three-stdlib 2.15.2 → 2.16.1

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Files changed (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,42 +1,47 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Pass = require("./Pass.js");
4
- const THREE = require("three");
5
- const FilmShader = require("../shaders/FilmShader.js");
6
- class FilmPass extends Pass.Pass {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
3
+ import { UniformsUtils, ShaderMaterial } from 'three';
4
+ import { FilmShader } from '../shaders/FilmShader.js';
5
+
6
+ class FilmPass extends Pass {
7
7
  constructor(noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale) {
8
8
  super();
9
- if (FilmShader.FilmShader === void 0)
10
- console.error("THREE.FilmPass relies on FilmShader");
11
- const shader = FilmShader.FilmShader;
12
- this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
13
- this.material = new THREE.ShaderMaterial({
9
+
10
+ _defineProperty(this, "material", void 0);
11
+
12
+ _defineProperty(this, "fsQuad", void 0);
13
+
14
+ _defineProperty(this, "uniforms", void 0);
15
+
16
+ if (FilmShader === undefined) console.error('THREE.FilmPass relies on FilmShader');
17
+ const shader = FilmShader;
18
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
19
+ this.material = new ShaderMaterial({
14
20
  uniforms: this.uniforms,
15
21
  vertexShader: shader.vertexShader,
16
22
  fragmentShader: shader.fragmentShader
17
23
  });
18
- if (grayscale !== void 0)
19
- this.uniforms.grayscale.value = grayscale;
20
- if (noiseIntensity !== void 0)
21
- this.uniforms.nIntensity.value = noiseIntensity;
22
- if (scanlinesIntensity !== void 0)
23
- this.uniforms.sIntensity.value = scanlinesIntensity;
24
- if (scanlinesCount !== void 0)
25
- this.uniforms.sCount.value = scanlinesCount;
26
- this.fsQuad = new Pass.FullScreenQuad(this.material);
24
+ if (grayscale !== undefined) this.uniforms.grayscale.value = grayscale;
25
+ if (noiseIntensity !== undefined) this.uniforms.nIntensity.value = noiseIntensity;
26
+ if (scanlinesIntensity !== undefined) this.uniforms.sIntensity.value = scanlinesIntensity;
27
+ if (scanlinesCount !== undefined) this.uniforms.sCount.value = scanlinesCount;
28
+ this.fsQuad = new FullScreenQuad(this.material);
27
29
  }
30
+
28
31
  render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
29
- this.uniforms["tDiffuse"].value = readBuffer.texture;
30
- this.uniforms["time"].value += deltaTime;
32
+ this.uniforms['tDiffuse'].value = readBuffer.texture;
33
+ this.uniforms['time'].value += deltaTime;
34
+
31
35
  if (this.renderToScreen) {
32
36
  renderer.setRenderTarget(null);
33
37
  this.fsQuad.render(renderer);
34
38
  } else {
35
39
  renderer.setRenderTarget(writeBuffer);
36
- if (this.clear)
37
- renderer.clear();
40
+ if (this.clear) renderer.clear();
38
41
  this.fsQuad.render(renderer);
39
42
  }
40
43
  }
44
+
41
45
  }
42
- exports.FilmPass = FilmPass;
46
+
47
+ export { FilmPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("@babel/runtime/helpers/defineProperty"),e=require("./Pass.cjs.js"),i=require("three"),a=require("../shaders/DigitalGlitch.cjs.js");function s(t){return t&&"object"==typeof t&&"default"in t?t:{default:t}}var r=s(t);class n extends e.Pass{constructor(t=64){super(),r.default(this,"material",void 0),r.default(this,"fsQuad",void 0),r.default(this,"goWild",void 0),r.default(this,"curF",void 0),r.default(this,"randX",void 0),r.default(this,"uniforms",void 0),void 0===a.DigitalGlitch&&console.error("THREE.GlitchPass relies on DigitalGlitch");const s=a.DigitalGlitch;this.uniforms=i.UniformsUtils.clone(s.uniforms),this.uniforms.tDisp.value=this.generateHeightmap(t),this.material=new i.ShaderMaterial({uniforms:this.uniforms,vertexShader:s.vertexShader,fragmentShader:s.fragmentShader}),this.fsQuad=new e.FullScreenQuad(this.material),this.goWild=!1,this.curF=0,this.generateTrigger()}render(t,e,a){!1===t.capabilities.isWebGL2&&(this.uniforms.tDisp.value.format=i.LuminanceFormat),this.uniforms.tDiffuse.value=a.texture,this.uniforms.seed.value=Math.random(),this.uniforms.byp.value=0,this.curF%this.randX==0||1==this.goWild?(this.uniforms.amount.value=Math.random()/30,this.uniforms.angle.value=i.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.seed_x.value=i.MathUtils.randFloat(-1,1),this.uniforms.seed_y.value=i.MathUtils.randFloat(-1,1),this.uniforms.distortion_x.value=i.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=i.MathUtils.randFloat(0,1),this.curF=0,this.generateTrigger()):this.curF%this.randX<this.randX/5?