three-stdlib 2.15.2 → 2.16.1
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- package/BufferGeometryUtils-1a7a235c.js +655 -0
- package/BufferGeometryUtils-971dfde3.js +1 -0
- package/Nodes-4f766d71.js +471 -0
- package/Nodes-9aa16d74.js +1 -0
- package/animation/AnimationClipCreator.cjs.js +1 -0
- package/animation/AnimationClipCreator.js +52 -32
- package/animation/CCDIKSolver.cjs.js +1 -0
- package/animation/CCDIKSolver.js +275 -207
- package/animation/MMDAnimationHelper.cjs.js +1 -0
- package/animation/MMDAnimationHelper.js +341 -150
- package/animation/MMDPhysics.cjs.js +1 -0
- package/animation/MMDPhysics.js +361 -154
- package/cameras/CinematicCamera.cjs.js +1 -0
- package/cameras/CinematicCamera.js +77 -67
- package/controls/ArcballControls.cjs.js +1 -0
- package/controls/ArcballControls.js +1449 -544
- package/controls/DeviceOrientationControls.cjs.js +1 -0
- package/controls/DeviceOrientationControls.js +97 -52
- package/controls/DragControls.cjs.js +1 -0
- package/controls/DragControls.js +187 -85
- package/controls/FirstPersonControls.cjs.js +1 -0
- package/controls/FirstPersonControls.js +193 -123
- package/controls/FlyControls.cjs.js +1 -0
- package/controls/FlyControls.js +152 -82
- package/controls/OrbitControls.cjs.js +1 -0
- package/controls/OrbitControls.js +481 -232
- package/controls/PointerLockControls.cjs.js +1 -0
- package/controls/PointerLockControls.js +99 -63
- package/controls/TrackballControls.cjs.js +1 -0
- package/controls/TrackballControls.js +383 -211
- package/controls/TransformControls.cjs.js +1 -0
- package/controls/TransformControls.js +782 -575
- package/controls/experimental/CameraControls.cjs.js +1 -0
- package/controls/experimental/CameraControls.js +609 -329
- package/csm/CSM.cjs.js +1 -0
- package/csm/CSM.js +108 -47
- package/csm/CSMFrustum.cjs.js +1 -0
- package/csm/CSMFrustum.js +29 -14
- package/csm/CSMHelper.cjs.js +1 -0
- package/csm/CSMHelper.js +34 -20
- package/csm/CSMShader.cjs.js +1 -0
- package/csm/CSMShader.js +11 -7
- package/curves/CurveExtras.cjs.js +1 -0
- package/curves/CurveExtras.js +115 -73
- package/curves/NURBSCurve.cjs.js +1 -0
- package/curves/NURBSCurve.js +43 -15
- package/curves/NURBSSurface.cjs.js +1 -0
- package/curves/NURBSSurface.js +27 -11
- package/curves/NURBSUtils.cjs.js +1 -0
- package/curves/NURBSUtils.js +203 -54
- package/custom.d.cjs.js +1 -0
- package/{shaders/types.mjs → custom.d.js} +0 -0
- package/deprecated/Geometry.cjs.js +1 -0
- package/deprecated/Geometry.js +486 -191
- package/effects/AnaglyphEffect.cjs.js +1 -0
- package/effects/AnaglyphEffect.js +60 -95
- package/effects/AsciiEffect.cjs.js +1 -0
- package/effects/AsciiEffect.js +110 -80
- package/effects/OutlineEffect.cjs.js +1 -0
- package/effects/OutlineEffect.js +204 -121
- package/effects/ParallaxBarrierEffect.cjs.js +1 -0
- package/effects/ParallaxBarrierEffect.js +38 -39
- package/effects/PeppersGhostEffect.cjs.js +1 -0
- package/effects/PeppersGhostEffect.js +68 -19
