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
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import { t as e } from "./CopyShader-C2Oc7n1P.js";
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import { n as t, t as n } from "./Pass-CSHIrJrV.js";
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import { AdditiveBlending as r, Color as i, HalfFloatType as a, MeshBasicMaterial as o, ShaderMaterial as s, UniformsUtils as c, Vector2 as l, Vector3 as u, WebGLRenderTarget as d } from "three";
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//#region node_modules/three/examples/jsm/shaders/LuminosityHighPassShader.js
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var f = {
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name: "LuminosityHighPassShader",
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uniforms: {
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tDiffuse: { value: null },
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luminosityThreshold: { value: 1 },
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smoothWidth: { value: 1 },
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defaultColor: { value: new i(0) },
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defaultOpacity: { value: 0 }
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},
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vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n\n vUv = uv;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }",
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fragmentShader: "\n\n uniform sampler2D tDiffuse;\n uniform vec3 defaultColor;\n uniform float defaultOpacity;\n uniform float luminosityThreshold;\n uniform float smoothWidth;\n\n varying vec2 vUv;\n\n void main() {\n\n vec4 texel = texture2D( tDiffuse, vUv );\n\n float v = luminance( texel.xyz );\n\n vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n gl_FragColor = mix( outputColor, texel, alpha );\n\n }"
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}, p = class p extends t {
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constructor(t, p = 1, m, h) {
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super(), this.strength = p, this.radius = m, this.threshold = h, this.resolution = t === void 0 ? new l(256, 256) : new l(t.x, t.y), this.clearColor = new i(0, 0, 0), this.needsSwap = !1, this.renderTargetsHorizontal = [], this.renderTargetsVertical = [], this.nMips = 5;
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let g = Math.round(this.resolution.x / 2), _ = Math.round(this.resolution.y / 2);
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this.renderTargetBright = new d(g, _, { type: a }), this.renderTargetBright.texture.name = "UnrealBloomPass.bright", this.renderTargetBright.texture.generateMipmaps = !1;
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for (let e = 0; e < this.nMips; e++) {
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let t = new d(g, _, { type: a });
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t.texture.name = "UnrealBloomPass.h" + e, t.texture.generateMipmaps = !1, this.renderTargetsHorizontal.push(t);
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let n = new d(g, _, { type: a });
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n.texture.name = "UnrealBloomPass.v" + e, n.texture.generateMipmaps = !1, this.renderTargetsVertical.push(n), g = Math.round(g / 2), _ = Math.round(_ / 2);
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}
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let v = f;
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this.highPassUniforms = c.clone(v.uniforms), this.highPassUniforms.luminosityThreshold.value = h, this.highPassUniforms.smoothWidth.value = .01, this.materialHighPassFilter = new s({
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uniforms: this.highPassUniforms,
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vertexShader: v.vertexShader,
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fragmentShader: v.fragmentShader
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}), this.separableBlurMaterials = [];
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let y = [
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6,
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10,
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14,
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18,
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];
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g = Math.round(this.resolution.x / 2), _ = Math.round(this.resolution.y / 2);
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for (let e = 0; e < this.nMips; e++) this.separableBlurMaterials.push(this._getSeparableBlurMaterial(y[e])), this.separableBlurMaterials[e].uniforms.invSize.value = new l(1 / g, 1 / _), g = Math.round(g / 2), _ = Math.round(_ / 2);