(this.uniforms.amount.value=Math.random()/90,this.uniforms.angle.value=i.MathUtils.randFloat(-Math.PI,Math.PI),this.uniforms.distortion_x.value=i.MathUtils.randFloat(0,1),this.uniforms.distortion_y.value=i.MathUtils.randFloat(0,1),this.uniforms.seed_x.value=i.MathUtils.randFloat(-.3,.3),this.uniforms.seed_y.value=i.MathUtils.randFloat(-.3,.3)):0==this.goWild&&(this.uniforms.byp.value=1),this.curF++,this.renderToScreen?(t.setRenderTarget(null),this.fsQuad.render(t)):(t.setRenderTarget(e),this.clear&&t.clear(),this.fsQuad.render(t))}generateTrigger(){this.randX=i.MathUtils.randInt(120,240)}generateHeightmap(t){const e=new Float32Array(t*t),a=t*t;for(let t=0;t<a;t++){const a=i.MathUtils.randFloat(0,1);e[t]=a}const s=new i.DataTexture(e,t,t,i.RedFormat,i.FloatType);return s.needsUpdate=!0,s}}exports.GlitchPass=n;
@@ -1,75 +1,98 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Pass = require("./Pass.js");
4
- const THREE = require("three");
5
- const DigitalGlitch = require("../shaders/DigitalGlitch.js");
6
- class GlitchPass extends Pass.Pass {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
3
+ import { UniformsUtils, ShaderMaterial, LuminanceFormat, MathUtils, DataTexture, RedFormat, FloatType } from 'three';
4
+ import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
5
+
6
+ class GlitchPass extends Pass {
7
7
  constructor(dt_size = 64) {
8
8
  super();
9
- if (DigitalGlitch.DigitalGlitch === void 0)
10
- console.error("THREE.GlitchPass relies on DigitalGlitch");
11
- const shader = DigitalGlitch.DigitalGlitch;
12
- this.uniforms = THREE.UniformsUtils.clone(shader.uniforms);
13
- this.uniforms["tDisp"].value = this.generateHeightmap(dt_size);
14
- this.material = new THREE.ShaderMaterial({
9
+
10
+ _defineProperty(this, "material", void 0);
11
+
12
+ _defineProperty(this, "fsQuad", void 0);
13
+
14
+ _defineProperty(this, "goWild", void 0);
15
+
16
+ _defineProperty(this, "curF", void 0);
17
+
18
+ _defineProperty(this, "randX", void 0);
19
+
20
+ _defineProperty(this, "uniforms", void 0);
21
+
22
+ if (DigitalGlitch === undefined) console.error('THREE.GlitchPass relies on DigitalGlitch');
23
+ const shader = DigitalGlitch;
24
+ this.uniforms = UniformsUtils.clone(shader.uniforms);
25
+ this.uniforms['tDisp'].value = this.generateHeightmap(dt_size);
26
+ this.material = new ShaderMaterial({
15
27
  uniforms: this.uniforms,
16
28
  vertexShader: shader.vertexShader,
17
29
  fragmentShader: shader.fragmentShader
18
30
  });
19
- this.fsQuad = new Pass.FullScreenQuad(this.material);
31
+ this.fsQuad = new FullScreenQuad(this.material);
20
32
  this.goWild = false;
21
33
  this.curF = 0;
22
34
  this.generateTrigger();
23
35
  }
24
- render(renderer, writeBuffer, readBuffer) {
25
- if (renderer.capabilities.isWebGL2 === false)
26
- this.uniforms["tDisp"].value.format = THREE.LuminanceFormat;
27
- this.uniforms["tDiffuse"].value = readBuffer.texture;
28
- this.uniforms["seed"].value = Math.random();
29
- this.uniforms["byp"].value = 0;
36
+
37
+ render(renderer, writeBuffer, readBuffer
38
+ /*, deltaTime, maskActive */
39
+ ) {
40
+ if (renderer.capabilities.isWebGL2 === false) this.uniforms['tDisp'].value.format = LuminanceFormat;
41
+ this.uniforms['tDiffuse'].value = readBuffer.texture;
42
+ this.uniforms['seed'].value = Math.random(); //default seeding
43
+
44
+ this.uniforms['byp'].value = 0;
45
+
30
46
  if (this.curF % this.randX == 0 || this.goWild == true) {
31
- this.uniforms["amount"].value = Math.random() / 30;
32
- this.uniforms["angle"].value = THREE.MathUtils.randFloat(-Math.PI, Math.PI);
33
- this.uniforms["seed_x"].value = THREE.MathUtils.randFloat(-1, 1);
34
- this.uniforms["seed_y"].value = THREE.MathUtils.randFloat(-1, 1);
35
- this.uniforms["distortion_x"].value = THREE.MathUtils.randFloat(0, 1);
36
- this.uniforms["distortion_y"].value = THREE.MathUtils.randFloat(0, 1);
47
+ this.uniforms['amount'].value = Math.random() / 30;
48
+ this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI);
49
+ this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1);
50
+ this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1);
51
+ this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1);
52
+ this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1);
37
53
  this.curF = 0;
38
54
  this.generateTrigger();
39
55
  } else if (this.curF % this.randX < this.randX / 5) {
40
- this.uniforms["amount"].value = Math.random() / 90;
41
- this.uniforms["angle"].value = THREE.MathUtils.randFloat(-Math.PI, Math.PI);
42
- this.uniforms["distortion_x"].value = THREE.MathUtils.randFloat(0, 1);
43
- this.uniforms["distortion_y"].value = THREE.MathUtils.randFloat(0, 1);
44
- this.uniforms["seed_x"].value = THREE.MathUtils.randFloat(-0.3, 0.3);