- package/effects/StereoEffect.cjs.js +1 -0
- package/effects/StereoEffect.js +16 -12
- package/environments/RoomEnvironment.cjs.js +1 -0
- package/environments/RoomEnvironment.js +47 -52
- package/exporters/ColladaExporter.cjs.js +1 -0
- package/exporters/ColladaExporter.js +241 -115
- package/exporters/DRACOExporter.cjs.js +1 -0
- package/exporters/DRACOExporter.js +121 -67
- package/exporters/GLTFExporter.cjs.js +1 -0
- package/exporters/GLTFExporter.js +1014 -463
- package/exporters/MMDExporter.cjs.js +1 -0
- package/exporters/MMDExporter.js +102 -44
- package/exporters/OBJExporter.cjs.js +1 -0
- package/exporters/OBJExporter.js +140 -78
- package/exporters/PLYExporter.cjs.js +1 -0
- package/exporters/PLYExporter.js +154 -93
- package/exporters/STLExporter.cjs.js +1 -0
- package/exporters/STLExporter.js +81 -30
- package/exporters/USDZExporter.cjs.js +1 -0
- package/exporters/USDZExporter.js +144 -84
- package/geometries/BoxLineGeometry.cjs.js +1 -0
- package/geometries/BoxLineGeometry.js +14 -7
- package/geometries/ConvexGeometry.cjs.js +1 -0
- package/geometries/ConvexGeometry.js +23 -14
- package/geometries/DecalGeometry.cjs.js +1 -0
- package/geometries/DecalGeometry.js +162 -108
- package/geometries/LightningStrike.cjs.js +1 -0
- package/geometries/LightningStrike.js +294 -101
- package/geometries/ParametricGeometries.cjs.js +1 -0
- package/geometries/ParametricGeometries.js +76 -26
- package/geometries/ParametricGeometry.cjs.js +1 -0
- package/geometries/ParametricGeometry.js +48 -24
- package/geometries/RoundedBoxGeometry.cjs.js +1 -0
- package/geometries/RoundedBoxGeometry.js +64 -33
- package/geometries/TeapotGeometry.cjs.js +1 -0
- package/geometries/TeapotGeometry.js +174 -1434
- package/geometries/TextGeometry.cjs.js +1 -0
- package/geometries/TextGeometry.js +17 -9
- package/helpers/LightProbeHelper.cjs.js +1 -0
- package/helpers/LightProbeHelper.js +21 -53
- package/helpers/PositionalAudioHelper.cjs.js +1 -0
- package/helpers/PositionalAudioHelper.js +30 -23
- package/helpers/RectAreaLightHelper.cjs.js +1 -0
- package/helpers/RectAreaLightHelper.js +33 -17
- package/helpers/VertexNormalsHelper.cjs.js +1 -0
- package/helpers/VertexNormalsHelper.js +41 -20
- package/helpers/VertexTangentsHelper.cjs.js +1 -0
- package/helpers/VertexTangentsHelper.js +36 -18
- package/index.cjs.js +1 -0
- package/index.js +333 -968
- package/interactive/InteractiveGroup.cjs.js +1 -0
- package/interactive/InteractiveGroup.d.ts +5 -0
- package/interactive/InteractiveGroup.js +87 -0
- package/interactive/SelectionBox.cjs.js +1 -0
- package/interactive/SelectionBox.js +46 -31
- package/interactive/SelectionHelper.cjs.js +1 -0
- package/interactive/SelectionHelper.js +21 -16
- package/libs/MeshoptDecoder.cjs.js +1 -0
- package/libs/MeshoptDecoder.js +58 -147
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +208 -66
- package/lights/LightProbeGenerator.cjs.js +1 -0
- package/lights/LightProbeGenerator.js +96 -40
