softbox 4.17.0 → 4.19.0

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Files changed (49) hide show
  1. package/README.md +7 -6
  2. package/dist/{BrightnessContrastShader-BN6FBcLV.cjs → BrightnessContrastShader-C1jbh-NA.cjs} +2 -2
  3. package/dist/BrightnessContrastShader-CoM5EjqG.js +13 -0
  4. package/dist/CopyShader-C2Oc7n1P.js +12 -0
  5. package/dist/{CopyShader-DPSZNOxL.cjs → CopyShader-CM1OGKAp.cjs} +2 -2
  6. package/dist/EffectComposer-CMs4vldH.js +88 -0
  7. package/dist/EffectComposer-CdAQB6p0.cjs +1 -0
  8. package/dist/HueSaturationShader-BeHSjNY8.js +13 -0
  9. package/dist/{HueSaturationShader-BEp7jjxf.cjs → HueSaturationShader-bN5IWhh8.cjs} +2 -2
  10. package/dist/OutputPass-DicIJHut.cjs +72 -0
  11. package/dist/OutputPass-oQu4Xmeb.js +29 -0
  12. package/dist/Pass-CSHIrJrV.js +51 -0
  13. package/dist/Pass-D0vYi-gB.cjs +1 -0
  14. package/dist/RenderPass-DS8SYAhJ.js +16 -0
  15. package/dist/RenderPass-DlRq51Kq.cjs +1 -0
  16. package/dist/ShaderPass-DghZ7TAj.cjs +1 -0
  17. package/dist/ShaderPass-h4P0lBmc.js +22 -0
  18. package/dist/{ThreePathTracingService-DvBQToys.cjs → ThreePathTracingService-CMw8SvGp.cjs} +97 -97
  19. package/dist/ThreePathTracingService-Dze7maGx.js +2546 -0
  20. package/dist/UnrealBloomPass-BTHiW_Y8.js +123 -0
  21. package/dist/UnrealBloomPass-CQHHa-s_.cjs +115 -0
  22. package/dist/VignetteShader-CPF_iEkO.js +13 -0
  23. package/dist/{VignetteShader-Drpo9YxI.cjs → VignetteShader-CQmGrpns.cjs} +2 -2
  24. package/dist/index.d.cts +13 -0
  25. package/dist/index.d.ts +13 -0
  26. package/dist/simple-viewer.cjs +23 -1
  27. package/dist/simple-viewer.es.js +8492 -11
  28. package/dist/unwrap-CuSMMFPQ.cjs +2 -0
  29. package/dist/unwrap-DdgS2iXe.js +2087 -0
  30. package/package.json +30 -18
  31. package/dist/BrightnessContrastShader-B9tNAd_c.js +0 -49
  32. package/dist/CopyShader-DVL8Bcar.js +0 -41
  33. package/dist/EffectComposer-BdHnHszK.js +0 -188
  34. package/dist/EffectComposer-D2IQ0sek.cjs +0 -1
  35. package/dist/HueSaturationShader-B6tnz2ga.js +0 -60
  36. package/dist/OutputPass-Dy4KNHYF.cjs +0 -72
  37. package/dist/OutputPass-Tt8WbC_B.js +0 -125
  38. package/dist/Pass-C1mreNp8.cjs +0 -1
  39. package/dist/Pass-DOcH4lwV.js +0 -88
  40. package/dist/RenderPass-B57TYmjs.js +0 -37
  41. package/dist/RenderPass-BVzyKWsC.cjs +0 -1
  42. package/dist/ShaderPass-BQRqK8zp.cjs +0 -1
  43. package/dist/ShaderPass-C2HX8lsT.js +0 -45
  44. package/dist/ThreePathTracingService-Cf8e9Msc.js +0 -6383
  45. package/dist/UnrealBloomPass-Kx7djcld.cjs +0 -115
  46. package/dist/UnrealBloomPass-rjyQu37v.js +0 -281
  47. package/dist/VignetteShader-BG_QwoTp.js +0 -45
  48. package/dist/index-1jWUObtn.js +0 -13084
  49. package/dist/index-BlwMVqol.cjs +0 -29
@@ -0,0 +1,123 @@
1
+ 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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+ 22
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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;
43
+ 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
65
+ }), this._oldClearColor = new i(), this._oldClearAlpha = 1, this._basic = new o(), this._fsQuad = new n(null);
66
+ }
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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();
73
+ }
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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);
78
+ }
79
+ 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);
83
+ 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];
85
+ 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;
86
+ }
87
+ _getSeparableBlurMaterial(e) {
88
+ 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);
90
+ return new s({
91
+ 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 }"
100
+ });
101
+ }
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+ _getCompositeMaterial(e) {
103
+ return new s({
104
+ 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 },
114
+ bloomRadius: { value: 0 }
115
+ },
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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 }",
117
+ 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 }"
118
+ });
119
+ }
120
+ };
121
+ p.BlurDirectionX = new l(1, 0), p.BlurDirectionY = new l(0, 1);
122
+ //#endregion
123
+ export { p as UnrealBloomPass };
@@ -0,0 +1,115 @@
1