45
- this.uniforms["seed_y"].value = THREE.MathUtils.randFloat(-0.3, 0.3);
56
+ this.uniforms['amount'].value = Math.random() / 90;
57
+ this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI);
58
+ this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1);
59
+ this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1);
60
+ this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3);
61
+ this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3);
46
62
  } else if (this.goWild == false) {
47
- this.uniforms["byp"].value = 1;
63
+ this.uniforms['byp'].value = 1;
48
64
  }
65
+
49
66
  this.curF++;
67
+
50
68
  if (this.renderToScreen) {
51
69
  renderer.setRenderTarget(null);
52
70
  this.fsQuad.render(renderer);
53
71
  } else {
54
72
  renderer.setRenderTarget(writeBuffer);
55
- if (this.clear)
56
- renderer.clear();
73
+ if (this.clear) renderer.clear();
57
74
  this.fsQuad.render(renderer);
58
75
  }
59
76
  }
77
+
60
78
  generateTrigger() {
61
- this.randX = THREE.MathUtils.randInt(120, 240);
79
+ this.randX = MathUtils.randInt(120, 240);
62
80
  }
81
+
63
82
  generateHeightmap(dt_size) {
64
83
  const data_arr = new Float32Array(dt_size * dt_size);
65
84
  const length = dt_size * dt_size;
85
+
66
86
  for (let i = 0; i < length; i++) {
67
- const val = THREE.MathUtils.randFloat(0, 1);
87
+ const val = MathUtils.randFloat(0, 1);
68
88
  data_arr[i] = val;
69
89
  }
70
- const texture = new THREE.DataTexture(data_arr, dt_size, dt_size, THREE.RedFormat, THREE.FloatType);
90
+
91
+ const texture = new DataTexture(data_arr, dt_size, dt_size, RedFormat, FloatType);
71
92
  texture.needsUpdate = true;
72
93
  return texture;
73
94
  }
95
+
74
96
  }
75
- exports.GlitchPass = GlitchPass;
97
+
98
+ export { GlitchPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),t=require("three"),s=require("../shaders/HalftoneShader.cjs.js");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=a(e);class n extends r.Pass{constructor(e,a,n){super(),i.default(this,"material",void 0),i.default(this,"fsQuad",void 0),i.default(this,"uniforms",void 0),void 0===s.HalftoneShader&&console.error("THREE.HalftonePass requires HalftoneShader"),this.uniforms=t.UniformsUtils.clone(s.HalftoneShader.uniforms),this.material=new t.ShaderMaterial({uniforms:this.uniforms,fragmentShader:s.HalftoneShader.fragmentShader,vertexShader:s.HalftoneShader.vertexShader}),this.uniforms.width.value=e,this.uniforms.height.value=a;for(const e in n)n.hasOwnProperty(e)&&this.uniforms.hasOwnProperty(e)&&(this.uniforms[e].value=n[e]);this.fsQuad=new r.FullScreenQuad(this.material)}render(e,r,t){this.material.uniforms.tDiffuse.value=t.texture,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}setSize(e,r){this.uniforms.width.value=e,this.uniforms.height.value=r}}exports.HalftonePass=n;
@@ -1,44 +1,64 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Pass = require("./Pass.js");
4
- const THREE = require("three");
5
- const HalftoneShader = require("../shaders/HalftoneShader.js");
6
- class HalftonePass extends Pass.Pass {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass, FullScreenQuad } from './Pass.js';
3
+ import { UniformsUtils, ShaderMaterial } from 'three';
4
+ import { HalftoneShader } from '../shaders/HalftoneShader.js';
5
+
6
+ /**
7
+ * RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
8
+ */
9
+ class HalftonePass extends Pass {
7
10
  constructor(width, height, params) {
8
11
  super();
9
- if (HalftoneShader.HalftoneShader === void 0) {
10
- console.error("THREE.HalftonePass requires HalftoneShader");
12
+
13
+ _defineProperty(this, "material", void 0);
14
+
15
+ _defineProperty(this, "fsQuad", void 0);
16
+
17
+ _defineProperty(this, "uniforms", void 0);
18
+
19
+ if (HalftoneShader === undefined) {
20
+ console.error('THREE.HalftonePass requires HalftoneShader');
11
21
  }
12
- this.uniforms = THREE.UniformsUtils.clone(HalftoneShader.HalftoneShader.uniforms);
13
- this.material = new THREE.ShaderMaterial({
22
+
23
+ this.uniforms = UniformsUtils.clone(HalftoneShader.uniforms);
24
+ this.material = new ShaderMaterial({
14
25
  uniforms: this.uniforms,
15
- fragmentShader: HalftoneShader.HalftoneShader.fragmentShader,
16
- vertexShader: HalftoneShader.HalftoneShader.vertexShader
17
- });
26
+ fragmentShader: HalftoneShader.fragmentShader,
27
+ vertexShader: HalftoneShader.vertexShader
28
+ }); // set params
29
+
18
30
  this.uniforms.width.value = width;
19
31
  this.uniforms.height.value = height;
32
+
20
33
  for (const key in params) {
21
34
  if (params.hasOwnProperty(key) && this.uniforms.hasOwnProperty(key)) {
22
35
