, 1, {
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minFilter: a,
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magFilter: a,
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type: r
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}), this._renderTargetDepth.texture.name = "BokehPass.depth", this._materialDepth = new i(), this._materialDepth.depthPacking = s, this._materialDepth.blending = o;
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let _ = l.clone(d.uniforms);
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_.tDepth.value = this._renderTargetDepth.texture, _.focus.value = m, _.aspect.value = f.aspect, _.aperture.value = h, _.maxblur.value = g, _.nearClip.value = f.near, _.farClip.value = f.far, this.materialBokeh = new c({
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defines: Object.assign({}, d.defines),
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uniforms: _,
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vertexShader: d.vertexShader,
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fragmentShader: d.fragmentShader
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}), this.uniforms = _, this._fsQuad = new t(this.materialBokeh), this._oldClearColor = new n();
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}
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render(e, t, n) {
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this.scene.overrideMaterial = this._materialDepth, e.getClearColor(this._oldClearColor);
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let r = e.getClearAlpha(), i = e.autoClear;
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e.autoClear = !1, e.setClearColor(16777215), e.setClearAlpha(1), e.setRenderTarget(this._renderTargetDepth), e.clear(), e.render(this.scene, this.camera), this.uniforms.tColor.value = n.texture, this.uniforms.nearClip.value = this.camera.near, this.uniforms.farClip.value = this.camera.far, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), e.clear(), this._fsQuad.render(e)), this.scene.overrideMaterial = null, e.setClearColor(this._oldClearColor), e.setClearAlpha(r), e.autoClear = i;
|
|
43
|
+
}
|
|
44
|
+
setSize(e, t) {
|
|
45
|
+
this.materialBokeh.uniforms.aspect.value = e / t, this._renderTargetDepth.setSize(e, t);
|
|
46
|
+
}
|
|
47
|
+
dispose() {
|
|
48
|
+
this._renderTargetDepth.dispose(), this._materialDepth.dispose(), this.materialBokeh.dispose(), this._fsQuad.dispose();
|
|
49
|
+
}
|
|
50
|
+
};
|
|
51
|
+
//#endregion
|
|
52
|
+
export { f as BokehPass };
|
|
@@ -0,0 +1,12 @@
|
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|
1
|
+
//#region node_modules/three/examples/jsm/shaders/CopyShader.js
|
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2
|
+
var e = {
|
|
3
|
+
name: "CopyShader",
|
|
4
|
+
uniforms: {
|
|
5
|
+
tDiffuse: { value: null },
|
|
6
|
+
opacity: { value: 1 }
|
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7
|
+
},
|
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8
|
+
vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
|
|
9
|
+
fragmentShader: "\n\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 texel = texture2D( tDiffuse, vUv );\n gl_FragColor = opacity * texel;\n\n\n }"
|
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10
|
+
};
|
|
11
|
+
//#endregion
|
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12
|
+
export { e as t };
|
|
@@ -0,0 +1,88 @@
|
|
|
1
|
+
import { $a as e, Ma as t, Yt as n, co as r } from "./three.core-1aHSpGwp.js";
|
|
2
|
+
import { n as i } from "./Pass--g-Yi-4V.js";
|
|
3
|
+
import { t as a } from "./CopyShader-C2Oc7n1P.js";
|
|
4
|
+
import { ShaderPass as o } from "./ShaderPass-MHAIxsHm.js";
|
|
5
|
+
//#region node_modules/three/examples/jsm/postprocessing/MaskPass.js
