three-stdlib 2.22.5 → 2.22.7
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- package/LICENSE +1 -1
- package/README.md +0 -2
- package/package.json +34 -14
- package/BufferGeometryUtils-903f7ecb.js +0 -1
- package/BufferGeometryUtils-f2288d1c.js +0 -740
- package/Nodes-2106b101.js +0 -352
- package/Nodes-8947ba9a.js +0 -1
- package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
- package/_polyfill/CompressedArrayTexture.js +0 -13
- package/_polyfill/Data3DTexture.cjs.js +0 -1
- package/_polyfill/Data3DTexture.js +0 -23
- package/animation/AnimationClipCreator.cjs.js +0 -1
- package/animation/AnimationClipCreator.d.ts +0 -12
- package/animation/AnimationClipCreator.js +0 -77
- package/animation/CCDIKSolver.cjs.js +0 -1
- package/animation/CCDIKSolver.d.ts +0 -25
- package/animation/CCDIKSolver.js +0 -304
- package/animation/MMDAnimationHelper.cjs.js +0 -1
- package/animation/MMDAnimationHelper.d.ts +0 -103
- package/animation/MMDAnimationHelper.js +0 -705
- package/animation/MMDPhysics.cjs.js +0 -1
- package/animation/MMDPhysics.d.ts +0 -119
- package/animation/MMDPhysics.js +0 -976
- package/cameras/CinematicCamera.cjs.js +0 -1
- package/cameras/CinematicCamera.d.ts +0 -41
- package/cameras/CinematicCamera.js +0 -139
- package/controls/ArcballControls.cjs.js +0 -1
- package/controls/ArcballControls.d.ts +0 -161
- package/controls/ArcballControls.js +0 -2642
- package/controls/DeviceOrientationControls.cjs.js +0 -1
- package/controls/DeviceOrientationControls.d.ts +0 -24
- package/controls/DeviceOrientationControls.js +0 -119
- package/controls/DragControls.cjs.js +0 -1
- package/controls/DragControls.d.ts +0 -34
- package/controls/DragControls.js +0 -274
- package/controls/FirstPersonControls.cjs.js +0 -1
- package/controls/FirstPersonControls.d.ts +0 -48
- package/controls/FirstPersonControls.js +0 -290
- package/controls/FlyControls.cjs.js +0 -1
- package/controls/FlyControls.d.ts +0 -32
- package/controls/FlyControls.js +0 -309
- package/controls/OrbitControls.cjs.js +0 -1
- package/controls/OrbitControls.d.ts +0 -63
- package/controls/OrbitControls.js +0 -980
- package/controls/PointerLockControls.cjs.js +0 -1
- package/controls/PointerLockControls.d.ts +0 -24
- package/controls/PointerLockControls.js +0 -135
- package/controls/TrackballControls.cjs.js +0 -1
- package/controls/TrackballControls.d.ts +0 -95
- package/controls/TrackballControls.js +0 -653
- package/controls/TransformControls.cjs.js +0 -1
- package/controls/TransformControls.d.ts +0 -151
- package/controls/TransformControls.js +0 -1275
- package/controls/experimental/CameraControls.cjs.js +0 -1
- package/controls/experimental/CameraControls.d.ts +0 -170
- package/controls/experimental/CameraControls.js +0 -953
- package/csm/CSM.cjs.js +0 -1
- package/csm/CSM.d.ts +0 -61
- package/csm/CSM.js +0 -305
- package/csm/CSMFrustum.cjs.js +0 -1
- package/csm/CSMFrustum.d.ts +0 -19
- package/csm/CSMFrustum.js +0 -90
- package/csm/CSMHelper.cjs.js +0 -1
- package/csm/CSMHelper.d.ts +0 -26
- package/csm/CSMHelper.js +0 -128
- package/csm/CSMShader.cjs.js +0 -1
- package/csm/CSMShader.d.ts +0 -4
- package/csm/CSMShader.js +0 -255
- package/curves/CurveExtras.cjs.js +0 -1
- package/curves/CurveExtras.d.ts +0 -68
- package/curves/CurveExtras.js +0 -266
- package/curves/NURBSCurve.cjs.js +0 -1
- package/curves/NURBSCurve.d.ts +0 -11
- package/curves/NURBSCurve.js +0 -63
- package/curves/NURBSSurface.cjs.js +0 -1
- package/curves/NURBSSurface.d.ts +0 -13
- package/curves/NURBSSurface.js +0 -44
- package/curves/NURBSUtils.cjs.js +0 -1
- package/curves/NURBSUtils.d.ts +0 -22
- package/curves/NURBSUtils.js +0 -375
- package/custom.d.cjs.js +0 -1
- package/custom.d.js +0 -1
- package/deprecated/Geometry.cjs.js +0 -1
