three-stdlib 2.22.5 → 2.22.6

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Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
  98. package/effects/PeppersGhostEffect.cjs.js +0 -1
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  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  113. package/exporters/GLTFExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
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  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
  190. package/libs/MeshoptDecoder.js +0 -124
  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
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  200. package/lines/Line2.cjs.js +0 -1
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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  238. package/loaders/ColladaLoader.cjs.js +0 -1
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@@ -1,186 +0,0 @@
1
- import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
- import { Vector2, WebGLRenderTarget, Clock, LinearFilter, RGBAFormat } from 'three';
3
- import { CopyShader } from '../shaders/CopyShader.js';
4
- import { ShaderPass } from './ShaderPass.js';
5
- import { MaskPass, ClearMaskPass } from './MaskPass.js';
6
-
7
- class EffectComposer {
8
- constructor(renderer, renderTarget) {
9
- _defineProperty(this, "renderer", void 0);
10
-
11
- _defineProperty(this, "_pixelRatio", void 0);
12
-
13
- _defineProperty(this, "_width", void 0);
14
-
15
- _defineProperty(this, "_height", void 0);
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-
17
- _defineProperty(this, "renderTarget1", void 0);
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-
19
- _defineProperty(this, "renderTarget2", void 0);
20
-
21
- _defineProperty(this, "writeBuffer", void 0);
22
-
23
- _defineProperty(this, "readBuffer", void 0);
24
-
25
- _defineProperty(this, "renderToScreen", void 0);
26
-
27
- _defineProperty(this, "passes", []);
28
-
29
- _defineProperty(this, "copyPass", void 0);
30
-
31
- _defineProperty(this, "clock", void 0);
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-
33
- this.renderer = renderer;
34
-
35
- if (renderTarget === undefined) {
36
- const parameters = {
37
- minFilter: LinearFilter,
38
- magFilter: LinearFilter,
39
- format: RGBAFormat
40
- };
41
- const size = renderer.getSize(new Vector2());
42
- this._pixelRatio = renderer.getPixelRatio();
43
- this._width = size.width;
44
- this._height = size.height;
45
- renderTarget = new WebGLRenderTarget(this._width * this._pixelRatio, this._height * this._pixelRatio, parameters);
46
- renderTarget.texture.name = 'EffectComposer.rt1';
47
- } else {
48
- this._pixelRatio = 1;
49
- this._width = renderTarget.width;
50
- this._height = renderTarget.height;
51
- }
52
-
53
- this.renderTarget1 = renderTarget;
54
- this.renderTarget2 = renderTarget.clone();
55
- this.renderTarget2.texture.name = 'EffectComposer.rt2';
56
- this.writeBuffer = this.renderTarget1;
57
- this.readBuffer = this.renderTarget2;
58
- this.renderToScreen = true; // dependencies
59
-
60
- if (CopyShader === undefined) {
61
- console.error('THREE.EffectComposer relies on CopyShader');
62
- }
63
-
64
- if (ShaderPass === undefined) {
65
- console.error('THREE.EffectComposer relies on ShaderPass');
66
- }
67
-
68
- this.copyPass = new ShaderPass(CopyShader);
69
- this.clock = new Clock();
70
- }
71
-
72
- swapBuffers() {
73
- const tmp = this.readBuffer;
74
- this.readBuffer = this.writeBuffer;
75
- this.writeBuffer = tmp;
76
- }
77
-
78
- addPass(pass) {
79
- this.passes.push(pass);
80
- pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
81
- }
82
-
83
- insertPass(pass, index) {
84
- this.passes.splice(index, 0, pass);
85
- pass.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
86
- }
87
-
88
- removePass(pass) {
89
- const index = this.passes.indexOf(pass);
90
-
91
- if (index !== -1) {
92
- this.passes.splice(index, 1);
93
- }
94
- }
95
-
96
- isLastEnabledPass(passIndex) {
97
- for (let i = passIndex + 1; i < this.passes.length; i++) {
98
- if (this.passes[i].enabled) {
99
- return false;
100
- }
101
- }
102
-
103
- return true;
104
- }
105
-
106
- render(deltaTime) {
107
- // deltaTime value is in seconds
108
- if (deltaTime === undefined) {
109
- deltaTime = this.clock.getDelta();
110
- }
111
-
112
- const currentRenderTarget = this.renderer.getRenderTarget();
113
- let maskActive = false;
114
- const il = this.passes.length;
115
-
116
- for (let i = 0; i < il; i++) {
117
- const pass = this.passes[i];
118
- if (pass.enabled === false) continue;
119
- pass.renderToScreen = this.renderToScreen && this.isLastEnabledPass(i);
120
- pass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive);
121
-
122
- if (pass.needsSwap) {
123
- if (maskActive) {
124
- const context = this.renderer.getContext();
125
- const stencil = this.renderer.state.buffers.stencil; //context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
126
-
127
- stencil.setFunc(context.NOTEQUAL, 1, 0xffffffff);
128
- this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, deltaTime); //context.stencilFunc( context.EQUAL, 1, 0xffffffff );
129
-
130
- stencil.setFunc(context.EQUAL, 1, 0xffffffff);
131
- }
132
-
133