|
|
6
|
+
var s = class extends i {
|
|
7
|
+
constructor(e, t) {
|
|
8
|
+
super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;
|
|
9
|
+
}
|
|
10
|
+
render(e, t, n) {
|
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11
|
+
let r = e.getContext(), i = e.state;
|
|
12
|
+
i.buffers.color.setMask(!1), i.buffers.depth.setMask(!1), i.buffers.color.setLocked(!0), i.buffers.depth.setLocked(!0);
|
|
13
|
+
let a, o;
|
|
14
|
+
this.inverse ? (a = 0, o = 1) : (a = 1, o = 0), i.buffers.stencil.setTest(!0), i.buffers.stencil.setOp(r.REPLACE, r.REPLACE, r.REPLACE), i.buffers.stencil.setFunc(r.ALWAYS, a, 4294967295), i.buffers.stencil.setClear(o), i.buffers.stencil.setLocked(!0), e.setRenderTarget(n), this.clear && e.clear(), e.render(this.scene, this.camera), e.setRenderTarget(t), this.clear && e.clear(), e.render(this.scene, this.camera), i.buffers.color.setLocked(!1), i.buffers.depth.setLocked(!1), i.buffers.color.setMask(!0), i.buffers.depth.setMask(!0), i.buffers.stencil.setLocked(!1), i.buffers.stencil.setFunc(r.EQUAL, 1, 4294967295), i.buffers.stencil.setOp(r.KEEP, r.KEEP, r.KEEP), i.buffers.stencil.setLocked(!0);
|
|
15
|
+
}
|
|
16
|
+
}, c = class extends i {
|
|
17
|
+
constructor() {
|
|
18
|
+
super(), this.needsSwap = !1;
|
|
19
|
+
}
|
|
20
|
+
render(e) {
|
|
21
|
+
e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);
|
|
22
|
+
}
|
|
23
|
+
}, l = class {
|
|
24
|
+
constructor(i, s) {
|
|
25
|
+
if (this.renderer = i, this._pixelRatio = i.getPixelRatio(), s === void 0) {
|
|
26
|
+
let t = i.getSize(new e());
|
|
27
|
+
this._width = t.width, this._height = t.height, s = new r(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: n }), s.texture.name = "EffectComposer.rt1";
|
|
28
|
+
} else this._width = s.width, this._height = s.height;
|
|
29
|
+
this.renderTarget1 = s, this.renderTarget2 = s.clone(), this.renderTarget2.texture.name = "EffectComposer.rt2", this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2, this.renderToScreen = !0, this.passes = [], this.copyPass = new o(a), this.copyPass.material.blending = 0, this.timer = new t();
|
|
30
|
+
}
|
|
31
|
+
swapBuffers() {
|
|
32
|
+
let e = this.readBuffer;
|
|
33
|
+
this.readBuffer = this.writeBuffer, this.writeBuffer = e;
|
|
34
|
+
}
|
|
35
|
+
addPass(e) {
|
|
36
|
+
this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
37
|
+
}
|
|
38
|
+
insertPass(e, t) {
|
|
39
|
+
this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
40
|
+
}
|
|
41
|
+
removePass(e) {
|
|
42
|
+
let t = this.passes.indexOf(e);
|
|
43
|
+
t !== -1 && this.passes.splice(t, 1);
|
|
44
|
+
}
|
|
45
|
+
isLastEnabledPass(e) {
|
|
46
|
+
for (let t = e + 1; t < this.passes.length; t++) if (this.passes[t].enabled) return !1;
|
|
47
|
+
return !0;
|
|
48
|
+
}
|
|
49
|
+
render(e) {
|
|
50
|
+
this.timer.update(), e === void 0 && (e = this.timer.getDelta());
|
|
51
|
+
let t = this.renderer.getRenderTarget(), n = !1;
|
|
52
|
+
for (let t = 0, r = this.passes.length; t < r; t++) {
|
|
53
|
+
let r = this.passes[t];
|
|
54
|
+
if (r.enabled !== !1) {
|
|
55
|
+
if (r.renderToScreen = this.renderToScreen && this.isLastEnabledPass(t), r.render(this.renderer, this.writeBuffer, this.readBuffer, e, n), r.needsSwap) {
|
|
56
|
+
if (n) {
|
|
57
|
+
let t = this.renderer.getContext(), n = this.renderer.state.buffers.stencil;
|
|
58
|
+
n.setFunc(t.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), n.setFunc(t.EQUAL, 1, 4294967295);
|
|
59
|
+
}
|
|
60
|
+
this.swapBuffers();
|
|
61
|
+
}
|
|
62
|
+
s !== void 0 && (r instanceof s ? n = !0 : r instanceof c && (n = !1));
|
|
63
|
+
}
|
|
64
|
+
}
|
|
65
|
+
this.renderer.setRenderTarget(t);
|
|
66
|
+
}
|
|
67
|
+
reset(t) {
|
|
68
|
+