- package/deprecated/Geometry.d.ts +0 -342
- package/deprecated/Geometry.js +0 -1261
- package/effects/AnaglyphEffect.cjs.js +0 -1
- package/effects/AnaglyphEffect.d.ts +0 -11
- package/effects/AnaglyphEffect.js +0 -85
- package/effects/AsciiEffect.cjs.js +0 -1
- package/effects/AsciiEffect.d.ts +0 -18
- package/effects/AsciiEffect.js +0 -203
- package/effects/OutlineEffect.cjs.js +0 -1
- package/effects/OutlineEffect.d.ts +0 -28
- package/effects/OutlineEffect.js +0 -378
- package/effects/ParallaxBarrierEffect.cjs.js +0 -1
- package/effects/ParallaxBarrierEffect.d.ts +0 -8
- package/effects/ParallaxBarrierEffect.js +0 -63
- package/effects/PeppersGhostEffect.cjs.js +0 -1
- package/effects/PeppersGhostEffect.d.ts +0 -10
- package/effects/PeppersGhostEffect.js +0 -134
- package/effects/StereoEffect.cjs.js +0 -1
- package/effects/StereoEffect.d.ts +0 -9
- package/effects/StereoEffect.js +0 -36
- package/environments/RoomEnvironment.cjs.js +0 -1
- package/environments/RoomEnvironment.d.ts +0 -5
- package/environments/RoomEnvironment.js +0 -92
- package/exporters/ColladaExporter.cjs.js +0 -1
- package/exporters/ColladaExporter.d.ts +0 -39
- package/exporters/ColladaExporter.js +0 -425
- package/exporters/DRACOExporter.cjs.js +0 -1
- package/exporters/DRACOExporter.d.ts +0 -23
- package/exporters/DRACOExporter.js +0 -186
- package/exporters/GLTFExporter.cjs.js +0 -1
- package/exporters/GLTFExporter.d.ts +0 -270
- package/exporters/GLTFExporter.js +0 -1932
- package/exporters/MMDExporter.cjs.js +0 -1
- package/exporters/MMDExporter.d.ts +0 -8
- package/exporters/MMDExporter.js +0 -160
- package/exporters/OBJExporter.cjs.js +0 -1
- package/exporters/OBJExporter.d.ts +0 -18
- package/exporters/OBJExporter.js +0 -228
- package/exporters/PLYExporter.cjs.js +0 -1
- package/exporters/PLYExporter.d.ts +0 -11
- package/exporters/PLYExporter.js +0 -339
- package/exporters/STLExporter.cjs.js +0 -1
- package/exporters/STLExporter.d.ts +0 -23
- package/exporters/STLExporter.js +0 -180
- package/exporters/USDZExporter.cjs.js +0 -1
- package/exporters/USDZExporter.d.ts +0 -27
- package/exporters/USDZExporter.js +0 -388
- package/geometries/BoxLineGeometry.cjs.js +0 -1
- package/geometries/BoxLineGeometry.d.ts +0 -12
- package/geometries/BoxLineGeometry.js +0 -52
- package/geometries/ConvexGeometry.cjs.js +0 -1
- package/geometries/ConvexGeometry.d.ts +0 -5
- package/geometries/ConvexGeometry.js +0 -38
- package/geometries/DecalGeometry.cjs.js +0 -1
- package/geometries/DecalGeometry.d.ts +0 -10
- package/geometries/DecalGeometry.js +0 -238
- package/geometries/LightningStrike.cjs.js +0 -1
- package/geometries/LightningStrike.d.ts +0 -108
- package/geometries/LightningStrike.js +0 -740
- package/geometries/ParametricGeometries.cjs.js +0 -1
- package/geometries/ParametricGeometries.d.ts +0 -32
- package/geometries/ParametricGeometries.js +0 -179
- package/geometries/ParametricGeometry.cjs.js +0 -1
- package/geometries/ParametricGeometry.d.ts +0 -18
- package/geometries/ParametricGeometry.js +0 -87
- package/geometries/RoundedBoxGeometry.cjs.js +0 -1
- package/geometries/RoundedBoxGeometry.d.ts +0 -5
- package/geometries/RoundedBoxGeometry.js +0 -122
- package/geometries/TeapotGeometry.cjs.js +0 -1
- package/geometries/TeapotGeometry.d.ts +0 -13
- package/geometries/TeapotGeometry.js +0 -297
- package/geometries/TextGeometry.cjs.js +0 -1
- package/geometries/TextGeometry.d.ts +0 -18
- package/geometries/TextGeometry.js +0 -37
- package/helpers/LightProbeHelper.cjs.js +0 -1
- package/helpers/LightProbeHelper.d.ts +0 -10
- package/helpers/LightProbeHelper.js +0 -40
- package/helpers/PositionalAudioHelper.cjs.js +0 -1
- package/helpers/PositionalAudioHelper.d.ts +0 -13
- package/helpers/PositionalAudioHelper.js +0 -75