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this.compositeMaterial = this._getCompositeMaterial(this.nMips), this.compositeMaterial.uniforms.blurTexture1.value = this.renderTargetsVertical[0].texture, this.compositeMaterial.uniforms.blurTexture2.value = this.renderTargetsVertical[1].texture, this.compositeMaterial.uniforms.blurTexture3.value = this.renderTargetsVertical[2].texture, this.compositeMaterial.uniforms.blurTexture4.value = this.renderTargetsVertical[3].texture, this.compositeMaterial.uniforms.blurTexture5.value = this.renderTargetsVertical[4].texture, this.compositeMaterial.uniforms.bloomStrength.value = p, this.compositeMaterial.uniforms.bloomRadius.value = .1;
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let b = [
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1,
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.8,
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.6,
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.4,
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.2
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];
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this.compositeMaterial.uniforms.bloomFactors.value = b, this.bloomTintColors = [
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new u(1, 1, 1),
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new u(1, 1, 1),
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new u(1, 1, 1),
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new u(1, 1, 1),
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new u(1, 1, 1)
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], this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, this.copyUniforms = c.clone(e.uniforms), this.blendMaterial = new s({
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uniforms: this.copyUniforms,
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vertexShader: e.vertexShader,
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fragmentShader: e.fragmentShader,
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premultipliedAlpha: !0,
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blending: r,
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depthTest: !1,
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depthWrite: !1,
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transparent: !0
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}), this._oldClearColor = new i(), this._oldClearAlpha = 1, this._basic = new o(), this._fsQuad = new n(null);
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}
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dispose() {
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for (let e = 0; e < this.renderTargetsHorizontal.length; e++) this.renderTargetsHorizontal[e].dispose();
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for (let e = 0; e < this.renderTargetsVertical.length; e++) this.renderTargetsVertical[e].dispose();
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this.renderTargetBright.dispose();
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for (let e = 0; e < this.separableBlurMaterials.length; e++) this.separableBlurMaterials[e].dispose();
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this.compositeMaterial.dispose(), this.blendMaterial.dispose(), this._basic.dispose(), this._fsQuad.dispose();
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}
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setSize(e, t) {
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let n = Math.round(e / 2), r = Math.round(t / 2);
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this.renderTargetBright.setSize(n, r);
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for (let e = 0; e < this.nMips; e++) this.renderTargetsHorizontal[e].setSize(n, r), this.renderTargetsVertical[e].setSize(n, r), this.separableBlurMaterials[e].uniforms.invSize.value = new l(1 / n, 1 / r), n = Math.round(n / 2), r = Math.round(r / 2);
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}
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render(e, t, n, r, i) {
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e.getClearColor(this._oldClearColor), this._oldClearAlpha = e.getClearAlpha();
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let a = e.autoClear;
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e.autoClear = !1, e.setClearColor(this.clearColor, 0), i && e.state.buffers.stencil.setTest(!1), this.renderToScreen && (this._fsQuad.material = this._basic, this._basic.map = n.texture, e.setRenderTarget(null), e.clear(), this._fsQuad.render(e)), this.highPassUniforms.tDiffuse.value = n.texture, this.highPassUniforms.luminosityThreshold.value = this.threshold, this._fsQuad.material = this.materialHighPassFilter, e.setRenderTarget(this.renderTargetBright), e.clear(), this._fsQuad.render(e);
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let o = this.renderTargetBright;
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for (let t = 0; t < this.nMips; t++) this._fsQuad.material = this.separableBlurMaterials[t], this.separableBlurMaterials[t].uniforms.colorTexture.value = o.texture, this.separableBlurMaterials[t].uniforms.direction.value = p.BlurDirectionX, e.setRenderTarget(this.renderTargetsHorizontal[t]), e.clear(), this._fsQuad.render(e), this.separableBlurMaterials[t].uniforms.colorTexture.value = this.renderTargetsHorizontal[t].texture, this.separableBlurMaterials[t].uniforms.direction.value = p.BlurDirectionY, e.setRenderTarget(this.renderTargetsVertical[t]), e.clear(), this._fsQuad.render(e), o = this.renderTargetsVertical[t];