if (t === void 0) {
|
|
69
|
+
let n = this.renderer.getSize(new e());
|
|
70
|
+
this._pixelRatio = this.renderer.getPixelRatio(), this._width = n.width, this._height = n.height, t = this.renderTarget1.clone(), t.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
71
|
+
}
|
|
72
|
+
this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = t, this.renderTarget2 = t.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;
|
|
73
|
+
}
|
|
74
|
+
setSize(e, t) {
|
|
75
|
+
this._width = e, this._height = t;
|
|
76
|
+
let n = this._width * this._pixelRatio, r = this._height * this._pixelRatio;
|
|
77
|
+
this.renderTarget1.setSize(n, r), this.renderTarget2.setSize(n, r);
|
|
78
|
+
for (let e = 0; e < this.passes.length; e++) this.passes[e].setSize(n, r);
|
|
79
|
+
}
|
|
80
|
+
setPixelRatio(e) {
|
|
81
|
+
this._pixelRatio = e, this.setSize(this._width, this._height);
|
|
82
|
+
}
|
|
83
|
+
dispose() {
|
|
84
|
+
this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();
|
|
85
|
+
}
|
|
86
|
+
};
|
|
87
|
+
//#endregion
|
|
88
|
+
export { l as EffectComposer };
|
|
@@ -0,0 +1,88 @@
|
|
|
1
|
+
import { n as e } from "./Pass-CSHIrJrV.js";
|
|
2
|
+
import { t } from "./CopyShader-C2Oc7n1P.js";
|
|
3
|
+
import { ShaderPass as n } from "./ShaderPass-h4P0lBmc.js";
|
|
4
|
+
import { HalfFloatType as r, NoBlending as i, Timer as a, Vector2 as o, WebGLRenderTarget as s } from "three";
|
|
5
|
+
//#region node_modules/three/examples/jsm/postprocessing/MaskPass.js
|
|
6
|
+
var c = class extends e {
|
|
7
|
+
constructor(e, t) {
|
|
8
|
+
super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;
|
|
9
|
+
}
|
|
10
|
+
render(e, t, n) {
|
|
11
|
+
let r = e.getContext(), i = e.state;
|
|
12
|
+
i.buffers.color.setMask(!1), i.buffers.depth.setMask(!1), i.buffers.color.setLocked(!0), i.buffers.depth.setLocked(!0);
|
|
13
|
+
let a, o;
|
|
14
|
+
this.inverse ? (a = 0, o = 1) : (a = 1, o = 0), i.buffers.stencil.setTest(!0), i.buffers.stencil.setOp(r.REPLACE, r.REPLACE, r.REPLACE), i.buffers.stencil.setFunc(r.ALWAYS, a, 4294967295), i.buffers.stencil.setClear(o), i.buffers.stencil.setLocked(!0), e.setRenderTarget(n), this.clear && e.clear(), e.render(this.scene, this.camera), e.setRenderTarget(t), this.clear && e.clear(), e.render(this.scene, this.camera), i.buffers.color.setLocked(!1), i.buffers.depth.setLocked(!1), i.buffers.color.setMask(!0), i.buffers.depth.setMask(!0), i.buffers.stencil.setLocked(!1), i.buffers.stencil.setFunc(r.EQUAL, 1, 4294967295), i.buffers.stencil.setOp(r.KEEP, r.KEEP, r.KEEP), i.buffers.stencil.setLocked(!0);
|
|
15
|
+
}
|
|
16
|
+
}, l = class extends e {
|
|
17
|
+
constructor() {
|
|
18
|
+
super(), this.needsSwap = !1;
|
|
19
|
+
}
|
|
20
|
+
render(e) {
|
|
21
|
+
e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);
|
|
22
|
+
}
|
|
23
|
+
}, u = class {
|
|
24
|
+
constructor(e, c) {
|
|
25
|
+
if (this.renderer = e, this._pixelRatio = e.getPixelRatio(), c === void 0) {
|
|
26
|
+
let t = e.getSize(new o());
|
|
27
|
+
this._width = t.width, this._height = t.height, c = new s(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: r }), c.texture.name = "EffectComposer.rt1";
|
|
28
|
+
} else this._width = c.width, this._height = c.height;
|
|
29
|
+
this.renderTarget1 = c, this.renderTarget2 = c.clone(), this.renderTarget2.texture.name = "EffectComposer.rt2", this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2, this.renderToScreen = !0, this.passes = [], this.copyPass = new n(t), this.copyPass.material.blending = i, this.timer = new a();
|
|
30
|
+
}
|
|
31
|
+
swapBuffers() {
|
|
32
|
+
let e = this.readBuffer;
|
|
33
|
+
this.readBuffer = this.writeBuffer, this.writeBuffer = e;
|
|
34
|
+
}
|
|
35
|
+
addPass(e) {
|
|
36
|
+