  this.uniforms[key].value = params[key];
23
36
  }
24
37
  }
25
- this.fsQuad = new Pass.FullScreenQuad(this.material);
38
+
39
+ this.fsQuad = new FullScreenQuad(this.material);
26
40
  }
27
- render(renderer, writeBuffer, readBuffer) {
28
- this.material.uniforms["tDiffuse"].value = readBuffer.texture;
41
+
42
+ render(renderer, writeBuffer, readBuffer
43
+ /*, deltaTime, maskActive */
44
+ ) {
45
+ this.material.uniforms['tDiffuse'].value = readBuffer.texture;
46
+
29
47
  if (this.renderToScreen) {
30
48
  renderer.setRenderTarget(null);
31
49
  this.fsQuad.render(renderer);
32
50
  } else {
33
51
  renderer.setRenderTarget(writeBuffer);
34
- if (this.clear)
35
- renderer.clear();
52
+ if (this.clear) renderer.clear();
36
53
  this.fsQuad.render(renderer);
37
54
  }
38
55
  }
56
+
39
57
  setSize(width, height) {
40
58
  this.uniforms.width.value = width;
41
59
  this.uniforms.height.value = height;
42
60
  }
61
+
43
62
  }
44
- exports.HalftonePass = HalftonePass;
63
+
64
+ export { HalftonePass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("./ShaderPass.cjs.js");require("@babel/runtime/helpers/defineProperty"),require("three"),require("./Pass.cjs.js");const e={defines:{USE_3DTEXTURE:1},uniforms:{lut3d:{value:null},lut:{value:null},lutSize:{value:0},tDiffuse:{value:null},intensity:{value:1}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}\n\n\t",fragmentShader:"\n\t\tprecision highp sampler3D;\n\n\t\tuniform float lutSize;\n\t\t#if USE_3DTEXTURE\n\t\tuniform sampler3D lut3d;\n\t\t#else\n\t\tuniform sampler2D lut;\n\n\t\tvec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {\n\n\t\t\tfloat sliceHeight = 1.0 / size;\n\t\t\tfloat yPixelHeight = 1.0 / ( size * size );\n\n\t\t\t// Get the slices on either side of the sample\n\t\t\tfloat slice = rgb.b * size;\n\t\t\tfloat interp = fract( slice );\n\t\t\tfloat slice0 = slice - interp;\n\t\t\tfloat centeredInterp = interp - 0.5;\n\n\t\t\tfloat slice1 = slice0 + sign( centeredInterp );\n\n\t\t\t// Pull y sample in by half a pixel in each direction to avoid color\n\t\t\t// bleeding from adjacent slices.\n\t\t\tfloat greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );\n\n\t\t\tvec2 uv0 = vec2(\n\t\t\t\trgb.r,\n\t\t\t\tslice0 * sliceHeight + greenOffset\n\t\t\t);\n\t\t\tvec2 uv1 = vec2(\n\t\t\t\trgb.r,\n\t\t\t\tslice1 * sliceHeight + greenOffset\n\t\t\t);\n\n\t\t\tvec3 sample0 = texture2D( tex, uv0 ).rgb;\n\t\t\tvec3 sample1 = texture2D( tex, uv1 ).rgb;\n\n\t\t\treturn mix( sample0, sample1, abs( centeredInterp ) );\n\n\t\t}\n\t\t#endif\n\n\t\tvarying vec2 vUv;\n\t\tuniform float intensity;\n\t\tuniform sampler2D tDiffuse;\n\t\tvoid main() {\n\n\t\t\tvec4 val = texture2D( tDiffuse, vUv );\n\t\t\tvec4 lutVal;\n\n\t\t\t// pull the sample in by half a pixel so the sample begins\n\t\t\t// at the center of the edge pixels.\n\t\t\tfloat pixelWidth = 1.0 / lutSize;\n\t\t\tfloat halfPixelWidth = 0.5 / lutSize;\n\t\t\tvec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );\n\n\t\t\t#if USE_3DTEXTURE\n\n\t\t\tlutVal = vec4( texture( lut3d, uvw ).rgb, val.a );\n\n\t\t\t#else\n\n\t\t\tlutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );\n\n\t\t\t#endif\n\n\t\t\tgl_FragColor = vec4( mix( val, lutVal, intensity ) );\n\n\t\t}\n\n\t"};class n extends t.ShaderPass{set lut(t){const e=this.material;if(t!==this.lut&&(e.uniforms.lut3d.value=null,e.uniforms.lut.value=null,t)){const n=t.isDataTexture3D?1:0;n!==e.defines.USE_3DTEXTURE&&(e.defines.USE_3DTEXTURE=n,e.needsUpdate=!0),e.uniforms.lutSize.value=t.image.width,t.isDataTexture3D?e.uniforms.lut3d.value=t:e.uniforms.lut.value=t}}get lut(){return this.material.uniforms.lut.value||this.material.uniforms.lut3d.value}set intensity(t){this.material.uniforms.intensity.value=t}get intensity(){return this.material.uniforms.intensity.value}constructor(t={}){super(e),this.lut=t.lut||null,this.intensity="intensity"in t?t.intensity:1}}exports.LUTPass=n;
@@ -1,18 +1,29 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const ShaderPass = require("./ShaderPass.js");
1
+ import { ShaderPass } from './ShaderPass.js';
2
+
4
3
  const LUTShader = {
5
4
  defines: {
6
5
  USE_3DTEXTURE: 1
7
6
  },
8
7
  uniforms: {
9
- lut3d: { value: null },
10
- lut: { value: null },
11
- lutSize: { value: 0 },
12
- tDiffuse: { value: null },
13
- intensity: { value: 1 }
8
+ lut3d: {
9
+ value: null
10
+ },
11
+ lut: {
12
+ value: null
13
+ },
14
+ lutSize: {
15
+ value: 0
16
+ },
17
+ tDiffuse: {
18
+ value: null
19
+ },
20
+ intensity: {
21
+ value: 1.0
22
+ }
14
23
  },
15
- vertexShader: `
24
+ vertexShader:
25
+ /* glsl */
26
+ `
16
27
 
17
28
  varying vec2 vUv;