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this._fsQuad.material = this.compositeMaterial, this.compositeMaterial.uniforms.bloomStrength.value = this.strength, this.compositeMaterial.uniforms.bloomRadius.value = this.radius, this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, e.setRenderTarget(this.renderTargetsHorizontal[0]), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.blendMaterial, this.copyUniforms.tDiffuse.value = this.renderTargetsHorizontal[0].texture, i && e.state.buffers.stencil.setTest(!0), this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(n), this._fsQuad.render(e)), e.setClearColor(this._oldClearColor, this._oldClearAlpha), e.autoClear = a;
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}
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_getSeparableBlurMaterial(e) {
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let t = [], n = e / 3;
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for (let r = 0; r < e; r++) t.push(.39894 * Math.exp(-.5 * r * r / (n * n)) / n);
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return new s({
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defines: { KERNEL_RADIUS: e },
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uniforms: {
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colorTexture: { value: null },
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invSize: { value: new l(.5, .5) },
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direction: { value: new l(.5, .5) },
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gaussianCoefficients: { value: t }
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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 colorTexture;\n uniform vec2 invSize;\n uniform vec2 direction;\n uniform float gaussianCoefficients[KERNEL_RADIUS];\n\n void main() {\n\n float weightSum = gaussianCoefficients[0];\n vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;\n\n for ( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\n float x = float( i );\n float w = gaussianCoefficients[i];\n vec2 uvOffset = direction * invSize * x;\n vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;\n vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;\n diffuseSum += ( sample1 + sample2 ) * w;\n\n }\n\n gl_FragColor = vec4( diffuseSum, 1.0 );\n\n }"
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});
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}
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_getCompositeMaterial(e) {
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return new s({
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defines: { NUM_MIPS: e },
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uniforms: {
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blurTexture1: { value: null },
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blurTexture2: { value: null },
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blurTexture3: { value: null },
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blurTexture4: { value: null },
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blurTexture5: { value: null },
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bloomStrength: { value: 1 },
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bloomFactors: { value: null },
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bloomTintColors: { value: null },
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bloomRadius: { value: 0 }
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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 varying vec2 vUv;\n\n uniform sampler2D blurTexture1;\n uniform sampler2D blurTexture2;\n uniform sampler2D blurTexture3;\n uniform sampler2D blurTexture4;\n uniform sampler2D blurTexture5;\n uniform float bloomStrength;\n uniform float bloomRadius;\n uniform float bloomFactors[NUM_MIPS];\n uniform vec3 bloomTintColors[NUM_MIPS];\n\n float lerpBloomFactor( const in float factor ) {\n\n float mirrorFactor = 1.2 - factor;\n return mix( factor, mirrorFactor, bloomRadius );\n\n }\n\n void main() {\n\n // 3.0 for backwards compatibility with previous alpha-based intensity\n vec3 bloom = 3.0 * bloomStrength * (\n lerpBloomFactor( bloomFactors[ 0 ] ) * bloomTintColors[ 0 ] * texture2D( blurTexture1, vUv ).rgb +\n lerpBloomFactor( bloomFactors[ 1 ] ) * bloomTintColors[ 1 ] * texture2D( blurTexture2, vUv ).rgb +\n lerpBloomFactor( bloomFactors[ 2 ] ) * bloomTintColors[ 2 ] * texture2D( blurTexture3, vUv ).rgb +\n lerpBloomFactor( bloomFactors[ 3 ] ) * bloomTintColors[ 3 ] * texture2D( blurTexture4, vUv ).rgb +\n lerpBloomFactor( bloomFactors[ 4 ] ) * bloomTintColors[ 4 ] * texture2D( blurTexture5, vUv ).rgb\n );\n\n float bloomAlpha = max( bloom.r, max( bloom.g, bloom.b ) );\n gl_FragColor = vec4( bloom, bloomAlpha );\n\n }"
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});
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}
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};
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p.BlurDirectionX = new l(1, 0), p.BlurDirectionY = new l(0, 1);