+ 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:`
2
+
3
+ varying vec2 vUv;
4
+
5
+ void main() {
6
+
7
+ vUv = uv;
8
+
9
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
10
+
11
+ }`,fragmentShader:`
12
+
13
+ uniform sampler2D tDiffuse;
14
+ uniform vec3 defaultColor;
15
+ uniform float defaultOpacity;
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+ uniform float luminosityThreshold;
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+ uniform float smoothWidth;
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+
19
+ varying vec2 vUv;
20
+
21
+ void main() {
22
+
23
+ vec4 texel = texture2D( tDiffuse, vUv );
24
+
25
+ float v = luminance( texel.xyz );
26
+
27
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
28
+
29
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
30
+
31
+ gl_FragColor = mix( outputColor, texel, alpha );
32
+
33
+ }`},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:`
34
+
35
+ varying vec2 vUv;
36
+
37
+ void main() {
38
+
39
+ vUv = uv;
40
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
41
+
42
+ }`,fragmentShader:`
43
+
44
+ #include <common>
45
+
46
+ varying vec2 vUv;
47
+
48
+ uniform sampler2D colorTexture;
49
+ uniform vec2 invSize;
50
+ uniform vec2 direction;
51
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
52
+
53
+ void main() {
54
+
55
+ float weightSum = gaussianCoefficients[0];
56
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
57
+
58
+ for ( int i = 1; i < KERNEL_RADIUS; i ++ ) {
59
+
60
+ float x = float( i );
61
+ float w = gaussianCoefficients[i];
62
+ vec2 uvOffset = direction * invSize * x;
63
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
64
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
65
+ diffuseSum += ( sample1 + sample2 ) * w;
66
+
67
+ }
68
+
69
+ gl_FragColor = vec4( diffuseSum, 1.0 );
70
+
71
+ }`})}_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:`
72
+
73
+ varying vec2 vUv;
74
+
75
+ void main() {
76
+
77
+ vUv = uv;
78
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
79
+
80
+ }`,fragmentShader:`
81
+
82
+ varying vec2 vUv;
83
+
84
+ uniform sampler2D blurTexture1;
85
+ uniform sampler2D blurTexture2;
86
+ uniform sampler2D blurTexture3;
87
+ uniform sampler2D blurTexture4;
88
+ uniform sampler2D blurTexture5;
89
+ uniform float bloomStrength;
90
+ uniform float bloomRadius;
91
+ uniform float bloomFactors[NUM_MIPS];
92
+ uniform vec3 bloomTintColors[NUM_MIPS];
93
+
94
+ float lerpBloomFactor( const in float factor ) {
95
+
96
+ float mirrorFactor = 1.2 - factor;
97
+ return mix( factor, mirrorFactor, bloomRadius );
98
+
99
+ }
100
+
101
+ void main() {
102
+
103
+ // 3.0 for backwards compatibility with previous alpha-based intensity
104
+ vec3 bloom = 3.0 * bloomStrength * (
105
+ lerpBloomFactor( bloomFactors[ 0 ] ) * bloomTintColors[ 0 ] * texture2D( blurTexture1, vUv ).rgb +
106
+ lerpBloomFactor( bloomFactors[ 1 ] ) * bloomTintColors[ 1 ] * texture2D( blurTexture2, vUv ).rgb +
107
+ lerpBloomFactor( bloomFactors[ 2 ] ) * bloomTintColors[ 2 ] * texture2D( blurTexture3, vUv ).rgb +
108
+ lerpBloomFactor( bloomFactors[ 3 ] ) * bloomTintColors[ 3 ] * texture2D( blurTexture4, vUv ).rgb +
109
+ lerpBloomFactor( bloomFactors[ 4 ] ) * bloomTintColors[ 4 ] * texture2D( blurTexture5, vUv ).rgb
110
+ );
111
+
112
+ float bloomAlpha = max( bloom.r, max( bloom.g, bloom.b ) );
113
+ gl_FragColor = vec4( bloom, bloomAlpha );
114
+
115
+ }`})}};i.BlurDirectionX=new n.Vector2(1,0),i.BlurDirectionY=new n.Vector2(0,1),exports.UnrealBloomPass=i;
@@ -0,0 +1,13 @@
1
+ //#region node_modules/three/examples/jsm/shaders/VignetteShader.js
2
+ var e = {
3
+ name: "VignetteShader",
4
+ uniforms: {
5
+ tDiffuse: { value: null },
6
+ offset: { value: 1 },
7
+ darkness: { value: 1 }
8
+ },
9
+ 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 }",
10
+ 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 }"
11
+ };
12
+ //#endregion
13
+ export { e as VignetteShader };
@@ -1,4 +1,4 @@
1
- "use strict";Object.defineProperty(exports,Symbol.toStringTag,{value:"Module"});const e={name:"VignetteShader",uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:`
1
+ var e={name:`VignetteShader`,uniforms:{tDiffuse:{value:null},offset:{value:1},darkness:{value:1}},vertexShader:`
2
2
 
3
3
  varying vec2 vUv;
4
4
 
@@ -24,4 +24,4 @@
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. */