- package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
- package/lights/RectAreaLightUniformsLib.js +9 -32842
- package/lines/Line2.cjs.js +1 -0
- package/lines/Line2.js +12 -9
- package/lines/LineGeometry.cjs.js +1 -0
- package/lines/LineGeometry.js +19 -7
- package/lines/LineMaterial.cjs.js +1 -0
- package/lines/LineMaterial.js +89 -51
- package/lines/LineSegments2.cjs.js +1 -0
- package/lines/LineSegments2.js +165 -56
- package/lines/LineSegmentsGeometry.cjs.js +1 -0
- package/lines/LineSegmentsGeometry.js +71 -29
- package/lines/Wireframe.cjs.js +1 -0
- package/lines/Wireframe.js +29 -15
- package/lines/WireframeGeometry2.cjs.js +1 -0
- package/lines/WireframeGeometry2.js +9 -8
- package/loaders/3DMLoader.cjs.js +1 -0
- package/loaders/3DMLoader.js +469 -234
- package/loaders/3MFLoader.cjs.js +1 -0
- package/loaders/3MFLoader.js +555 -340
- package/loaders/AMFLoader.cjs.js +1 -0
- package/loaders/AMFLoader.js +219 -114
- package/loaders/AssimpLoader.cjs.js +1 -0
- package/loaders/AssimpLoader.js +725 -328
- package/loaders/BVHLoader.cjs.js +1 -0
- package/loaders/BVHLoader.js +200 -94
- package/loaders/BasisTextureLoader.cjs.js +1 -0
- package/loaders/BasisTextureLoader.js +357 -229
- package/loaders/ColladaLoader.cjs.js +1 -0
- package/loaders/ColladaLoader.js +1522 -932
- package/loaders/DDSLoader.cjs.js +1 -0
- package/loaders/DDSLoader.js +108 -42
- package/loaders/DRACOLoader.cjs.js +1 -0
- package/loaders/DRACOLoader.js +210 -103
- package/loaders/EXRLoader.cjs.js +1 -0
- package/loaders/EXRLoader.js +809 -461
- package/loaders/FBXLoader.cjs.js +1 -0
- package/loaders/FBXLoader.js +1397 -842
- package/loaders/FontLoader.cjs.js +1 -0
- package/loaders/FontLoader.js +66 -33
- package/loaders/GCodeLoader.cjs.js +1 -0
- package/loaders/GCodeLoader.js +111 -63
- package/loaders/GLTFLoader.cjs.js +1 -0
- package/loaders/GLTFLoader.js +1484 -771
- package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
- package/loaders/HDRCubeTextureLoader.js +50 -45
- package/loaders/KMZLoader.cjs.js +1 -0
- package/loaders/KMZLoader.js +55 -42
- package/loaders/KTX2Loader.cjs.js +1 -0
- package/loaders/KTX2Loader.js +362 -229
- package/loaders/KTXLoader.cjs.js +1 -0
- package/loaders/KTXLoader.js +99 -37
- package/loaders/LDrawLoader.cjs.js +1 -0
- package/loaders/LDrawLoader.js +746 -313
- package/loaders/LUT3dlLoader.cjs.js +1 -0
- package/loaders/LUT3dlLoader.js +62 -50
- package/loaders/LUTCubeLoader.cjs.js +1 -0
- package/loaders/LUTCubeLoader.js +56 -45
- package/loaders/LWOLoader.cjs.js +1 -0
- package/loaders/LWOLoader.js +339 -227
- package/loaders/LottieLoader.cjs.js +1 -0
- package/loaders/LottieLoader.js +38 -36
- package/loaders/MD2Loader.cjs.js +1 -0
- package/loaders/MD2Loader.js +91 -248
- package/loaders/MDDLoader.cjs.js +1 -0
- package/loaders/MDDLoader.js +45 -25
- package/loaders/MMDLoader.cjs.js +1 -0
- package/loaders/MMDLoader.js +795 -359
- package/loaders/MTLLoader.cjs.js +1 -0
- package/loaders/MTLLoader.js +201 -91