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//#endregion
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export { p as UnrealBloomPass };
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const e=require("./CopyShader-CM1OGKAp.cjs"),t=require("./Pass-D0vYi-gB.cjs");let n=require("three");var r={name:`LuminosityHighPassShader`,uniforms:{tDiffuse:{value:null},luminosityThreshold:{value:1},smoothWidth:{value:1},defaultColor:{value:new n.Color(0)},defaultOpacity:{value:0}},vertexShader:`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,fragmentShader:`
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uniform sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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float v = luminance( texel.xyz );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}`},i=class i extends t.n{constructor(i,a=1,o,s){super(),this.strength=a,this.radius=o,this.threshold=s,this.resolution=i===void 0?new n.Vector2(256,256):new n.Vector2(i.x,i.y),this.clearColor=new n.Color(0,0,0),this.needsSwap=!1,this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;let c=Math.round(this.resolution.x/2),l=Math.round(this.resolution.y/2);this.renderTargetBright=new n.WebGLRenderTarget(c,l,{type:n.HalfFloatType}),this.renderTargetBright.texture.name=`UnrealBloomPass.bright`,this.renderTargetBright.texture.generateMipmaps=!1;for(let e=0;e<this.nMips;e++){let t=new n.WebGLRenderTarget(c,l,{type:n.HalfFloatType});t.texture.name=`UnrealBloomPass.h`+e,t.texture.generateMipmaps=!1,this.renderTargetsHorizontal.push(t);let r=new n.WebGLRenderTarget(c,l,{type:n.HalfFloatType});r.texture.name=`UnrealBloomPass.v`+e,r.texture.generateMipmaps=!1,this.renderTargetsVertical.push(r),c=Math.round(c/2),l=Math.round(l/2)}let u=r;this.highPassUniforms=n.UniformsUtils.clone(u.uniforms),this.highPassUniforms.luminosityThreshold.value=s,this.highPassUniforms.smoothWidth.value=.01,this.materialHighPassFilter=new n.ShaderMaterial({uniforms:this.highPassUniforms,vertexShader:u.vertexShader,fragmentShader:u.fragmentShader}),this.separableBlurMaterials=[];let d=[6,10,14,18,22];c=Math.round(this.resolution.x/2),l=Math.round(this.resolution.y/2);for(let e=0;e<this.nMips;e++)this.separableBlurMaterials.push(this._getSeparableBlurMaterial(d[e])),this.separableBlurMaterials[e].uniforms.invSize.value=new n.Vector2(1/c,1/l),c=Math.round(c/2),l=Math.round(l/2);this.compositeMaterial=this._getCompositeMaterial(this.nMips),this.compositeMaterial.uniforms.blurTexture1.value=this.renderTargetsVertical[0].texture,this.compositeMaterial.uniforms.blurTexture2.value=this.renderTargetsVertical[1].texture,this.compositeMaterial.uniforms.blurTexture3.value=this.renderTargetsVertical[2].texture,this.compositeMaterial.uniforms.blurTexture4.value=this.renderTargetsVertical[3].texture,this.compositeMaterial.uniforms.blurTexture5.value=this.renderTargetsVertical[4].texture,this.compositeMaterial.uniforms.bloomStrength.value=a,this.compositeMaterial.uniforms.bloomRadius.value=.1;let f=[1,.8,.6,.4,.2];this.compositeMaterial.uniforms.bloomFactors.value=f,this.bloomTintColors=[new n.Vector3(1,1,1),new n.Vector3(1,1,1),new n.Vector3(1,1,1),new n.Vector3(1,1,1),new n.Vector3(1,1,1)],this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors,this.copyUniforms=n.UniformsUtils.clone(e.t.uniforms),this.blendMaterial=new n.ShaderMaterial({uniforms:this.copyUniforms,vertexShader:e.t.vertexShader,fragmentShader:e.t.fragmentShader,premultipliedAlpha:!0,blending:n.AdditiveBlending,depthTest:!1,depthWrite:!1,transparent:!0}),this._oldClearColor=new n.Color,this._oldClearAlpha=1,this._basic=new n.MeshBasicMaterial,this._fsQuad=new t.t(null)}dispose(){for(let e=0;e<this.renderTargetsHorizontal.length;e++)this.renderTargetsHorizontal[e].dispose();for(let e=0;e<this.renderTargetsVertical.length;e++)this.renderTargetsVertical[e].dispose();this.renderTargetBright.dispose();for(let e=0;e<this.separableBlurMaterials.length;e++)this.separableBlurMaterials[e].dispose();this.compositeMaterial.dispose(),this.blendMaterial.dispose(),this._basic.dispose(),this._fsQuad.dispose()}setSize(e,t){let r=Math.round(e/2),i=Math.round(t/2);this.renderTargetBright.setSize(r,i);for(let e=0;e<this.nMips;e++)this.renderTargetsHorizontal[e].setSize(r,i),this.renderTargetsVertical[e].setSize(r,i),this.separableBlurMaterials[e].uniforms.invSize.value=new n.Vector2(1/r,1/i),r=Math.round(r/2),i=Math.round(i/2)}render(e,t,n,r,a){e.getClearColor(this._oldClearColor),this._oldClearAlpha=e.getClearAlpha();let o=e.autoClear;e.autoClear=!1,e.setClearColor(this.clearColor,0),a&&e.state.buffers.stencil.setTest(!1),this.renderToScreen&&(this._fsQuad.material=this._basic,this._basic.map=n.texture,e.setRenderTarget(null),e.clear(),this._fsQuad.render(e)),this.highPassUniforms.tDiffuse.value=n.texture,this.highPassUniforms.luminosityThreshold.value=this.threshold,this._fsQuad.material=this.materialHighPassFilter,e.setRenderTarget(this.renderTargetBright),e.clear(),this._fsQuad.render(e);let s=this.renderTargetBright;for(let