18
29
 
@@ -24,7 +35,9 @@ const LUTShader = {
24
35
  }
25
36
 
26
37
  `,
27
- fragmentShader: `
38
+ fragmentShader:
39
+ /* glsl */
40
+ `
28
41
  precision highp sampler3D;
29
42
 
30
43
  uniform float lutSize;
@@ -97,19 +110,25 @@ const LUTShader = {
97
110
 
98
111
  `
99
112
  };
100
- class LUTPass extends ShaderPass.ShaderPass {
113
+
114
+ class LUTPass extends ShaderPass {
101
115
  set lut(v) {
102
116
  const material = this.material;
117
+
103
118
  if (v !== this.lut) {
104
119
  material.uniforms.lut3d.value = null;
105
120
  material.uniforms.lut.value = null;
121
+
106
122
  if (v) {
107
123
  const is3dTextureDefine = v.isDataTexture3D ? 1 : 0;
124
+
108
125
  if (is3dTextureDefine !== material.defines.USE_3DTEXTURE) {
109
126
  material.defines.USE_3DTEXTURE = is3dTextureDefine;
110
127
  material.needsUpdate = true;
111
128
  }
129
+
112
130
  material.uniforms.lutSize.value = v.image.width;
131
+
113
132
  if (v.isDataTexture3D) {
114
133
  material.uniforms.lut3d.value = v;
115
134
  } else {
@@ -118,19 +137,25 @@ class LUTPass extends ShaderPass.ShaderPass {
118
137
  }
119
138
  }
120
139
  }
140
+
121
141
  get lut() {
122
142
  return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
123
143
  }
144
+
124
145
  set intensity(v) {
125
146
  this.material.uniforms.intensity.value = v;
126
147
  }
148
+
127
149
  get intensity() {
128
150
  return this.material.uniforms.intensity.value;
129
151
  }
152
+
130
153
  constructor(options = {}) {
131
154
  super(LUTShader);
132
155
  this.lut = options.lut || null;
133
- this.intensity = "intensity" in options ? options.intensity : 1;
156
+ this.intensity = 'intensity' in options ? options.intensity : 1;
134
157
  }
158
+
135
159
  }
136
- exports.LUTPass = LUTPass;
160
+
161
+ export { LUTPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),s=require("./Pass.cjs.js");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("three");var r=t(e);class c extends s.Pass{constructor(e,s){super(),r.default(this,"scene",void 0),r.default(this,"camera",void 0),r.default(this,"inverse",void 0),this.scene=e,this.camera=s,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(e,s,t){const r=e.getContext(),c=e.state;let f,a;c.buffers.color.setMask(!1),c.buffers.depth.setMask(!1),c.buffers.color.setLocked(!0),c.buffers.depth.setLocked(!0),this.inverse?(f=0,a=1):(f=1,a=0),c.buffers.stencil.setTest(!0),c.buffers.stencil.setOp(r.REPLACE,r.REPLACE,r.REPLACE),c.buffers.stencil.setFunc(r.ALWAYS,f,4294967295),c.buffers.stencil.setClear(a),c.buffers.stencil.setLocked(!0),e.setRenderTarget(t),this.clear&&e.clear(),e.render(this.scene,this.camera),e.setRenderTarget(s),this.clear&&e.clear(),e.render(this.scene,this.camera),c.buffers.color.setLocked(!1),c.buffers.depth.setLocked(!1),c.buffers.stencil.setLocked(!1),c.buffers.stencil.setFunc(r.EQUAL,1,4294967295),c.buffers.stencil.setOp(r.KEEP,r.KEEP,r.KEEP),c.buffers.stencil.setLocked(!0)}}class f extends s.Pass{constructor(){super(),this.needsSwap=!1}render(e){e.state.buffers.stencil.setLocked(!1),e.state.buffers.stencil.setTest(!1)}}exports.ClearMaskPass=f,exports.MaskPass=c;
@@ -1,23 +1,35 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Pass = require("./Pass.js");
4
- class MaskPass extends Pass.Pass {
1
+ import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
+ import { Pass } from './Pass.js';
3
+
4
+ class MaskPass extends Pass {
5
5
  constructor(scene, camera) {
6
6
  super();
7
+
8
+ _defineProperty(this, "scene", void 0);
9
+
10
+ _defineProperty(this, "camera", void 0);
11
+
12
+ _defineProperty(this, "inverse", void 0);
13
+
7
14
  this.scene = scene;
8
15
  this.camera = camera;
9
16
  this.clear = true;
10
17
  this.needsSwap = false;
11
18
  this.inverse = false;
12
19
  }
20
+
13
21
  render(renderer, writeBuffer, readBuffer) {
14
22
  const context = renderer.getContext();
15
- const state = renderer.state;
23
+ const state = renderer.state; // don't update color or depth
24
+
16
25
  state.buffers.color.setMask(false);
17
- state.buffers.depth.setMask(false);
26
+ state.buffers.depth.setMask(false); // lock buffers
27
+
18
28
  state.buffers.color.setLocked(true);
19
- state.buffers.depth.setLocked(true);
29
+ state.buffers.depth.setLocked(true); // set up stencil
30
+
20
31
  let writeValue, clearValue;
32
+
21
33
  if (this.inverse) {
22
34
  writeValue = 0;
23
35
  clearValue = 1;
@@ -25,36 +37,43 @@ class MaskPass extends Pass.Pass {
25
37
  writeValue = 1;
26
38
  clearValue = 0;
27
39
  }
40
+
28
41
  state.buffers.stencil.setTest(true);
29
42
  state.buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);
30