- package/loaders/NRRDLoader.cjs.js +1 -0
- package/loaders/NRRDLoader.js +263 -182
- package/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/loaders/NodeMaterialLoader.js +14 -121
- package/loaders/OBJLoader.cjs.js +1 -0
- package/loaders/OBJLoader.js +283 -161
- package/loaders/PCDLoader.cjs.js +1 -0
- package/loaders/PCDLoader.js +164 -145
- package/loaders/PDBLoader.cjs.js +1 -0
- package/loaders/PDBLoader.js +63 -45
- package/loaders/PLYLoader.cjs.js +1 -0
- package/loaders/PLYLoader.js +203 -106
- package/loaders/PRWMLoader.cjs.js +1 -0
- package/loaders/PRWMLoader.js +110 -73
- package/loaders/PVRLoader.cjs.js +1 -0
- package/loaders/PVRLoader.js +93 -32
- package/loaders/RGBELoader.cjs.js +1 -0
- package/loaders/RGBELoader.js +233 -96
- package/loaders/RGBMLoader.cjs.js +1 -0
- package/loaders/RGBMLoader.js +514 -344
- package/loaders/STLLoader.cjs.js +1 -0
- package/loaders/STLLoader.js +165 -59
- package/loaders/SVGLoader.cjs.js +1 -0
- package/loaders/SVGLoader.js +851 -481
- package/loaders/TDSLoader.cjs.js +1 -0
- package/loaders/TDSLoader.js +527 -137
- package/loaders/TGALoader.cjs.js +1 -0
- package/loaders/TGALoader.js +205 -94
- package/loaders/TTFLoader.cjs.js +1 -0
- package/loaders/TTFLoader.js +79 -58
- package/loaders/TiltLoader.cjs.js +1 -0
- package/loaders/TiltLoader.js +167 -129
- package/loaders/VOXLoader.cjs.js +1 -0
- package/loaders/VOXLoader.js +84 -320
- package/loaders/VRMLLoader.cjs.js +1 -0
- package/loaders/VRMLLoader.js +1268 -786
- package/loaders/VRMLoader.cjs.js +1 -0
- package/loaders/VRMLoader.js +31 -23
- package/loaders/VTKLoader.cjs.js +1 -0
- package/loaders/VTKLoader.js +407 -219
- package/loaders/XLoader.cjs.js +1 -0
- package/loaders/XLoader.js +1259 -1083
- package/loaders/XYZLoader.cjs.js +1 -0
- package/loaders/XYZLoader.js +34 -28
- package/loaders/lwo/IFFParser.cjs.js +1 -0
- package/loaders/lwo/IFFParser.js +492 -238
- package/loaders/lwo/LWO2Parser.cjs.js +1 -0
- package/loaders/lwo/LWO2Parser.js +279 -176
- package/loaders/lwo/LWO3Parser.cjs.js +1 -0
- package/loaders/lwo/LWO3Parser.js +247 -160
- package/math/Capsule.cjs.js +1 -0
- package/math/Capsule.js +43 -56
- package/math/ColorConverter.cjs.js +1 -0
- package/math/ColorConverter.js +32 -18
- package/math/ConvexHull.cjs.js +1 -0
- package/math/ConvexHull.js +357 -97
- package/math/ImprovedNoise.cjs.js +1 -0
- package/math/ImprovedNoise.js +32 -282
- package/math/Lut.cjs.js +1 -0
- package/math/Lut.js +35 -51
- package/math/MeshSurfaceSampler.cjs.js +1 -0
- package/math/MeshSurfaceSampler.js +68 -25
- package/math/OBB.cjs.js +1 -0
- package/math/OBB.js +152 -91
- package/math/Octree.cjs.js +1 -0
- package/math/Octree.js +139 -76
- package/math/SimplexNoise.cjs.js +1 -0
- package/math/SimplexNoise.js +238 -217
- package/misc/ConvexObjectBreaker.cjs.js +1 -0
- package/misc/ConvexObjectBreaker.js +185 -79
- package/misc/GPUComputationRenderer.cjs.js +1 -0
- package/misc/GPUComputationRenderer.js +194 -69