t=0;t<this.nMips;t++)this._fsQuad.material=this.separableBlurMaterials[t],this.separableBlurMaterials[t].uniforms.colorTexture.value=s.texture,this.separableBlurMaterials[t].uniforms.direction.value=i.BlurDirectionX,e.setRenderTarget(this.renderTargetsHorizontal[t]),e.clear(),this._fsQuad.render(e),this.separableBlurMaterials[t].uniforms.colorTexture.value=this.renderTargetsHorizontal[t].texture,this.separableBlurMaterials[t].uniforms.direction.value=i.BlurDirectionY,e.setRenderTarget(this.renderTargetsVertical[t]),e.clear(),this._fsQuad.render(e),s=this.renderTargetsVertical[t];this._fsQuad.material=this.compositeMaterial,this.compositeMaterial.uniforms.bloomStrength.value=this.strength,this.compositeMaterial.uniforms.bloomRadius.value=this.radius,this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors,e.setRenderTarget(this.renderTargetsHorizontal[0]),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.blendMaterial,this.copyUniforms.tDiffuse.value=this.renderTargetsHorizontal[0].texture,a&&e.state.buffers.stencil.setTest(!0),this.renderToScreen?(e.setRenderTarget(null),this._fsQuad.render(e)):(e.setRenderTarget(n),this._fsQuad.render(e)),e.setClearColor(this._oldClearColor,this._oldClearAlpha),e.autoClear=o}_getSeparableBlurMaterial(e){let t=[],r=e/3;for(let n=0;n<e;n++)t.push(.39894*Math.exp(-.5*n*n/(r*r))/r);return new n.ShaderMaterial({defines:{KERNEL_RADIUS:e},uniforms:{colorTexture:{value:null},invSize:{value:new n.Vector2(.5,.5)},direction:{value:new n.Vector2(.5,.5)},gaussianCoefficients:{value:t}},vertexShader:`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,fragmentShader:`
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#include <common>
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varying vec2 vUv;
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uniform sampler2D colorTexture;
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uniform vec2 invSize;
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uniform vec2 direction;
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uniform float gaussianCoefficients[KERNEL_RADIUS];
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void main() {
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+
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float weightSum = gaussianCoefficients[0];
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+
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
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+
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for ( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float( i );
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float w = gaussianCoefficients[i];
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vec2 uvOffset = direction * invSize * x;
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vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
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vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
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diffuseSum += ( sample1 + sample2 ) * w;
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}
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gl_FragColor = vec4( diffuseSum, 1.0 );
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+
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}`})}_getCompositeMaterial(e){return new n.ShaderMaterial({defines:{NUM_MIPS:e},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader:`
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+
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varying vec2 vUv;
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+
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+
void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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}`,fragmentShader:`
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varying vec2 vUv;
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83
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uniform sampler2D blurTexture1;
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uniform sampler2D blurTexture2;
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uniform sampler2D blurTexture3;
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uniform sampler2D blurTexture4;
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uniform sampler2D blurTexture5;
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uniform float bloomStrength;
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90
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+
uniform float bloomRadius;
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91
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+
uniform float bloomFactors[NUM_MIPS];
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uniform vec3 bloomTintColors[NUM_MIPS];
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float lerpBloomFactor( const in float factor ) {
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95
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96
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float mirrorFactor = 1.2 - factor;
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return mix( factor, mirrorFactor, bloomRadius );
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}
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void main() {