this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
37
|
+
}
|
|
38
|
+
insertPass(e, t) {
|
|
39
|
+
this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
40
|
+
}
|
|
41
|
+
removePass(e) {
|
|
42
|
+
let t = this.passes.indexOf(e);
|
|
43
|
+
t !== -1 && this.passes.splice(t, 1);
|
|
44
|
+
}
|
|
45
|
+
isLastEnabledPass(e) {
|
|
46
|
+
for (let t = e + 1; t < this.passes.length; t++) if (this.passes[t].enabled) return !1;
|
|
47
|
+
return !0;
|
|
48
|
+
}
|
|
49
|
+
render(e) {
|
|
50
|
+
this.timer.update(), e === void 0 && (e = this.timer.getDelta());
|
|
51
|
+
let t = this.renderer.getRenderTarget(), n = !1;
|
|
52
|
+
for (let t = 0, r = this.passes.length; t < r; t++) {
|
|
53
|
+
let r = this.passes[t];
|
|
54
|
+
if (r.enabled !== !1) {
|
|
55
|
+
if (r.renderToScreen = this.renderToScreen && this.isLastEnabledPass(t), r.render(this.renderer, this.writeBuffer, this.readBuffer, e, n), r.needsSwap) {
|
|
56
|
+
if (n) {
|
|
57
|
+
let t = this.renderer.getContext(), n = this.renderer.state.buffers.stencil;
|
|
58
|
+
n.setFunc(t.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), n.setFunc(t.EQUAL, 1, 4294967295);
|
|
59
|
+
}
|
|
60
|
+
this.swapBuffers();
|
|
61
|
+
}
|
|
62
|
+
c !== void 0 && (r instanceof c ? n = !0 : r instanceof l && (n = !1));
|
|
63
|
+
}
|
|
64
|
+
}
|
|
65
|
+
this.renderer.setRenderTarget(t);
|
|
66
|
+
}
|
|
67
|
+
reset(e) {
|
|
68
|
+
if (e === void 0) {
|
|
69
|
+
let t = this.renderer.getSize(new o());
|
|
70
|
+
this._pixelRatio = this.renderer.getPixelRatio(), this._width = t.width, this._height = t.height, e = this.renderTarget1.clone(), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
|
|
71
|
+
}
|
|
72
|
+
this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = e, this.renderTarget2 = e.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;
|
|
73
|
+
}
|
|
74
|
+
setSize(e, t) {
|
|
75
|
+
this._width = e, this._height = t;
|
|
76
|
+
let n = this._width * this._pixelRatio, r = this._height * this._pixelRatio;
|
|
77
|
+
this.renderTarget1.setSize(n, r), this.renderTarget2.setSize(n, r);
|
|
78
|
+
for (let e = 0; e < this.passes.length; e++) this.passes[e].setSize(n, r);
|
|
79
|
+
}
|
|
80
|
+
setPixelRatio(e) {
|
|
81
|
+
this._pixelRatio = e, this.setSize(this._width, this._height);
|
|
82
|
+
}
|
|
83
|
+
dispose() {
|
|
84
|
+
this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();
|
|
85
|
+
}
|
|
86
|
+
};
|
|
87
|
+
//#endregion
|
|
88
|
+
export { u as EffectComposer };
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
import { G as e, Pi as t, Wa as n } from "./three.core-1aHSpGwp.js";
|
|
2
|
+
import { n as r, t as i } from "./Pass--g-Yi-4V.js";
|
|
3
|
+
//#region node_modules/three/examples/jsm/shaders/OutputShader.js
|
|
4
|
+
var a = {
|
|
5
|
+
name: "OutputShader",
|
|
6
|
+
uniforms: {
|
|
7
|
+
tDiffuse: { value: null },
|
|
8
|
+
toneMappingExposure: { value: 1 }
|
|
9
|
+
},
|
|
10
|
+
vertexShader: "\n precision highp float;\n\n uniform mat4 modelViewMatrix;\n uniform mat4 projectionMatrix;\n\n attribute vec3 position;\n attribute vec2 uv;\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
|
|
11
|
+
fragmentShader: "\n\n precision highp float;\n\n uniform sampler2D tDiffuse;\n\n #include <tonemapping_pars_fragment>\n #include <colorspace_pars_fragment>\n\n varying vec2 vUv;\n\n void main() {\n\n gl_FragColor = texture2D( tDiffuse, vUv );\n\n // tone mapping\n\n #ifdef LINEAR_TONE_MAPPING\n\n gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n #elif defined( REINHARD_TONE_MAPPING )\n\n gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n #elif defined( CINEON_TONE_MAPPING )\n\n gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n #elif defined( ACES_FILMIC_TONE_MAPPING )\n\n gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n #elif defined( AGX_TONE_MAPPING )\n\n gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n #elif defined( NEUTRAL_TONE_MAPPING )\n\n gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n #elif defined( CUSTOM_TONE_MAPPING )\n\n gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n #endif\n\n // color space\n\n #ifdef SRGB_TRANSFER\n\n gl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n #endif\n\n }"