- state.buffers.stencil.setFunc(context.ALWAYS, writeValue, 4294967295);
43
+ state.buffers.stencil.setFunc(context.ALWAYS, writeValue, 0xffffffff);
31
44
  state.buffers.stencil.setClear(clearValue);
32
- state.buffers.stencil.setLocked(true);
45
+ state.buffers.stencil.setLocked(true); // draw into the stencil buffer
46
+
33
47
  renderer.setRenderTarget(readBuffer);
34
- if (this.clear)
35
- renderer.clear();
48
+ if (this.clear) renderer.clear();
36
49
  renderer.render(this.scene, this.camera);
37
50
  renderer.setRenderTarget(writeBuffer);
38
- if (this.clear)
39
- renderer.clear();
40
- renderer.render(this.scene, this.camera);
51
+ if (this.clear) renderer.clear();
52
+ renderer.render(this.scene, this.camera); // unlock color and depth buffer for subsequent rendering
53
+
41
54
  state.buffers.color.setLocked(false);
42
- state.buffers.depth.setLocked(false);
55
+ state.buffers.depth.setLocked(false); // only render where stencil is set to 1
56
+
43
57
  state.buffers.stencil.setLocked(false);
44
- state.buffers.stencil.setFunc(context.EQUAL, 1, 4294967295);
58
+ state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff); // draw if == 1
59
+
45
60
  state.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);
46
61
  state.buffers.stencil.setLocked(true);
47
62
  }
63
+
48
64
  }
49
- class ClearMaskPass extends Pass.Pass {
65
+
66
+ class ClearMaskPass extends Pass {
50
67
  constructor() {
51
68
  super();
52
69
  this.needsSwap = false;
53
70
  }
71
+
54
72
  render(renderer) {
55
73
  renderer.state.buffers.stencil.setLocked(false);
56
74
  renderer.state.buffers.stencil.setTest(false);
57
75
  }
76
+
58
77
  }
59
- exports.ClearMaskPass = ClearMaskPass;
60
- exports.MaskPass = MaskPass;
78
+
79
+ export { ClearMaskPass, MaskPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("./Pass.cjs.js"),r=require("three"),i=require("../shaders/CopyShader.cjs.js");function a(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var s=a(e);class n extends t.Pass{constructor(e,a,n,l){super(),s.default(this,"renderScene",void 0),s.default(this,"renderCamera",void 0),s.default(this,"selectedObjects",void 0),s.default(this,"visibleEdgeColor",void 0),s.default(this,"hiddenEdgeColor",void 0),s.default(this,"edgeGlow",void 0),s.default(this,"usePatternTexture",void 0),s.default(this,"edgeThickness",void 0),s.default(this,"edgeStrength",void 0),s.default(this,"downSampleRatio",void 0),s.default(this,"pulsePeriod",void 0),s.default(this,"resolution",void 0),s.default(this,"renderTargetMaskBuffer",void 0),s.default(this,"depthMaterial",void 0),s.default(this,"prepareMaskMaterial",void 0),s.default(this,"renderTargetDepthBuffer",void 0),s.default(this,"renderTargetMaskDownSampleBuffer",void 0),s.default(this,"renderTargetBlurBuffer1",void 0),s.default(this,"renderTargetBlurBuffer2",void 0),s.default(this,"edgeDetectionMaterial",void 0),s.default(this,"renderTargetEdgeBuffer1",void 0),s.default(this,"renderTargetEdgeBuffer2",void 0),s.default(this,"separableBlurMaterial1",void 0),s.default(this,"separableBlurMaterial2",void 0),s.default(this,"overlayMaterial",void 0),s.default(this,"materialCopy",void 0),s.default(this,"oldClearAlpha",void 0),s.default(this,"fsQuad",void 0),s.default(this,"tempPulseColor1",void 0),s.default(this,"tempPulseColor2",void 0),s.default(this,"textureMatrix",void 0),s.default(this,"patternTexture",void 0),s.default(this,"_visibilityCache",void 0),s.default(this,"_oldClearColor",void 0),s.default(this,"copyUniforms",void 0),s.default(this,"BlurDirectionX",new r.Vector2(1,0)),s.default(this,"BlurDirectionY",new r.Vector2(0,1)),this.renderScene=a,this.renderCamera=n,this.selectedObjects=void 0!==l?l:[],this.visibleEdgeColor=new r.Color(1,1,1),this.hiddenEdgeColor=new r.Color(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this.resolution=void 0!==e?new r.Vector2(e.x,e.y):new r.Vector2(256,256);const u=Math.round(this.resolution.x/this.downSampleRatio),o=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetMaskBuffer=new r.WebGLRenderTarget(this.resolution.x,this.resolution.y),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new r.MeshDepthMaterial,this.depthMaterial.side=r.DoubleSide,this.depthMaterial.depthPacking=r.RGBADepthPacking,this.depthMaterial.blending=r.NoBlending,this.prepareMaskMaterial=this.getPrepareMaskMaterial(),this.prepareMaskMaterial.side=r.DoubleSide,this.prepareMaskMaterial.fragmentShader=function(e,t){const r=t.isPerspectiveCamera?"perspective":"orthographic";return e.replace(/DEPTH_TO_VIEW_Z/g,r+"DepthToViewZ")}(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new