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// 3.0 for backwards compatibility with previous alpha-based intensity
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104
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+
vec3 bloom = 3.0 * bloomStrength * (
|
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105
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lerpBloomFactor( bloomFactors[ 0 ] ) * bloomTintColors[ 0 ] * texture2D( blurTexture1, vUv ).rgb +
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lerpBloomFactor( bloomFactors[ 1 ] ) * bloomTintColors[ 1 ] * texture2D( blurTexture2, vUv ).rgb +
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lerpBloomFactor( bloomFactors[ 2 ] ) * bloomTintColors[ 2 ] * texture2D( blurTexture3, vUv ).rgb +
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lerpBloomFactor( bloomFactors[ 3 ] ) * bloomTintColors[ 3 ] * texture2D( blurTexture4, vUv ).rgb +
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+
lerpBloomFactor( bloomFactors[ 4 ] ) * bloomTintColors[ 4 ] * texture2D( blurTexture5, vUv ).rgb
|
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);
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float bloomAlpha = max( bloom.r, max( bloom.g, bloom.b ) );
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gl_FragColor = vec4( bloom, bloomAlpha );
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+
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}`})}};i.BlurDirectionX=new n.Vector2(1,0),i.BlurDirectionY=new n.Vector2(0,1),exports.UnrealBloomPass=i;
|
|
@@ -0,0 +1,13 @@
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1
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+
//#region node_modules/three/examples/jsm/shaders/VignetteShader.js
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2
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var e = {
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3
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name: "VignetteShader",
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4
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uniforms: {
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5
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tDiffuse: { value: null },
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6
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offset: { value: 1 },
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7
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darkness: { value: 1 }
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},
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9
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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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10
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+
fragmentShader: "\n\n uniform float offset;\n uniform float darkness;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n // Eskil's vignette\n\n vec4 texel = texture2D( tDiffuse, vUv );\n vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );\n gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );\n\n }"
|
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11
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+
};
|
|
12
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+
//#endregion
|
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13
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+
export { e as VignetteShader };
|
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@@ -1,4 +1,4 @@
|
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1
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-
|
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1
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+
var e={name:`VignetteShader`,uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:`
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2
2
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3
3
|
varying vec2 vUv;
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4
4
|
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@@ -24,4 +24,4 @@
|
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24
24
|
vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
|
|
25
25
|
gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
|
|
26
26
|
|
|
27
|
-
}`};exports.VignetteShader=e;
|
|
27
|
+
}`};exports.VignetteShader=e;
|
package/dist/index.d.cts
CHANGED
|
@@ -225,6 +225,7 @@ export declare enum ErrorCode {
|
|
|
225
225
|
INVALID_STATE = "INVALID_STATE",
|
|
226
226
|
INVALID_PARAMETER = "INVALID_PARAMETER",
|
|
227
227
|
OPERATION_FAILED = "OPERATION_FAILED",
|
|
228
|
+
POST_PROCESSING_FAILED = "POST_PROCESSING_FAILED",
|
|
228
229
|
UNKNOWN = "UNKNOWN"
|
|
229
230
|
}
|
|
230
231
|
|
|
@@ -418,6 +419,13 @@ export declare interface PathTracingOptions {
|
|
|
418
419
|
export declare interface RendererOptions {
|
|
419
420
|
antialias?: boolean;
|
|
420
421
|
alpha?: boolean;
|
|
422
|
+
premultipliedAlpha?: boolean;
|
|
423
|
+
/**
|
|
424
|
+
* Note: the viewer forces this ON regardless — a completed path-traced
|
|
425
|
+
* frame must survive on the canvas for captureStill to read back.
