minerender 2.1.0-alpha.46 → 2.1.0-alpha.48
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/browser/index.d.mts +2 -0
- package/dist/browser/index.d.ts +2 -0
- package/dist/browser/index.js +15 -0
- package/dist/browser/index.js.map +1 -1
- package/dist/browser/index.mjs +15 -0
- package/dist/browser/index.mjs.map +1 -1
- package/dist/bundle.js +15 -0
- package/dist/bundle.js.map +1 -1
- package/dist/node/index.d.mts +2 -0
- package/dist/node/index.d.ts +2 -0
- package/dist/node/index.js +15 -0
- package/dist/node/index.js.map +1 -1
- package/dist/node/index.mjs +15 -0
- package/dist/node/index.mjs.map +1 -1
- package/package.json +1 -1
package/dist/bundle.js
CHANGED
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@@ -33044,7 +33044,12 @@ var MineRender = (() => {
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33044
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const vertShader = `
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33045
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uniform bool SHADE;
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33046
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33047
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+
// Keep MSAA edge pixels from sampling outside the face's atlas region.
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33048
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+
#if __VERSION__ >= 300
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33049
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centroid out vec2 vUv;
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33050
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#else
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varying vec2 vUv;
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#endif
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varying vec3 vTint;
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varying float light;
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varying float lift;
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@@ -33101,7 +33106,11 @@ var MineRender = (() => {
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uniform bool EMISSIVE;
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uniform float BRIGHTNESS;
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+
#if __VERSION__ >= 300
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centroid in vec2 vUv;
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33111
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#else
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varying vec2 vUv;
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33113
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#endif
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varying vec3 vTint;
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varying float light;
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varying float lift;
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@@ -90063,6 +90072,10 @@ uniform float opacity;varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuf
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this._dirty = true;
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};
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this.options = (0, import_ts_deepmerge9.default)({}, _Renderer.DEFAULT_OPTIONS, options ?? {});
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const pixelRatio = this.options.render.pixelRatio ?? 1;
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90076
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if (!Number.isFinite(pixelRatio) || pixelRatio <= 0) {
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90077
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throw new RangeError("render.pixelRatio must be a finite positive number");
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}
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this._animationLoop = this.animate.bind(this);
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this._frameInterval = this.options.render.fpsLimit > 0 ? 1e3 / this.options.render.fpsLimit : void 0;
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this._scene = this.createScene();
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@@ -90112,6 +90125,7 @@ uniform float opacity;varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuf
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = PCFSoftShadowMap;
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renderer.outputColorSpace = SRGBColorSpace;
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+
renderer.setPixelRatio(this.options.render.pixelRatio ?? 1);
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renderer.setSize(this.viewWidth, this.viewHeight);
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return renderer;
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}
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@@ -90367,6 +90381,7 @@ uniform float opacity;varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuf
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},
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render: {
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fpsLimit: 60,
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pixelRatio: 1,
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stats: false,
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antialias: true,
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shade: true,
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