- this.swapBuffers();
134
- }
135
-
136
- if (MaskPass !== undefined) {
137
- if (pass instanceof MaskPass) {
138
- maskActive = true;
139
- } else if (pass instanceof ClearMaskPass) {
140
- maskActive = false;
141
- }
142
- }
143
- }
144
-
145
- this.renderer.setRenderTarget(currentRenderTarget);
146
- }
147
-
148
- reset(renderTarget) {
149
- if (renderTarget === undefined) {
150
- const size = this.renderer.getSize(new Vector2());
151
- this._pixelRatio = this.renderer.getPixelRatio();
152
- this._width = size.width;
153
- this._height = size.height;
154
- renderTarget = this.renderTarget1.clone();
155
- renderTarget.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);
156
- }
157
-
158
- this.renderTarget1.dispose();
159
- this.renderTarget2.dispose();
160
- this.renderTarget1 = renderTarget;
161
- this.renderTarget2 = renderTarget.clone();
162
- this.writeBuffer = this.renderTarget1;
163
- this.readBuffer = this.renderTarget2;
164
- }
165
-
166
- setSize(width, height) {
167
- this._width = width;
168
- this._height = height;
169
- const effectiveWidth = this._width * this._pixelRatio;
170
- const effectiveHeight = this._height * this._pixelRatio;
171
- this.renderTarget1.setSize(effectiveWidth, effectiveHeight);
172
- this.renderTarget2.setSize(effectiveWidth, effectiveHeight);
173
-
174
- for (let i = 0; i < this.passes.length; i++) {
175
- this.passes[i].setSize(effectiveWidth, effectiveHeight);
176
- }
177
- }
178
-
179
- setPixelRatio(pixelRatio) {
180
- this._pixelRatio = pixelRatio;
181
- this.setSize(this._width, this._height);
182
- }
183
-
184
- }
185
-
186
- export { EffectComposer };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),r=require("./Pass.cjs.js"),s=require("three"),i=require("../shaders/FilmShader.cjs.js");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=t(e);class n extends r.Pass{constructor(e,t,n,u){super(),a.default(this,"material",void 0),a.default(this,"fsQuad",void 0),a.default(this,"uniforms",void 0),void 0===i.FilmShader&&console.error("THREE.FilmPass relies on FilmShader");const d=i.FilmShader;this.uniforms=s.UniformsUtils.clone(d.uniforms),this.material=new s.ShaderMaterial({uniforms:this.uniforms,vertexShader:d.vertexShader,fragmentShader:d.fragmentShader}),void 0!==u&&(this.uniforms.grayscale.value=u),void 0!==e&&(this.uniforms.nIntensity.value=e),void 0!==t&&(this.uniforms.sIntensity.value=t),void 0!==n&&(this.uniforms.sCount.value=n),this.fsQuad=new r.FullScreenQuad(this.material)}render(e,r,s,i){this.uniforms.tDiffuse.value=s.texture,this.uniforms.time.value+=i,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(r),this.clear&&e.clear(),this.fsQuad.render(e))}}exports.FilmPass=n;
@@ -1,10 +0,0 @@
1
- import { Pass, FullScreenQuad } from './Pass';
2
- import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- declare class FilmPass extends Pass {
4
- material: ShaderMaterial;
5
- fsQuad: FullScreenQuad;
6
- uniforms: any;
7
- constructor(noiseIntensity?: number, scanlinesIntensity?: number, scanlinesCount?: number, grayscale?: boolean);
8
- render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number): void;
9
- }
10
- export { FilmPass };
@@ -1,47 +0,0 @@
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
- constructor(noiseIntensity, scanlinesIntensity, scanlinesCount, grayscale) {
8
- super();
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({
20
- uniforms: this.uniforms,
21
- vertexShader: shader.vertexShader,
22
- fragmentShader: shader.fragmentShader
23
- });
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);
29
- }
30
-
31
- render(renderer, writeBuffer, readBuffer, deltaTime) {
32
- this.uniforms['tDiffuse'].value = readBuffer.texture;
33
- this.uniforms['time'].value += deltaTime;
34
-
35
- if (this.renderToScreen) {
36
- renderer.setRenderTarget(null);
37
- this.fsQuad.render(renderer);
38
- } else {
39
- renderer.setRenderTarget(writeBuffer);
40
- if (this.clear) renderer.clear();
41
- this.fsQuad.render(renderer);
42
- }
43
- }
44
-
45
- }
46
-
47
- export { FilmPass };
@@ -1 +0,0 @@
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),this.uniforms=i.UniformsUtils.clone(a.DigitalGlitch.uniforms),this.uniforms.tDisp.value=this.generateHeightmap(t),this.material=new i.ShaderMaterial({uniforms:this.uniforms,vertexShader:a.DigitalGlitch.vertexShader,fragmentShader:a.DigitalGlitch.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;
@@ -1,15 +0,0 @@
1
- import { Pass, FullScreenQuad } from './Pass';
2
- import { DataTexture, ShaderMaterial, WebGLRenderTarget, WebGLRenderer } from 'three';
3
- declare class GlitchPass extends Pass {
4
- material: ShaderMaterial;
5
- fsQuad: FullScreenQuad;
6
- goWild: boolean;
7
- curF: number;
8
- randX: number;
9
- uniforms: any;
10
- constructor(dt_size?: number);
11
- render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
12
- generateTrigger(): void;
13
- generateHeightmap(dt_size: number): DataTexture;
14
- }
15
- export { GlitchPass };
@@ -1,96 +0,0 @@
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
- constructor(dt_size = 64) {
8
- super();
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
- this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms);
23