|
|
426
|
+
*/
|
|
427
|
+
preserveDrawingBuffer?: boolean;
|
|
428
|
+
powerPreference?: 'high-performance' | 'low-power' | 'default';
|
|
421
429
|
shadowMapEnabled?: boolean;
|
|
422
430
|
pixelRatio?: number;
|
|
423
431
|
/** A `THREE.ShadowMapType` constant (e.g. `THREE.PCFShadowMap` === 1). */
|
|
@@ -532,6 +540,11 @@ export declare interface SimpleViewerHandle {
|
|
|
532
540
|
/**
|
|
533
541
|
* Replace the environment map (reflections + background) at runtime with the
|
|
534
542
|
* equirectangular HDRI/LDR image at `url`. Cached by URL, so re-applying is cheap.
|
|
543
|
+
*
|
|
544
|
+
* Like the capture APIs, the environment APIs throw (async ones reject) with
|
|
545
|
+
* INVALID_STATE when the viewer was disposed — including a dispose that lands
|
|
546
|
+
* while the map is still loading. Fire-and-forget callers should attach a
|
|
547
|
+
* `.catch` if unmount races are possible (e.g. React StrictMode in dev).
|
|
535
548
|
*/
|
|
536
549
|
setEnvironmentMap: (url: string) => Promise<void>;
|
|
537
550
|
/** Restore the built-in studio environment and clean gradient background. */
|
package/dist/index.d.ts
CHANGED
|
@@ -225,6 +225,7 @@ export declare enum ErrorCode {
|
|
|
225
225
|
INVALID_STATE = "INVALID_STATE",
|
|
226
226
|
INVALID_PARAMETER = "INVALID_PARAMETER",
|
|
227
227
|
OPERATION_FAILED = "OPERATION_FAILED",
|
|
228
|
+
POST_PROCESSING_FAILED = "POST_PROCESSING_FAILED",
|
|
228
229
|
UNKNOWN = "UNKNOWN"
|
|
229
230
|
}
|
|
230
231
|
|
|
@@ -418,6 +419,13 @@ export declare interface PathTracingOptions {
|
|
|
418
419
|
export declare interface RendererOptions {
|
|
419
420
|
antialias?: boolean;
|
|
420
421
|
alpha?: boolean;
|
|
422
|
+
premultipliedAlpha?: boolean;
|
|
423
|
+
/**
|
|
424
|
+
* Note: the viewer forces this ON regardless — a completed path-traced
|
|
425
|
+
* frame must survive on the canvas for captureStill to read back.
|
|
426
|
+
*/
|
|
427
|
+
preserveDrawingBuffer?: boolean;
|
|
428
|
+
powerPreference?: 'high-performance' | 'low-power' | 'default';
|
|
421
429
|
shadowMapEnabled?: boolean;
|
|
422
430
|
pixelRatio?: number;
|
|
423
431
|
/** A `THREE.ShadowMapType` constant (e.g. `THREE.PCFShadowMap` === 1). */
|
|
@@ -532,6 +540,11 @@ export declare interface SimpleViewerHandle {
|
|
|
532
540
|
/**
|
|
533
541
|
* Replace the environment map (reflections + background) at runtime with the
|
|
534
542
|
* equirectangular HDRI/LDR image at `url`. Cached by URL, so re-applying is cheap.
|
|
543
|
+
*
|
|
544
|
+
* Like the capture APIs, the environment APIs throw (async ones reject) with
|
|
545
|
+
* INVALID_STATE when the viewer was disposed — including a dispose that lands
|
|
546
|
+
* while the map is still loading. Fire-and-forget callers should attach a
|
|
547
|
+
* `.catch` if unmount races are possible (e.g. React StrictMode in dev).
|
|
535
548
|
*/
|
|
536
549
|
setEnvironmentMap: (url: string) => Promise<void>;
|
|
537
550
|
/** Restore the built-in studio environment and clean gradient background. */
|