|
|
12
|
+
}, o = class extends r {
|
|
13
|
+
constructor() {
|
|
14
|
+
super(), this.isOutputPass = !0, this.uniforms = n.clone(a.uniforms), this.material = new t({
|
|
15
|
+
name: a.name,
|
|
16
|
+
uniforms: this.uniforms,
|
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17
|
+
vertexShader: a.vertexShader,
|
|
18
|
+
fragmentShader: a.fragmentShader
|
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19
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+
}), this._fsQuad = new i(this.material), this._outputColorSpace = null, this._toneMapping = null;
|
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+
}
|
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|
+
render(t, n, r) {
|
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|
+
this.uniforms.tDiffuse.value = r.texture, this.uniforms.toneMappingExposure.value = t.toneMappingExposure, (this._outputColorSpace !== t.outputColorSpace || this._toneMapping !== t.toneMapping) && (this._outputColorSpace = t.outputColorSpace, this._toneMapping = t.toneMapping, this.material.defines = {}, e.getTransfer(this._outputColorSpace) === "srgb" && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === 1 ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === 2 ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === 3 ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === 4 ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === 6 ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === 7 ? this.material.defines.NEUTRAL_TONE_MAPPING = "" : this._toneMapping === 5 && (this.material.defines.CUSTOM_TONE_MAPPING = ""), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (t.setRenderTarget(null), this._fsQuad.render(t)) : (t.setRenderTarget(n), this.clear && t.clear(t.autoClearColor, t.autoClearDepth, t.autoClearStencil), this._fsQuad.render(t));
|
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23
|
+
}
|
|
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|
+
dispose() {
|
|
25
|
+
this.material.dispose(), this._fsQuad.dispose();
|
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+
}
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+
};
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+
//#endregion
|
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|
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export { o as OutputPass };
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@@ -0,0 +1,29 @@
|
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1
|
+
import { n as e, t } from "./Pass-CSHIrJrV.js";
|
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2
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+
import { ACESFilmicToneMapping as n, AgXToneMapping as r, CineonToneMapping as i, ColorManagement as a, CustomToneMapping as o, LinearToneMapping as s, NeutralToneMapping as c, RawShaderMaterial as l, ReinhardToneMapping as u, SRGBTransfer as d, UniformsUtils as f } from "three";
|
|
3
|
+
//#region node_modules/three/examples/jsm/shaders/OutputShader.js
|
|
4
|
+
var p = {
|
|
5
|
+
name: "OutputShader",
|
|
6
|
+
uniforms: {
|
|
7
|
+
tDiffuse: { value: null },
|
|
8
|
+
toneMappingExposure: { value: 1 }
|
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9
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+
},
|
|
10
|
+