- package/misc/Gyroscope.cjs.js +1 -0
- package/misc/Gyroscope.js +22 -16
- package/misc/MD2Character.cjs.js +1 -0
- package/misc/MD2Character.js +74 -52
- package/misc/MD2CharacterComplex.cjs.js +1 -0
- package/misc/MD2CharacterComplex.js +163 -112
- package/misc/MorphAnimMesh.cjs.js +1 -0
- package/misc/MorphAnimMesh.js +28 -20
- package/misc/MorphBlendMesh.cjs.js +1 -0
- package/misc/MorphBlendMesh.js +69 -45
- package/misc/ProgressiveLightmap.cjs.js +1 -0
- package/misc/ProgressiveLightmap.js +187 -70
- package/misc/RollerCoaster.cjs.js +1 -0
- package/misc/RollerCoaster.js +135 -106
- package/misc/TubePainter.cjs.js +1 -0
- package/misc/TubePainter.js +92 -74
- package/misc/Volume.cjs.js +1 -0
- package/misc/Volume.js +270 -108
- package/misc/VolumeSlice.cjs.js +1 -0
- package/misc/VolumeSlice.js +122 -34
- package/misc/WebGL.cjs.js +1 -0
- package/misc/WebGL.js +34 -37
- package/modifiers/CurveModifier.cjs.js +1 -0
- package/modifiers/CurveModifier.js +151 -46
- package/modifiers/EdgeSplitModifier.cjs.js +1 -0
- package/modifiers/EdgeSplitModifier.js +90 -46
- package/modifiers/SimplifyModifier.cjs.js +1 -0
- package/modifiers/SimplifyModifier.js +202 -77
- package/modifiers/TessellateModifier.cjs.js +1 -0
- package/modifiers/TessellateModifier.js +90 -65
- package/nodes/Nodes.cjs.js +1 -0
- package/nodes/Nodes.js +140 -274
- package/nodes/ShaderNode.cjs.js +1 -0
- package/nodes/ShaderNode.js +196 -296
- package/nodes/accessors/BufferNode.cjs.js +1 -0
- package/nodes/accessors/BufferNode.js +8 -4
- package/nodes/accessors/CameraNode.cjs.js +1 -0
- package/nodes/accessors/CameraNode.js +25 -20
- package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
- package/nodes/accessors/CubeTextureNode.js +26 -14
- package/nodes/accessors/MaterialNode.cjs.js +1 -0
- package/nodes/accessors/MaterialNode.js +53 -43
- package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
- package/nodes/accessors/MaterialReferenceNode.js +6 -3
- package/nodes/accessors/ModelNode.cjs.js +1 -0
- package/nodes/accessors/ModelNode.js +5 -3
- package/nodes/accessors/ModelViewProjectionNode.cjs.js +1 -0
- package/nodes/accessors/ModelViewProjectionNode.js +13 -14
- package/nodes/accessors/NormalNode.cjs.js +1 -0
- package/nodes/accessors/NormalNode.js +39 -40
- package/nodes/accessors/Object3DNode.cjs.js +1 -0
- package/nodes/accessors/Object3DNode.js +50 -40
- package/nodes/accessors/PointUVNode.cjs.js +1 -0
- package/nodes/accessors/PointUVNode.js +9 -5
- package/nodes/accessors/PositionNode.cjs.js +1 -0
- package/nodes/accessors/PositionNode.js +41 -42
- package/nodes/accessors/ReferenceNode.cjs.js +1 -0
- package/nodes/accessors/ReferenceNode.js +17 -10
- package/nodes/accessors/ReflectNode.cjs.js +1 -0
- package/nodes/accessors/ReflectNode.js +26 -23
- package/nodes/accessors/SkinningNode.cjs.js +1 -0
- package/nodes/accessors/SkinningNode.js +48 -46
- package/nodes/accessors/TextureNode.cjs.js +1 -0
- package/nodes/accessors/TextureNode.js +29 -14