r.WebGLRenderTarget(this.resolution.x,this.resolution.y),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new r.WebGLRenderTarget(u,o),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new r.WebGLRenderTarget(u,o),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new r.WebGLRenderTarget(Math.round(u/2),Math.round(o/2)),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this.getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new r.WebGLRenderTarget(u,o),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new r.WebGLRenderTarget(Math.round(u/2),Math.round(o/2)),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;this.separableBlurMaterial1=this.getSeperableBlurMaterial(4),this.separableBlurMaterial1.uniforms.texSize.value.set(u,o),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this.getSeperableBlurMaterial(4),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(u/2),Math.round(o/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=4,this.overlayMaterial=this.getOverlayMaterial(),void 0===i.CopyShader&&console.error("THREE.OutlinePass relies on CopyShader");const d=i.CopyShader;this.copyUniforms=r.UniformsUtils.clone(d.uniforms),this.copyUniforms.opacity.value=1,this.materialCopy=new r.ShaderMaterial({uniforms:this.copyUniforms,vertexShader:d.vertexShader,fragmentShader:d.fragmentShader,blending:r.NoBlending,depthTest:!1,depthWrite:!1,transparent:!0}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new r.Color,this.oldClearAlpha=1,this.fsQuad=new t.FullScreenQuad(this.materialCopy),this.tempPulseColor1=new r.Color,this.tempPulseColor2=new r.Color,this.textureMatrix=new r.Matrix4}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose()}setSize(e,t){this.renderTargetMaskBuffer.setSize(e,t),this.renderTargetDepthBuffer.setSize(e,t);let r=Math.round(e/this.downSampleRatio),i=Math.round(t/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(r,i),this.renderTargetBlurBuffer1.setSize(r,i),this.renderTargetEdgeBuffer1.setSize(r,i),this.separableBlurMaterial1.uniforms.texSize.value.set(r,i),r=Math.round(r/2),i=Math.round(i/2),this.renderTargetBlurBuffer2.setSize(r,i),this.renderTargetEdgeBuffer2.setSize(r,i),this.separableBlurMaterial2.uniforms.texSize.value.set(r,i)}changeVisibilityOfSelectedObjects(e){const t=this._visibilityCache;function r(r){r.isMesh&&(!0===e?r.visible=t.get(r):(t.set(r,r.visible),r.visible=e))}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(r)}}changeVisibilityOfNonSelectedObjects(e){const t=this._visibilityCache,r=[];function i(e){e.isMesh&&r.push(e)}for(let e=0;e<this.selectedObjects.length;e++){this.selectedObjects[e].traverse(i)}this.renderScene.traverse((function(i){if(i.isMesh||i.isSprite){let a=!1;for(let e=0;e<r.length;e++){if(r[e].id===i.id){a=!0;break}}if(!1===a){const r=i.visible;!1!==e&&!0!==t.get(i)||(i.visible=e),t.set(i,r)}}else(i.isPoints||i.isLine)&&(!0===e?i.visible=t.get(i):(t.set(i,i.visible),i.visible=e))}))}updateTextureMatrix(){this.textureMatrix.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),this.textureMatrix.multiply(this.renderCamera.projectionMatrix),this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse)}render(e,t,r,i,a){if(this.selectedObjects.length>0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const t=e.autoClear;e.autoClear=!1,a&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this.changeVisibilityOfSelectedObjects(!1);const i=this.renderScene.background;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this.updateTextureMatrix(),this.changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.renderScene.overrideMaterial=null,this.changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this.renderScene.background=i,this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this.fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const e=.625+.75*Math.cos(.01*performance.now()/this.pulsePeriod)/2;this.tempPulseColor1.multiplyScalar(e),this.tempPulseColor2.multiplyScalar(e)}this.fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=this.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=this.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=this.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=this.