softbox 4.17.0 → 4.19.0
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/README.md +7 -6
- package/dist/{BrightnessContrastShader-BN6FBcLV.cjs → BrightnessContrastShader-C1jbh-NA.cjs} +2 -2
- package/dist/BrightnessContrastShader-CoM5EjqG.js +13 -0
- package/dist/CopyShader-C2Oc7n1P.js +12 -0
- package/dist/{CopyShader-DPSZNOxL.cjs → CopyShader-CM1OGKAp.cjs} +2 -2
- package/dist/EffectComposer-CMs4vldH.js +88 -0
- package/dist/EffectComposer-CdAQB6p0.cjs +1 -0
- package/dist/HueSaturationShader-BeHSjNY8.js +13 -0
- package/dist/{HueSaturationShader-BEp7jjxf.cjs → HueSaturationShader-bN5IWhh8.cjs} +2 -2
- package/dist/OutputPass-DicIJHut.cjs +72 -0
- package/dist/OutputPass-oQu4Xmeb.js +29 -0
- package/dist/Pass-CSHIrJrV.js +51 -0
- package/dist/Pass-D0vYi-gB.cjs +1 -0
- package/dist/RenderPass-DS8SYAhJ.js +16 -0
- package/dist/RenderPass-DlRq51Kq.cjs +1 -0
- package/dist/ShaderPass-DghZ7TAj.cjs +1 -0
- package/dist/ShaderPass-h4P0lBmc.js +22 -0
- package/dist/{ThreePathTracingService-DvBQToys.cjs → ThreePathTracingService-CMw8SvGp.cjs} +97 -97
- package/dist/ThreePathTracingService-Dze7maGx.js +2546 -0
- package/dist/UnrealBloomPass-BTHiW_Y8.js +123 -0
- package/dist/UnrealBloomPass-CQHHa-s_.cjs +115 -0
- package/dist/VignetteShader-CPF_iEkO.js +13 -0
- package/dist/{VignetteShader-Drpo9YxI.cjs → VignetteShader-CQmGrpns.cjs} +2 -2
- package/dist/index.d.cts +13 -0
- package/dist/index.d.ts +13 -0
- package/dist/simple-viewer.cjs +23 -1
- package/dist/simple-viewer.es.js +8492 -11
- package/dist/unwrap-CuSMMFPQ.cjs +2 -0
- package/dist/unwrap-DdgS2iXe.js +2087 -0
- package/package.json +30 -18
- package/dist/BrightnessContrastShader-B9tNAd_c.js +0 -49
- package/dist/CopyShader-DVL8Bcar.js +0 -41
- package/dist/EffectComposer-BdHnHszK.js +0 -188
- package/dist/EffectComposer-D2IQ0sek.cjs +0 -1
- package/dist/HueSaturationShader-B6tnz2ga.js +0 -60
- package/dist/OutputPass-Dy4KNHYF.cjs +0 -72
- package/dist/OutputPass-Tt8WbC_B.js +0 -125
- package/dist/Pass-C1mreNp8.cjs +0 -1
- package/dist/Pass-DOcH4lwV.js +0 -88
- package/dist/RenderPass-B57TYmjs.js +0 -37
- package/dist/RenderPass-BVzyKWsC.cjs +0 -1
- package/dist/ShaderPass-BQRqK8zp.cjs +0 -1
- package/dist/ShaderPass-C2HX8lsT.js +0 -45
- package/dist/ThreePathTracingService-Cf8e9Msc.js +0 -6383
- package/dist/UnrealBloomPass-Kx7djcld.cjs +0 -115
- package/dist/UnrealBloomPass-rjyQu37v.js +0 -281
- package/dist/VignetteShader-BG_QwoTp.js +0 -45
- package/dist/index-1jWUObtn.js +0 -13084
- package/dist/index-BlwMVqol.cjs +0 -29
package/dist/Pass-DOcH4lwV.js
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import { Mesh as r, OrthographicCamera as i, BufferGeometry as a, Float32BufferAttribute as t } from "three";
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class l {
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/**
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* Constructs a new pass.
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*/
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constructor() {
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this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
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}
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/**
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* Sets the size of the pass.
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*
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* @abstract
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* @param {number} width - The width to set.
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* @param {number} height - The height to set.
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*/
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setSize() {
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}
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/**
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* This method holds the render logic of a pass. It must be implemented in all derived classes.
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*
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* @abstract
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render() {
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console.error("THREE.Pass: .render() must be implemented in derived pass.");
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*
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* @abstract
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*/
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dispose() {
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}
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}
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const n = new i(-1, 1, 1, -1, 0, 1);
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class o extends a {
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constructor() {
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super(), this.setAttribute("position", new t([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)), this.setAttribute("uv", new t([0, 2, 0, 0, 2, 0], 2));
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}
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}
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const h = new o();
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class c {
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/**
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* Constructs a new full screen quad.
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*
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* @param {?Material} material - The material to render te full screen quad with.
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*/
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constructor(e) {
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this._mesh = new r(h, e);
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the instance is no longer used in your app.
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*/
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dispose() {
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this._mesh.geometry.dispose();
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}
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/**
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* Renders the full screen quad.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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*/
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render(e) {
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e.render(this._mesh, n);
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}
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/**
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* The quad's material.