- package/nodes/accessors/UVNode.cjs.js +1 -0
- package/nodes/accessors/UVNode.js +11 -5
- package/nodes/core/ArrayUniformNode.cjs.js +1 -0
- package/nodes/core/ArrayUniformNode.js +7 -3
- package/nodes/core/AttributeNode.cjs.js +1 -0
- package/nodes/core/AttributeNode.js +12 -5
- package/nodes/core/BypassNode.cjs.js +1 -0
- package/nodes/core/BypassNode.js +12 -5
- package/nodes/core/CodeNode.cjs.js +1 -0
- package/nodes/core/CodeNode.js +12 -4
- package/nodes/core/ConstNode.cjs.js +1 -0
- package/nodes/core/ConstNode.js +7 -3
- package/nodes/core/ContextNode.cjs.js +1 -0
- package/nodes/core/ContextNode.js +8 -3
- package/nodes/core/ExpressionNode.cjs.js +1 -0
- package/nodes/core/ExpressionNode.js +9 -5
- package/nodes/core/FunctionCallNode.cjs.js +1 -0
- package/nodes/core/FunctionCallNode.js +15 -6
- package/nodes/core/FunctionNode.cjs.js +1 -0
- package/nodes/core/FunctionNode.js +25 -10
- package/nodes/core/InputNode.cjs.js +1 -0
- package/nodes/core/InputNode.js +23 -12
- package/nodes/core/Node.cjs.js +1 -0
- package/nodes/core/Node.js +75 -35
- package/nodes/core/NodeAttribute.cjs.js +1 -0
- package/nodes/core/NodeAttribute.js +4 -2
- package/nodes/core/NodeBuilder.cjs.js +1 -0
- package/nodes/core/NodeBuilder.js +224 -110
- package/nodes/core/NodeCode.cjs.js +1 -0
- package/nodes/core/NodeCode.js +7 -4
- package/nodes/core/NodeFrame.cjs.js +1 -0
- package/nodes/core/NodeFrame.js +12 -9
- package/nodes/core/NodeFunction.cjs.js +1 -0
- package/nodes/core/NodeFunction.js +17 -0
- package/nodes/core/NodeFunctionInput.cjs.js +1 -0
- package/nodes/core/NodeFunctionInput.js +5 -3
- package/nodes/core/NodeKeywords.cjs.js +1 -0
- package/nodes/core/NodeKeywords.js +16 -5
- package/nodes/core/NodeParser.cjs.js +1 -0
- package/nodes/core/NodeParser.js +8 -0
- package/nodes/core/NodeUniform.cjs.js +1 -0
- package/nodes/core/NodeUniform.js +7 -3
- package/nodes/core/NodeUtils.cjs.js +1 -0
- package/nodes/core/NodeUtils.js +43 -39
- package/nodes/core/NodeVar.cjs.js +1 -0
- package/nodes/core/NodeVar.js +4 -2
- package/nodes/core/NodeVary.cjs.js +1 -0
- package/nodes/core/NodeVary.js +4 -2
- package/nodes/core/PropertyNode.cjs.js +1 -0
- package/nodes/core/PropertyNode.js +10 -4
- package/nodes/core/TempNode.cjs.js +1 -0
- package/nodes/core/TempNode.js +11 -5
- package/nodes/core/UniformNode.cjs.js +1 -0
- package/nodes/core/UniformNode.js +10 -4
- package/nodes/core/VarNode.cjs.js +1 -0
- package/nodes/core/VarNode.js +11 -3
- package/nodes/core/VaryNode.cjs.js +1 -0
- package/nodes/core/VaryNode.js +15 -6
- package/nodes/core/constants.cjs.js +1 -0
- package/nodes/core/constants.js +7 -20
- package/nodes/display/ColorSpaceNode.cjs.js +1 -0
- package/nodes/display/ColorSpaceNode.js +38 -34
- package/nodes/display/NormalMapNode.cjs.js +1 -0
- package/nodes/display/NormalMapNode.js +53 -35
- package/nodes/fog/FogNode.cjs.js +1 -0
- package/nodes/fog/FogNode.js +9 -5
- package/nodes/fog/FogRangeNode.cjs.js +1 -0