vertexShader: "\n precision highp float;\n\n uniform mat4 modelViewMatrix;\n uniform mat4 projectionMatrix;\n\n attribute vec3 position;\n attribute vec2 uv;\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
|
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11
|
+
fragmentShader: "\n\n precision highp float;\n\n uniform sampler2D tDiffuse;\n\n #include <tonemapping_pars_fragment>\n #include <colorspace_pars_fragment>\n\n varying vec2 vUv;\n\n void main() {\n\n gl_FragColor = texture2D( tDiffuse, vUv );\n\n // tone mapping\n\n #ifdef LINEAR_TONE_MAPPING\n\n gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n #elif defined( REINHARD_TONE_MAPPING )\n\n gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n #elif defined( CINEON_TONE_MAPPING )\n\n gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n #elif defined( ACES_FILMIC_TONE_MAPPING )\n\n gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n #elif defined( AGX_TONE_MAPPING )\n\n gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n #elif defined( NEUTRAL_TONE_MAPPING )\n\n gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n #elif defined( CUSTOM_TONE_MAPPING )\n\n gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n #endif\n\n // color space\n\n #ifdef SRGB_TRANSFER\n\n gl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n #endif\n\n }"
|
|
12
|
+
}, m = class extends e {
|
|
13
|
+
constructor() {
|
|
14
|
+
super(), this.isOutputPass = !0, this.uniforms = f.clone(p.uniforms), this.material = new l({
|
|
15
|
+
name: p.name,
|
|
16
|
+
uniforms: this.uniforms,
|
|
17
|
+
vertexShader: p.vertexShader,
|
|
18
|
+
fragmentShader: p.fragmentShader
|
|
19
|
+
}), this._fsQuad = new t(this.material), this._outputColorSpace = null, this._toneMapping = null;
|
|
20
|
+
}
|
|
21
|
+
render(e, t, l) {
|
|
22
|
+
this.uniforms.tDiffuse.value = l.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, a.getTransfer(this._outputColorSpace) === d && (this.material.defines.SRGB_TRANSFER = ""), this._toneMapping === s ? this.material.defines.LINEAR_TONE_MAPPING = "" : this._toneMapping === u ? this.material.defines.REINHARD_TONE_MAPPING = "" : this._toneMapping === i ? this.material.defines.CINEON_TONE_MAPPING = "" : this._toneMapping === n ? this.material.defines.ACES_FILMIC_TONE_MAPPING = "" : this._toneMapping === r ? this.material.defines.AGX_TONE_MAPPING = "" : this._toneMapping === c ? this.material.defines.NEUTRAL_TONE_MAPPING = "" : this._toneMapping === o && (this.material.defines.CUSTOM_TONE_MAPPING = ""), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
|
|
23
|
+
}
|
|
24
|
+
dispose() {
|
|
25
|
+
this.material.dispose(), this._fsQuad.dispose();
|
|
26
|
+
}
|
|
27
|
+
};
|
|
28
|
+
//#endregion
|
|
29
|
+
export { m as OutputPass };
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
import { Er as e, Lt as t, ir as n, j as r } from "./three.core-1aHSpGwp.js";
|
|
2
|
+
//#region node_modules/three/examples/jsm/postprocessing/Pass.js
|
|
3
|
+
var i = class {
|
|
4
|
+
constructor() {
|
|
5
|
+
this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
|
|
6
|
+
}
|
|
7
|
+
setSize() {}
|
|
8
|
+
render() {
|
|
9
|
+
console.error("THREE.Pass: .render() must be implemented in derived pass.");
|
|
10
|
+
}
|
|
11
|
+
dispose() {}
|
|
12
|
+
}, a = new e(-1, 1, 1, -1, 0, 1), o = new class extends r {
|
|
13
|
+
constructor() {
|
|
14
|
+
super(), this.setAttribute("position", new t([
|
|
15
|
+
-1,
|
|
16
|
+
3,
|
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17
|
+
0,
|
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18
|
+
-1,
|
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19
|
+
-1,
|
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20
|
+
0,
|
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21