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*
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* @type {?Material}
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*/
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get material() {
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return this._mesh.material;
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}
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set material(e) {
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this._mesh.material = e;
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}
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}
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export {
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c as F,
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l as P
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};
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import { Color as o } from "three";
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import { P as r } from "./Pass-DOcH4lwV.js";
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class u extends r {
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/**
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* Constructs a new render pass.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera.
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* @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
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* for all objects in the scene.
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* @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
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* @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
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*/
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constructor(l, i, t = null, e = null, a = null) {
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super(), this.scene = l, this.camera = i, this.overrideMaterial = t, this.clearColor = e, this.clearAlpha = a, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this.isRenderPass = !0, this._oldClearColor = new o();
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}
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/**
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* Performs a beauty pass with the configured scene and camera.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render(l, i, t) {
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const e = l.autoClear;
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l.autoClear = !1;
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let a, s;
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this.overrideMaterial !== null && (s = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (l.getClearColor(this._oldClearColor), l.setClearColor(this.clearColor, l.getClearAlpha())), this.clearAlpha !== null && (a = l.getClearAlpha(), l.setClearAlpha(this.clearAlpha)), this.clearDepth == !0 && l.clearDepth(), l.setRenderTarget(this.renderToScreen ? null : t), this.clear === !0 && l.clear(l.autoClearColor, l.autoClearDepth, l.autoClearStencil), l.render(this.scene, this.camera), this.clearColor !== null && l.setClearColor(this._oldClearColor), this.clearAlpha !== null && l.setClearAlpha(a), this.overrideMaterial !== null && (this.scene.overrideMaterial = s), l.autoClear = e;
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}
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}
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export {
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u as RenderPass
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};
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"use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const o=require("three"),r=require("./Pass-C1mreNp8.cjs");class h extends r.Pass{constructor(l,s,e=null,t=null,a=null){super(),this.scene=l,this.camera=s,this.overrideMaterial=e,this.clearColor=t,this.clearAlpha=a,this.clear=!0,this.clearDepth=!1,this.needsSwap=!1,this.isRenderPass=!0,this._oldClearColor=new o.Color}render(l,s,e){const t=l.autoClear;l.autoClear=!1;let a,i;this.overrideMaterial!==null&&(i=this.scene.overrideMaterial,this.scene.overrideMaterial=this.overrideMaterial),this.clearColor!==null&&(l.getClearColor(this._oldClearColor),l.setClearColor(this.clearColor,l.getClearAlpha())),this.clearAlpha!==null&&(a=l.getClearAlpha(),l.setClearAlpha(this.clearAlpha)),this.clearDepth==!0&&l.clearDepth(),l.setRenderTarget(this.renderToScreen?null:e),this.clear===!0&&l.clear(l.autoClearColor,l.autoClearDepth,l.autoClearStencil),l.render(this.scene,this.camera),this.clearColor!==null&&l.setClearColor(this._oldClearColor),this.clearAlpha!==null&&l.setClearAlpha(a),this.overrideMaterial!==null&&(this.scene.overrideMaterial=i),l.autoClear=t}}exports.RenderPass=h;
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"use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const i=require("three"),s=require("./Pass-C1mreNp8.cjs");class n extends s.Pass{constructor(e,t="tDiffuse"){super(),this.textureID=t,this.uniforms=null,this.material=null,e instanceof i.ShaderMaterial?(this.uniforms=e.uniforms,this.material=e):e&&(this.uniforms=i.UniformsUtils.clone(e.uniforms),this.material=new i.ShaderMaterial({name:e.name!==void 0?e.name:"unspecified",defines:Object.assign({},e.defines),uniforms:this.uniforms,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader})),this._fsQuad=new s.FullScreenQuad(this.material)}render(e,t,a){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=a.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))}dispose(){this.material.dispose(),this._fsQuad.dispose()}}exports.ShaderPass=n;
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import { ShaderMaterial as s, UniformsUtils as a } from "three";
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import { P as n, F as u } from "./Pass-DOcH4lwV.js";
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class o extends n {
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/**
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* Constructs a new shader pass.
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*
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* @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as
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* defines and uniforms. It's also valid to pass a custom shader material.
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* @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample
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* the read buffer.
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*/
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constructor(t, i = "tDiffuse") {
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super(), this.textureID = i, this.uniforms = null, this.material = null, t instanceof s ? (this.uniforms = t.uniforms, this.material = t) : t && (this.uniforms = a.clone(t.uniforms), this.material = new s({
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name: t.name !== void 0 ? t.name : "unspecified",
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defines: Object.assign({}, t.defines),
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uniforms: this.uniforms,
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vertexShader: t.vertexShader,
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fragmentShader: t.fragmentShader
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})), this._fsQuad = new u(this.material);
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}
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* Performs the shader pass.
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*
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* destination for the pass.
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* previous pass from this buffer.
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*/
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render(t, i, e) {
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this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = e.texture), this._fsQuad.material = this.material, this.renderToScreen ? (t.setRenderTarget(null), this._fsQuad.render(t)) : (t.setRenderTarget(i), this.clear && t.clear(t.autoClearColor, t.autoClearDepth, t.autoClearStencil), this._fsQuad.render(t));
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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this.material.dispose(), this._fsQuad.dispose();
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}
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}
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export {
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o as ShaderPass
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};
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