- package/nodes/fog/FogRangeNode.js +9 -5
- package/nodes/functions/BSDFs.cjs.js +1 -0
- package/nodes/functions/BSDFs.js +118 -61
- package/nodes/functions/PhysicalMaterialFunctions.cjs.js +1 -0
- package/nodes/functions/PhysicalMaterialFunctions.js +57 -0
- package/nodes/lights/LightContextNode.cjs.js +1 -0
- package/nodes/lights/LightContextNode.js +23 -14
- package/nodes/lights/LightNode.cjs.js +1 -0
- package/nodes/lights/LightNode.js +31 -27
- package/nodes/lights/LightsNode.cjs.js +1 -0
- package/nodes/lights/LightsNode.js +28 -9
- package/nodes/loaders/NodeLoader.cjs.js +1 -0
- package/nodes/loaders/NodeLoader.js +42 -27
- package/nodes/loaders/NodeMaterialLoader.cjs.js +1 -0
- package/nodes/loaders/NodeMaterialLoader.js +10 -4
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -0
- package/nodes/loaders/NodeObjectLoader.js +19 -9
- package/nodes/materials/LineBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/LineBasicNodeMaterial.js +10 -5
- package/nodes/materials/Materials.cjs.js +1 -0
- package/nodes/materials/Materials.js +17 -14
- package/nodes/materials/MeshBasicNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshBasicNodeMaterial.js +10 -5
- package/nodes/materials/MeshStandardNodeMaterial.cjs.js +1 -0
- package/nodes/materials/MeshStandardNodeMaterial.js +8 -5
- package/nodes/materials/NodeMaterial.cjs.js +1 -0
- package/nodes/materials/NodeMaterial.js +36 -20
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"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;
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class GlitchPass extends Pass
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import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
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class GlitchPass extends Pass {
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) {
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export { GlitchPass };
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"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;
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import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { UniformsUtils, ShaderMaterial } from 'three';
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import { HalftoneShader } from '../shaders/HalftoneShader.js';
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/**
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* RGB Halftone pass for three.js effects composer. Requires HalftoneShader.
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class HalftonePass extends Pass {
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this.uniforms = UniformsUtils.clone(HalftoneShader.uniforms);
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this.material = new ShaderMaterial({
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fragmentShader: HalftoneShader.
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vertexShader: HalftoneShader.