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+
3,
|
|
22
|
+
-1,
|
|
23
|
+
0
|
|
24
|
+
], 3)), this.setAttribute("uv", new t([
|
|
25
|
+
0,
|
|
26
|
+
2,
|
|
27
|
+
0,
|
|
28
|
+
0,
|
|
29
|
+
2,
|
|
30
|
+
0
|
|
31
|
+
], 2));
|
|
32
|
+
}
|
|
33
|
+
}(), s = class {
|
|
34
|
+
constructor(e) {
|
|
35
|
+
this._mesh = new n(o, e);
|
|
36
|
+
}
|
|
37
|
+
dispose() {
|
|
38
|
+
this._mesh.geometry.dispose();
|
|
39
|
+
}
|
|
40
|
+
render(e) {
|
|
41
|
+
e.render(this._mesh, a);
|
|
42
|
+
}
|
|
43
|
+
get material() {
|
|
44
|
+
return this._mesh.material;
|
|
45
|
+
}
|
|
46
|
+
set material(e) {
|
|
47
|
+
this._mesh.material = e;
|
|
48
|
+
}
|
|
49
|
+
};
|
|
50
|
+
//#endregion
|
|
51
|
+
export { i as n, s as t };
|
|
@@ -0,0 +1,51 @@
|
|
|
1
|
+
import { BufferGeometry as e, Float32BufferAttribute as t, Mesh as n, OrthographicCamera as r } from "three";
|
|
2
|
+
//#region node_modules/three/examples/jsm/postprocessing/Pass.js
|
|
3
|
+
var i = class {
|
|
4
|
+
constructor() {
|
|
5
|
+
this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
|
|
6
|
+
}
|
|
7
|
+
setSize() {}
|
|
8
|
+
render() {
|
|
9
|
+
console.error("THREE.Pass: .render() must be implemented in derived pass.");
|
|
10
|
+
}
|
|
11
|
+
dispose() {}
|
|
12
|
+
}, a = new r(-1, 1, 1, -1, 0, 1), o = new class extends e {
|
|
13
|
+
constructor() {
|
|
14
|
+
super(), this.setAttribute("position", new t([
|
|
15
|
+
-1,
|
|
16
|
+
3,
|
|
17
|
+
0,
|
|
18
|
+
-1,
|
|
19
|
+
-1,
|
|
20
|
+
0,
|
|
21
|
+
3,
|
|
22
|
+
-1,
|
|
23
|
+
0
|
|
24
|
+
], 3)), this.setAttribute("uv", new t([
|
|
25
|
+
0,
|
|
26
|
+
2,
|
|
27
|
+
0,
|
|
28
|
+
0,
|
|
29
|
+
2,
|
|
30
|
+
0
|
|
31
|
+
], 2));
|
|
32
|
+
}
|
|
33
|
+
}(), s = class {
|
|
34
|
+
constructor(e) {
|
|
35
|
+
this._mesh = new n(o, e);
|
|
36
|
+
}
|
|
37
|
+
dispose() {
|
|
38
|
+
this._mesh.geometry.dispose();
|
|
39
|
+
}
|
|
40
|
+
render(e) {
|
|
41
|
+
e.render(this._mesh, a);
|
|
42
|
+
}
|
|
43
|
+
get material() {
|
|
44
|
+
return this._mesh.material;
|
|
45
|
+
}
|
|
46
|
+
set material(e) {
|
|
47
|
+
this._mesh.material = e;
|
|
48
|
+
}
|
|
49
|
+
};
|
|
50
|
+
//#endregion
|
|
51
|
+
export { i as n, s as t };
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
import { n as e } from "./Pass-CSHIrJrV.js";
|
|
2
|
+
import { Color as t } from "three";
|
|
3
|
+
//#region node_modules/three/examples/jsm/postprocessing/RenderPass.js
|
|
4
|
+
var n = class extends e {
|
|
5
|
+
constructor(e, n, r = null, i = null, a = null) {
|
|
6
|
+
super(), this.scene = e, this.camera = n, this.overrideMaterial = r, this.clearColor = i, this.clearAlpha = a, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this.isRenderPass = !0, this._oldClearColor = new t();
|
|
7
|
+
}
|
|
8
|
+
render(e, t, n) {
|
|
9
|
+
let r = e.autoClear;
|
|
10
|
+
e.autoClear = !1;
|
|
11
|
+
let i, a;
|
|
12
|
+
this.overrideMaterial !== null && (a = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (e.getClearColor(this._oldClearColor), e.setClearColor(this.clearColor, e.getClearAlpha())), this.clearAlpha !== null && (i = e.getClearAlpha(), e.setClearAlpha(this.clearAlpha)), this.clearDepth == 1 && e.clearDepth(), e.setRenderTarget(this.renderToScreen ? null : n), this.clear === !0 && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), e.render(this.scene, this.camera), this.clearColor !== null && e.setClearColor(this._oldClearColor), this.clearAlpha !== null && e.setClearAlpha(i), this.overrideMaterial !== null && (this.scene.overrideMaterial = a), e.autoClear = r;
|
|
13
|
+
}
|
|
14
|
+
};
|
|
15
|
+
//#endregion
|
|
16
|
+
export { n as RenderPass };
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
import { U as e } from "./three.core-1aHSpGwp.js";