- this.uniforms['tDisp'].value = this.generateHeightmap(dt_size);
24
- this.material = new ShaderMaterial({
25
- uniforms: this.uniforms,
26
- vertexShader: DigitalGlitch.vertexShader,
27
- fragmentShader: DigitalGlitch.fragmentShader
28
- });
29
- this.fsQuad = new FullScreenQuad(this.material);
30
- this.goWild = false;
31
- this.curF = 0;
32
- this.generateTrigger();
33
- }
34
-
35
- render(renderer, writeBuffer, readBuffer
36
- /*, deltaTime, maskActive */
37
- ) {
38
- if (renderer.capabilities.isWebGL2 === false) this.uniforms['tDisp'].value.format = LuminanceFormat;
39
- this.uniforms['tDiffuse'].value = readBuffer.texture;
40
- this.uniforms['seed'].value = Math.random(); //default seeding
41
-
42
- this.uniforms['byp'].value = 0;
43
-
44
- if (this.curF % this.randX == 0 || this.goWild == true) {
45
- this.uniforms['amount'].value = Math.random() / 30;
46
- this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI);
47
- this.uniforms['seed_x'].value = MathUtils.randFloat(-1, 1);
48
- this.uniforms['seed_y'].value = MathUtils.randFloat(-1, 1);
49
- this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1);
50
- this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1);
51
- this.curF = 0;
52
- this.generateTrigger();
53
- } else if (this.curF % this.randX < this.randX / 5) {
54
- this.uniforms['amount'].value = Math.random() / 90;
55
- this.uniforms['angle'].value = MathUtils.randFloat(-Math.PI, Math.PI);
56
- this.uniforms['distortion_x'].value = MathUtils.randFloat(0, 1);
57
- this.uniforms['distortion_y'].value = MathUtils.randFloat(0, 1);
58
- this.uniforms['seed_x'].value = MathUtils.randFloat(-0.3, 0.3);
59
- this.uniforms['seed_y'].value = MathUtils.randFloat(-0.3, 0.3);
60
- } else if (this.goWild == false) {
61
- this.uniforms['byp'].value = 1;
62
- }
63
-
64
- this.curF++;
65
-
66
- if (this.renderToScreen) {
67
- renderer.setRenderTarget(null);
68
- this.fsQuad.render(renderer);
69
- } else {
70
- renderer.setRenderTarget(writeBuffer);
71
- if (this.clear) renderer.clear();
72
- this.fsQuad.render(renderer);
73
- }
74
- }
75
-
76
- generateTrigger() {
77
- this.randX = MathUtils.randInt(120, 240);
78
- }
79
-
80
- generateHeightmap(dt_size) {
81
- const data_arr = new Float32Array(dt_size * dt_size);
82
- const length = dt_size * dt_size;
83
-
84
- for (let i = 0; i < length; i++) {
85
- const val = MathUtils.randFloat(0, 1);
86
- data_arr[i] = val;
87
- }
88
-
89
- const texture = new DataTexture(data_arr, dt_size, dt_size, RedFormat, FloatType);
90
- texture.needsUpdate = true;
91
- return texture;
92
- }
93
-
94
- }
95
-
96
- export { GlitchPass };
@@ -1 +0,0 @@
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;
@@ -1,23 +0,0 @@
1
- import { Pass, FullScreenQuad } from './Pass';
2
- import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
3
- declare type HalftonePassParams = {
4
- shape?: number;
5
- radius?: number;
6
- rotateR?: number;
7
- rotateB?: number;
8
- rotateG?: number;
9
- scatter?: number;
10
- blending?: number;
11
- blendingMode?: number;
12
- greyscale?: number;
13
- disable?: number;
14
- };
15
- declare class HalftonePass extends Pass {
16
- material: ShaderMaterial;
17
- fsQuad: FullScreenQuad;
18
- uniforms: any;
19
- constructor(width: number, height: number, params: HalftonePassParams);
20
- render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
21
- setSize(width: number, height: number): void;
22
- }
23
- export { HalftonePass };
@@ -1,64 +0,0 @@
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 {
10
- constructor(width, height, params) {
11
- super();
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');
21
- }
22
-
23
- this.uniforms = UniformsUtils.clone(HalftoneShader.uniforms);
24
- this.material = new ShaderMaterial({
25
- uniforms: this.uniforms,
26
- fragmentShader: HalftoneShader.fragmentShader,
27
- vertexShader: HalftoneShader.vertexShader
28
- }); // set params
29
-
30
- this.uniforms.width.value = width;
31
- this.uniforms.height.value = height;
32
-
33
- for (const key in params) {
34
- if (params.hasOwnProperty(key) && this.uniforms.hasOwnProperty(key)) {
35
- this.uniforms[key].value = params[key];
36
- }
37
- }
38
-
39
- this.fsQuad = new FullScreenQuad(this.material);
40
- }
41
-
42
- render(renderer, writeBuffer, readBuffer
43
- /*, deltaTime, maskActive */
44
- ) {
45
- this.material.uniforms['tDiffuse'].value = readBuffer.texture;
46
-
47
- if (this.renderToScreen) {
48
- renderer.setRenderTarget(null);
49
- this.fsQuad.render(renderer);
50
- } else {
51
- renderer.setRenderTarget(writeBuffer);
52
- if (this.clear) renderer.clear();
53
- this.fsQuad.render(renderer);
54
- }
55
- }
56
-
57
- setSize(width, height) {
58
- this.uniforms.width.value = width;
59
- this.uniforms.height.value = height;
60
- }
61
-
62
- }
63
-
64
- export { HalftonePass };
@@ -1 +0,0 @@
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\n\t\tuniform float lutSize;\n\t\t#if USE_3DTEXTURE\n\t\tprecision highp sampler3D;\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.isData3DTexture?1:0;n!==e.defines.USE_3DTEXTURE&&(e.defines.USE_3DTEXTURE=n,e.needsUpdate=!0),e.uniforms.lutSize.value=t.image.width,t.isData3DTexture?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;