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,a&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(r),this.fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=t}this.renderToScreen&&(this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=r.texture,e.setRenderTarget(null),this.fsQuad.render(e))}getPrepareMaskMaterial(){return new r.ShaderMaterial({uniforms:{depthTexture:{value:null},cameraNearFar:{value:new r.Vector2(.5,.5)},textureMatrix:{value:null}},vertexShader:"#include <morphtarget_pars_vertex>\n\t\t\t\t#include <skinning_pars_vertex>\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tvoid main() {\n\t\t\t\t\t#include <skinbase_vertex>\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <morphtarget_vertex>\n\t\t\t\t\t#include <skinning_vertex>\n\t\t\t\t\t#include <project_vertex>\n\t\t\t\t\tvPosition = mvPosition;\n\t\t\t\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t\t\t\t\tprojTexCoord = textureMatrix * worldPosition;\n\t\t\t\t}",fragmentShader:"#include <packing>\n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tuniform sampler2D depthTexture;\n\t\t\t\tuniform vec2 cameraNearFar;\n\t\t\t\tvoid main() {\n\t\t\t\t\tfloat depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n\t\t\t\t\tfloat viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n\t\t\t\t\tfloat depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n\t\t\t\t\tgl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n\t\t\t\t}"})}getEdgeDetectionMaterial(){return new r.ShaderMaterial({uniforms:{maskTexture:{value:null},texSize:{value:new r.Vector2(.5,.5)},visibleEdgeColor:{value:new r.Vector3(1,1,1)},hiddenEdgeColor:{value:new r.Vector3(1,1,1)}},vertexShader:"varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"varying vec2 vUv;\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec3 visibleEdgeColor;\n\t\t\t\tuniform vec3 hiddenEdgeColor;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tvec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n\t\t\t\t\tvec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n\t\t\t\t\tvec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n\t\t\t\t\tvec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n\t\t\t\t\tvec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n\t\t\t\t\tfloat diff1 = (c1.r - c2.r)*0.5;\n\t\t\t\t\tfloat diff2 = (c3.r - c4.r)*0.5;\n\t\t\t\t\tfloat d = length( vec2(diff1, diff2) );\n\t\t\t\t\tfloat a1 = min(c1.g, c2.g);\n\t\t\t\t\tfloat a2 = min(c3.g, c4.g);\n\t\t\t\t\tfloat visibilityFactor = min(a1, a2);\n\t\t\t\t\tvec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n\t\t\t\t\tgl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n\t\t\t\t}"})}getSeperableBlurMaterial(e){return new r.ShaderMaterial({defines:{MAX_RADIUS:e},uniforms:{colorTexture:{value:null},texSize:{value:new r.Vector2(.5,.5)},direction:{value:new r.Vector2(.5,.5)},kernelRadius:{value:1}},vertexShader:"varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"#include <common>\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float kernelRadius;\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, kernelRadius);\n\t\t\t\t\tvec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n\t\t\t\t\tvec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n\t\t\t\t\tvec2 uvOffset = delta;\n\t\t\t\t\tfor( int i = 1; i <= MAX_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat w = gaussianPdf(uvOffset.x, kernelRadius);\n\t\t\t\t\t\tvec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n\t\t\t\t\t\tvec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n\t\t\t\t\t\tdiffuseSum += ((sample1 + sample2) * w);\n\t\t\t\t\t\tweightSum += (2.0 * w);\n\t\t\t\t\t\tuvOffset += delta;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = diffuseSum/weightSum;\n\t\t\t\t}"})}getOverlayMaterial(){return new r.ShaderMaterial({uniforms:{maskTexture:{value:null},edgeTexture1:{value:null},edgeTexture2:{value:null},patternTexture:{value:null},edgeStrength:{value:1},edgeGlow:{value:1},usePatternTexture:{value:0}},vertexShader:"varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"varying vec2 vUv;\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform sampler2D edgeTexture1;\n\t\t\t\tuniform sampler2D edgeTexture2;\n\t\t\t\tuniform sampler2D patternTexture;\n\t\t\t\tuniform float edgeStrength;\n\t\t\t\tuniform float edgeGlow;\n\t\t\t\tuniform bool usePatternTexture;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n\t\t\t\t\tvec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n\t\t\t\t\tvec4 maskColor = texture2D(maskTexture, vUv);\n\t\t\t\t\tvec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n\t\t\t\t\tfloat visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n\t\t\t\t\tvec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n\t\t\t\t\tvec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n\t\t\t\t\tif(usePatternTexture)\n\t\t\t\t\t\tfinalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n\t\t\t\t\tgl_FragColor = finalColor;\n\t\t\t\t}",blending:r.AdditiveBlending,depthTest:!1,depthWrite:!1,transparent:!0})}}exports.OutlinePass=n;