minecraft-renderer 0.1.85 → 0.1.86

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "minecraft-renderer",
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- "version": "0.1.85",
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+ "version": "0.1.86",
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  "description": "The most Modular Minecraft world renderer with Three.js WebGL backend",
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  "type": "module",
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  "main": "./dist/index.js",
@@ -9,7 +9,7 @@ const threeVersion = parseInt(THREE.REVISION.replaceAll(/\D+/g, ''), 10)
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  class StarfieldMaterial extends THREE.ShaderMaterial {
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  constructor() {
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  super({
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- uniforms: { time: { value: 0 }, fade: { value: 1 } },
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+ uniforms: { time: { value: 0 } },
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  vertexShader: /* glsl */ `
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  uniform float time;
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  attribute float size;
@@ -23,13 +23,9 @@ class StarfieldMaterial extends THREE.ShaderMaterial {
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  }`,
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  fragmentShader: /* glsl */ `
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  uniform sampler2D pointTexture;
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- uniform float fade;
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  varying vec3 vColor;
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  void main() {
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- // fade scales star brightness (0 = invisible). With additive blending this is
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- // the only way to dim stars — scene fog never reaches this shader. Driven by the
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- // rain state so stars disappear in rain like in vanilla.
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- gl_FragColor = vec4(vColor * fade, 1.0);
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+ gl_FragColor = vec4(vColor, 1.0);
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  #include <tonemapping_fragment>
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  #include <${threeVersion >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>
@@ -43,8 +39,6 @@ export class StarfieldModule implements RendererModuleController {
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  private timer = new THREE.Timer()
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  private enabled = false
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  private currentTime?: number
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- /** Current star brightness multiplier; lerps toward 0 while raining, 1 otherwise. */
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- private fade = 1
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  constructor(private readonly worldRenderer: WorldRendererThree) {}
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@@ -76,20 +70,13 @@ export class StarfieldModule implements RendererModuleController {
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  return this.currentTime > nightTime && this.currentTime < morningStart
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  }
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- render?: (deltaTime: number) => void = deltaTime => {
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+ render?: (deltaTime: number) => void = () => {
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  if (!this.points) return
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  this.points.position.set(0, 0, 0)
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  const material = this.points.material as StarfieldMaterial
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  this.timer.update(performance.now())
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  material.uniforms.time.value = this.timer.getElapsed() * 0.2
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-
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- // Fade stars out while raining (vanilla scales star brightness by 1 - rainLevel).
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- // isRaining is a boolean here, so ease toward the target instead of snapping.
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- const target = this.worldRenderer.worldRendererConfig.isRaining ? 0 : 1
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- const t = Math.min(1, deltaTime * 2)
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- this.fade += (target - this.fade) * t
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- material.uniforms.fade.value = this.fade
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  }
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  /**