@@ -1,13 +0,0 @@
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- import { DataTexture, Data3DTexture } from 'three';
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- import { ShaderPass } from './ShaderPass';
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-
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- export interface LUTPassParameters {
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- lut?: DataTexture | Data3DTexture;
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- intensity?: number;
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- }
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-
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- export class LUTPass extends ShaderPass {
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- lut?: DataTexture | Data3DTexture;
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- intensity?: number;
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- constructor(params: LUTPassParameters);
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- }
@@ -1,161 +0,0 @@
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- import { ShaderPass } from './ShaderPass.js';
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-
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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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- value: null
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- },
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- lut: {
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- value: null
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- },
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- lutSize: {
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- value: 0
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- },
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- tDiffuse: {
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- value: null
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- },
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- intensity: {
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- value: 1.0
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- }
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- },
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- vertexShader:
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- /* glsl */
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- `
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-
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- varying vec2 vUv;
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-
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- void main() {
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-
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- vUv = uv;
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- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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-
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- }
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-
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- `,
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- fragmentShader:
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- /* glsl */
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- `
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-
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- uniform float lutSize;
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- #if USE_3DTEXTURE
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- precision highp sampler3D;
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- uniform sampler3D lut3d;
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- #else
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- uniform sampler2D lut;
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-
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- vec3 lutLookup( sampler2D tex, float size, vec3 rgb ) {
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-
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- float sliceHeight = 1.0 / size;
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- float yPixelHeight = 1.0 / ( size * size );
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-
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- // Get the slices on either side of the sample
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- float slice = rgb.b * size;
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- float interp = fract( slice );
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- float slice0 = slice - interp;
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- float centeredInterp = interp - 0.5;
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-
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- float slice1 = slice0 + sign( centeredInterp );
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-
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- // Pull y sample in by half a pixel in each direction to avoid color
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- // bleeding from adjacent slices.