|
|
2
|
+
import { n as t } from "./Pass--g-Yi-4V.js";
|
|
3
|
+
//#region node_modules/three/examples/jsm/postprocessing/RenderPass.js
|
|
4
|
+
var n = class extends t {
|
|
5
|
+
constructor(t, n, r = null, i = null, a = null) {
|
|
6
|
+
super(), this.scene = t, this.camera = n, this.overrideMaterial = r, this.clearColor = i, this.clearAlpha = a, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this.isRenderPass = !0, this._oldClearColor = new e();
|
|
7
|
+
}
|
|
8
|
+
render(e, t, n) {
|
|
9
|
+
let r = e.autoClear;
|
|
10
|
+
e.autoClear = !1;
|
|
11
|
+
let i, a;
|
|
12
|
+
this.overrideMaterial !== null && (a = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (e.getClearColor(this._oldClearColor), e.setClearColor(this.clearColor, e.getClearAlpha())), this.clearAlpha !== null && (i = e.getClearAlpha(), e.setClearAlpha(this.clearAlpha)), this.clearDepth == 1 && e.clearDepth(), e.setRenderTarget(this.renderToScreen ? null : n), this.clear === !0 && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), e.render(this.scene, this.camera), this.clearColor !== null && e.setClearColor(this._oldClearColor), this.clearAlpha !== null && e.setClearAlpha(i), this.overrideMaterial !== null && (this.scene.overrideMaterial = a), e.autoClear = r;
|
|
13
|
+
}
|
|
14
|
+
};
|
|
15
|
+
//#endregion
|
|
16
|
+
export { n as RenderPass };
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import { $i as e, Wa as t } from "./three.core-1aHSpGwp.js";
|
|
2
|
+
import { n, t as r } from "./Pass--g-Yi-4V.js";
|
|
3
|
+
//#region node_modules/three/examples/jsm/postprocessing/ShaderPass.js
|
|
4
|
+
var i = class extends n {
|
|
5
|
+
constructor(n, i = "tDiffuse") {
|
|
6
|
+
super(), this.textureID = i, this.uniforms = null, this.material = null, n instanceof e ? (this.uniforms = n.uniforms, this.material = n) : n && (this.uniforms = t.clone(n.uniforms), this.material = new e({
|
|
7
|
+
name: n.name === void 0 ? "unspecified" : n.name,
|
|
8
|
+
defines: Object.assign({}, n.defines),
|
|
9
|
+
uniforms: this.uniforms,
|
|
10
|
+
vertexShader: n.vertexShader,
|
|
11
|
+
fragmentShader: n.fragmentShader
|
|
12
|
+
})), this._fsQuad = new r(this.material);
|
|
13
|
+
}
|
|
14
|
+
render(e, t, n) {
|
|
15
|
+
this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = n.texture), this._fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
|
|
16
|
+
}
|
|
17
|
+
dispose() {
|
|
18
|
+
this.material.dispose(), this._fsQuad.dispose();
|
|
19
|
+
}
|
|
20
|
+
};
|
|
21
|
+
//#endregion
|
|
22
|
+
export { i as ShaderPass };
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import { n as e, t } from "./Pass-CSHIrJrV.js";
|
|
2
|
+
import { ShaderMaterial as n, UniformsUtils as r } from "three";
|
|
3
|
+
//#region node_modules/three/examples/jsm/postprocessing/ShaderPass.js
|
|
4
|
+
var i = class extends e {
|
|
5
|
+
constructor(e, i = "tDiffuse") {
|
|
6
|
+
super(), this.textureID = i, this.uniforms = null, this.material = null, e instanceof n ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = r.clone(e.uniforms), this.material = new n({
|
|
7
|
+
name: e.name === void 0 ? "unspecified" : e.name,
|
|
8
|
+
defines: Object.assign({}, e.defines),
|
|
9
|
+
uniforms: this.uniforms,
|
|
10
|
+
vertexShader: e.vertexShader,
|
|
11
|
+
fragmentShader: e.fragmentShader
|
|
12
|
+
})), this._fsQuad = new t(this.material);
|
|
13
|
+
}
|
|
14
|
+
render(e, t, n) {
|
|
15
|
+
this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = n.texture), this._fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));
|
|
16
|
+
}
|
|
17
|
+
dispose() {
|
|
18
|
+
this.material.dispose(), this._fsQuad.dispose();
|
|
19
|
+
}
|
|
20
|
+
};
|
|
21
|
+
//#endregion
|
|
22
|
+
export { i as ShaderPass };
|