phoria2 1.4.0 → 1.4.1
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/README.md +6 -6
- package/dist/core.js +17 -0
- package/dist/core.js.map +1 -1
- package/dist/picking.js +2 -0
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -72,12 +72,12 @@ own). Pin the version so a new release can't change your page:
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<script type="importmap">
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{
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"imports": {
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-
"phoria2": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2/charts": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2/particles": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2/gltf": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2/motion": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2/edit": "https://cdn.jsdelivr.net/npm/phoria2@1.4.
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"phoria2": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/phoria2.js",
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"phoria2/charts": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/charts.js",
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"phoria2/particles": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/particles.js",
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"phoria2/gltf": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/gltf.js",
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"phoria2/motion": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/motion.js",
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"phoria2/edit": "https://cdn.jsdelivr.net/npm/phoria2@1.4.1/dist/edit.js"
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}
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}
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</script>
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package/dist/core.js
CHANGED
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@@ -4484,6 +4484,7 @@ in vec2 vUv;
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#ifdef HOOK_FRAGMENT
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in vec3 vNormal;
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in vec3 vColor;
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//@hook uniforms
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#endif
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#ifdef ALPHA_TEST
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uniform float uOpacity;
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@@ -4501,6 +4502,7 @@ clipAway(vWorldPosition);
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vec4 base = vec4(vColor, 1.0);
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vec3 emissive = vec3(0.0);
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vec3 normal = normalize(vNormal);
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//@hook fragment
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if (base.a <= 0.0) discard;
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}
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#endif
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@@ -4537,6 +4539,7 @@ uniform int uHighlightIndex;
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uniform mat4 uView;
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out float vFogDepth;
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#endif
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//@hook uniforms
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out vec3 vWorldPosition;
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out vec3 vNormal;
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out vec2 vUv;
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@@ -4559,6 +4562,7 @@ vec3 n = normal;
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#ifdef HOOK_VERTEX
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{
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int index = gl_InstanceID;
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//@hook vertex
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}
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#endif
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#ifdef INSTANCED
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@@ -4627,6 +4631,7 @@ uniform float uAlphaTest;
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#ifdef EMISSIVE_MAP
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uniform sampler2D uEmissiveMap;
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#endif
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+
//@hook uniforms
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${jr}
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#ifdef LIT
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uniform vec3 uCameraPosition;
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@@ -4984,6 +4989,7 @@ if (!gl_FrontFacing) normal = -normal;
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#endif
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#endif
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{
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//@hook fragment
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}
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#endif
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#ifdef ALPHA_TEST
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@@ -5175,6 +5181,7 @@ vec3 color = base.rgb + emissive;
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#ifdef HOOK_LIT
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{
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float before = max(base.a, 1e-5);
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//@hook lit
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coverage *= clamp(base.a / before, 0.0, 1.0);
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}
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#endif
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@@ -5201,6 +5208,7 @@ uniform mat4 uProjection;
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uniform float uSize;
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uniform float uScale;
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uniform int uHighlightIndex;
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//@hook uniforms
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out vec3 vColor;
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flat out float vHighlight;
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#ifdef HOOK_FRAGMENT
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@@ -5225,6 +5233,7 @@ float size = 1.0;
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#ifdef HOOK_VERTEX
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{
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int index = self;
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//@hook vertex
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}
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#endif
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#ifdef HOOK_FRAGMENT
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@@ -5283,6 +5292,7 @@ uniform sampler2D uMap;
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#ifdef HOOK_FRAGMENT
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flat in float vPointIndex;
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#endif
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//@hook uniforms
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out vec4 fragColor;
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${Nr}
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${kr}
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@@ -5306,12 +5316,14 @@ base.a *= 1.0 - smoothstep(1.0 - edge, 1.0, r);
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{
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vec2 pointUv = at;
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int index = int(vPointIndex + 0.5);
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//@hook fragment
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}
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#endif
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if (base.a <= 0.0) discard;
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vec3 color = fogged(mix(base.rgb, uHighlight.rgb, vHighlight * uHighlight.a));
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#ifdef HOOK_LIT
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{
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//@hook lit
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}
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#endif
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fragColor = vec4(linearToSrgb(color) * base.a, base.a);
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@@ -5329,6 +5341,7 @@ uniform float uWidth;
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uniform float uNear;
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uniform int uArrows;
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uniform float uArrowSize;
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//@hook uniforms
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const vec2 QUAD[6] = vec2[6](vec2(0.0, -1.0), vec2(0.0, 1.0), vec2(1.0, -1.0), vec2(1.0, -1.0), vec2(0.0, 1.0), vec2(1.0, 1.0));
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out vec3 vColor;
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#if defined(DASHED) || defined(HOOK_FRAGMENT)
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@@ -5349,6 +5362,7 @@ out float vFogDepth;
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${Nr}
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#ifdef HOOK_VERTEX
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vec3 hookVertex(vec3 local, float along, int index) {
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//@hook vertex
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return local;
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}
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#endif
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@@ -5430,6 +5444,7 @@ in float vDistance;
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#ifdef HOOK_FRAGMENT
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flat in float vSegment;
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#endif
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//@hook uniforms
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#ifdef DASHED
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flat in float vArrow;
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uniform float uDash;
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@@ -5448,12 +5463,14 @@ vec4 base = vec4(uColor * vColor, uOpacity);
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{
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float distance = vDistance;
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int index = int(vSegment + 0.5);
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//@hook fragment
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}
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if (base.a <= 0.0) discard;
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#endif
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vec3 color = fogged(base.rgb);
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#ifdef HOOK_LIT
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{
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//@hook lit
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}
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#endif
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fragColor = vec4(linearToSrgb(color) * base.a, base.a);
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