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- float greenOffset = clamp( rgb.g * sliceHeight, yPixelHeight * 0.5, sliceHeight - yPixelHeight * 0.5 );
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-
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- vec2 uv0 = vec2(
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- rgb.r,
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- slice0 * sliceHeight + greenOffset
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- );
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- vec2 uv1 = vec2(
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- rgb.r,
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- slice1 * sliceHeight + greenOffset
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- );
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-
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- vec3 sample0 = texture2D( tex, uv0 ).rgb;
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- vec3 sample1 = texture2D( tex, uv1 ).rgb;
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-
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- return mix( sample0, sample1, abs( centeredInterp ) );
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-
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- }
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- #endif
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-
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- varying vec2 vUv;
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- uniform float intensity;
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- uniform sampler2D tDiffuse;
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- void main() {
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-
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- vec4 val = texture2D( tDiffuse, vUv );
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- vec4 lutVal;
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-
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- // pull the sample in by half a pixel so the sample begins
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- // at the center of the edge pixels.
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- float pixelWidth = 1.0 / lutSize;
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- float halfPixelWidth = 0.5 / lutSize;
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- vec3 uvw = vec3( halfPixelWidth ) + val.rgb * ( 1.0 - pixelWidth );
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-
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- #if USE_3DTEXTURE
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-
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- lutVal = vec4( texture( lut3d, uvw ).rgb, val.a );
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-
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- #else
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-
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- lutVal = vec4( lutLookup( lut, lutSize, uvw ), val.a );
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-
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- #endif
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-
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- gl_FragColor = vec4( mix( val, lutVal, intensity ) );
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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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- class LUTPass extends ShaderPass {
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- set lut(v) {
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- const material = this.material;
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-
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- if (v !== this.lut) {
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- material.uniforms.lut3d.value = null;
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- material.uniforms.lut.value = null;
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-
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- if (v) {
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- const is3dTextureDefine = v.isData3DTexture ? 1 : 0;
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-
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- if (is3dTextureDefine !== material.defines.USE_3DTEXTURE) {
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- material.defines.USE_3DTEXTURE = is3dTextureDefine;
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- material.needsUpdate = true;
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- }
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-
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- material.uniforms.lutSize.value = v.image.width;
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-
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- if (v.isData3DTexture) {
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- material.uniforms.lut3d.value = v;
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- } else {
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- material.uniforms.lut.value = v;
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- }
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- }
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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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-
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- set intensity(v) {
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- this.material.uniforms.intensity.value = v;
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- }
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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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-
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- constructor(options = {}) {
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- super(LUTShader);
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- this.lut = options.lut || null;
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- this.intensity = 'intensity' in options ? options.intensity : 1;
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- }
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-
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- }
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-
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- export { LUTPass };
@@ -1 +0,0 @@
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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;
@@ -1,14 +0,0 @@
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- import { Camera, Scene, WebGLRenderer, WebGLRenderTarget } from 'three';
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- import { Pass } from './Pass';
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- declare class MaskPass extends Pass {
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- scene: Scene;
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- camera: Camera;
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- inverse: boolean;
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- constructor(scene: Scene, camera: Camera);
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- render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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- }
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- declare class ClearMaskPass extends Pass {
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- constructor();
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- render(renderer: WebGLRenderer): void;
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- }
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- export { MaskPass, ClearMaskPass };