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fragmentShader: HalftoneShader.fragmentShader,
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vertexShader: HalftoneShader.vertexShader
|
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}); // set params
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}
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this.fsQuad = new FullScreenQuad(this.material);
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}
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render(renderer, writeBuffer, readBuffer
|
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/*, deltaTime, maskActive */
|
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) {
|
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this.material.uniforms['tDiffuse'].value = readBuffer.texture;
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|
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|
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|
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}
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}
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setSize(width, height) {
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|
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}
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}
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export { HalftonePass };
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"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;
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const LUTShader = {
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defines: {
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USE_3DTEXTURE: 1
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},
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uniforms: {
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lut3d: {
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lut3d: {
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value: null
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},
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lut: {
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value: null
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lutSize: {
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value: 0
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tDiffuse: {
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value: null
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intensity: {
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value: 1.0
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}
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vertexShader:
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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`,
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fragmentShader:
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fragmentShader:
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/* glsl */
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`
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precision highp sampler3D;
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class LUTPass extends ShaderPass {
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set lut(v) {
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const material = this.material;
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if (v !== this.lut) {
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const is3dTextureDefine = v.isDataTexture3D ? 1 : 0;
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}
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} else {
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}
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}
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}
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get lut() {
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return this.material.uniforms.lut.value || this.material.uniforms.lut3d.value;
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}
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set intensity(v) {
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}
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get intensity() {
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return this.material.uniforms.intensity.value;
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}
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constructor(options = {}) {
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this.intensity =
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this.intensity = 'intensity' in options ? options.intensity : 1;
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}
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}
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export { LUTPass };
|
@@ -0,0 +1 @@
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1
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"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 @@
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1
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-
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2
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-
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3
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-
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4
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-
class MaskPass extends Pass
|
1
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+
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
2
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+
import { Pass } from './Pass.js';
|
3
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+
|
4
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class MaskPass extends Pass {
|
5
5
|
constructor(scene, camera) {
|
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super();
|
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+
|
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_defineProperty(this, "scene", void 0);
|
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_defineProperty(this, "camera", void 0);
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_defineProperty(this, "inverse", void 0);
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+
|
7
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this.scene = scene;
|
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this.camera = camera;
|
9
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this.clear = true;
|
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this.needsSwap = false;
|
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|
this.inverse = false;
|
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|
}
|
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+
|
13
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|
render(renderer, writeBuffer, readBuffer) {
|
14
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|
const context = renderer.getContext();
|
15
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-
const state = renderer.state;
|
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+
const state = renderer.state; // don't update color or depth
|
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+
|
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|
state.buffers.color.setMask(false);
|
17
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state.buffers.depth.setMask(false);
|
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+
state.buffers.depth.setMask(false); // lock buffers
|
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18
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|
state.buffers.color.setLocked(true);
|
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-
state.buffers.depth.setLocked(true);
|
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+
state.buffers.depth.setLocked(true); // set up stencil
|
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|
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|
let writeValue, clearValue;
|
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|
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if (this.inverse) {
|
22
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|
writeValue = 0;
|
23
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|
clearValue = 1;
|
@@ -25,36 +37,43 @@ class MaskPass extends Pass.Pass {
|
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writeValue = 1;
|
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|
clearValue = 0;
|
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}
|
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+
|
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|
state.buffers.stencil.setTest(true);
|
29
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|
state.buffers.stencil.setOp(context.REPLACE, context.REPLACE, context.REPLACE);
|
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|
-
state.buffers.stencil.setFunc(context.ALWAYS, writeValue,
|
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|
+
state.buffers.stencil.setFunc(context.ALWAYS, writeValue, 0xffffffff);
|
31
44
|
state.buffers.stencil.setClear(clearValue);
|
32
|
-
state.buffers.stencil.setLocked(true);
|
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|
+
state.buffers.stencil.setLocked(true); // draw into the stencil buffer
|
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|
+
|
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
|
-
|
40
|
-
|
51
|
+
if (this.clear) renderer.clear();
|
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|
+
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
|
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|
+
|
43
57
|
state.buffers.stencil.setLocked(false);
|
44
|
-
state.buffers.stencil.setFunc(context.EQUAL, 1,
|
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|
+
state.buffers.stencil.setFunc(context.EQUAL, 1, 0xffffffff); // draw if == 1
|
59
|
+
|
45
60
|
state.buffers.stencil.setOp(context.KEEP, context.KEEP, context.KEEP);
|
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61
|
state.buffers.stencil.setLocked(true);
|
47
62
|
}
|
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|
+
|
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64
|
}
|
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|
-
|
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|
+
|
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|
+
class ClearMaskPass extends Pass {
|
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|
constructor() {
|
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|
super();
|
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|
this.needsSwap = false;
|
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|
}
|
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|
+
|
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|
render(renderer) {
|
55
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|
renderer.state.buffers.stencil.setLocked(false);
|
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|
renderer.state.buffers.stencil.setTest(false);
|
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|
}
|
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|
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|
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|
}
|
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-
|
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|
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|
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|
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|
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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;
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