- package/helpers/RectAreaLightHelper.cjs.js +0 -1
- package/helpers/RectAreaLightHelper.d.ts +0 -10
- package/helpers/RectAreaLightHelper.js +0 -60
- package/helpers/VertexNormalsHelper.cjs.js +0 -1
- package/helpers/VertexNormalsHelper.d.ts +0 -10
- package/helpers/VertexNormalsHelper.js +0 -75
- package/helpers/VertexTangentsHelper.cjs.js +0 -1
- package/helpers/VertexTangentsHelper.d.ts +0 -10
- package/helpers/VertexTangentsHelper.js +0 -63
- package/index.cjs.js +0 -1
- package/index.d.ts +0 -254
- package/index.js +0 -337
- package/interactive/HTMLMesh.cjs.js +0 -1
- package/interactive/HTMLMesh.d.ts +0 -6
- package/interactive/HTMLMesh.js +0 -406
- package/interactive/InteractiveGroup.cjs.js +0 -1
- package/interactive/InteractiveGroup.d.ts +0 -5
- package/interactive/InteractiveGroup.js +0 -87
- package/interactive/SelectionBox.cjs.js +0 -1
- package/interactive/SelectionBox.d.ts +0 -15
- package/interactive/SelectionBox.js +0 -152
- package/interactive/SelectionHelper.cjs.js +0 -1
- package/interactive/SelectionHelper.d.ts +0 -17
- package/interactive/SelectionHelper.js +0 -59
- package/libs/MeshoptDecoder.cjs.js +0 -1
- package/libs/MeshoptDecoder.d.ts +0 -12
- package/libs/MeshoptDecoder.js +0 -124
- package/libs/MotionControllers.cjs.js +0 -1
- package/libs/MotionControllers.d.ts +0 -132
- package/libs/MotionControllers.js +0 -455
- package/lights/LightProbeGenerator.cjs.js +0 -1
- package/lights/LightProbeGenerator.d.ts +0 -6
- package/lights/LightProbeGenerator.js +0 -200
- package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
- package/lights/RectAreaLightUniformsLib.d.ts +0 -3
- package/lights/RectAreaLightUniformsLib.js +0 -9
- package/lines/Line2.cjs.js +0 -1
- package/lines/Line2.d.ts +0 -11
- package/lines/Line2.js +0 -16
- package/lines/LineGeometry.cjs.js +0 -1
- package/lines/LineGeometry.d.ts +0 -10
- package/lines/LineGeometry.js +0 -56
- package/lines/LineMaterial.cjs.js +0 -1
- package/lines/LineMaterial.d.ts +0 -31
- package/lines/LineMaterial.js +0 -577
- package/lines/LineSegments2.cjs.js +0 -1
- package/lines/LineSegments2.d.ts +0 -14
- package/lines/LineSegments2.js +0 -311
- package/lines/LineSegmentsGeometry.cjs.js +0 -1
- package/lines/LineSegmentsGeometry.d.ts +0 -23
- package/lines/LineSegmentsGeometry.js +0 -166
- package/lines/Wireframe.cjs.js +0 -1
- package/lines/Wireframe.d.ts +0 -11
- package/lines/Wireframe.js +0 -45
- package/lines/WireframeGeometry2.cjs.js +0 -1
- package/lines/WireframeGeometry2.d.ts +0 -8
- package/lines/WireframeGeometry2.js +0 -14
- package/loaders/3DMLoader.cjs.js +0 -1
- package/loaders/3DMLoader.d.ts +0 -17
- package/loaders/3DMLoader.js +0 -1037
- package/loaders/3MFLoader.cjs.js +0 -1
- package/loaders/3MFLoader.d.ts +0 -16
- package/loaders/3MFLoader.js +0 -1053
- package/loaders/AMFLoader.cjs.js +0 -1
- package/loaders/AMFLoader.d.ts +0 -14
- package/loaders/AMFLoader.js +0 -389
- package/loaders/AssimpLoader.cjs.js +0 -1
- package/loaders/AssimpLoader.js +0 -1793
- package/loaders/BVHLoader.cjs.js +0 -1
- package/loaders/BVHLoader.d.ts +0 -21
- package/loaders/BVHLoader.js +0 -313
- package/loaders/BasisTextureLoader.cjs.js +0 -1
- package/loaders/BasisTextureLoader.d.ts +0 -32
- package/loaders/BasisTextureLoader.js +0 -602
- package/loaders/ColladaLoader.cjs.js +0 -1
- package/loaders/ColladaLoader.d.ts +0 -20
- package/loaders/ColladaLoader.js +0 -2993
- package/loaders/DDSLoader.cjs.js +0 -1
- package/loaders/DDSLoader.d.ts +0 -16
- package/loaders/DDSLoader.js +0 -214
- package/loaders/DRACOLoader.cjs.js +0 -1
- package/loaders/DRACOLoader.d.ts +0 -18
- package/loaders/DRACOLoader.js +0 -447
- package/loaders/EXRLoader.cjs.js +0 -1
- package/loaders/EXRLoader.d.ts +0 -18
- package/loaders/EXRLoader.js +0 -1699
- package/loaders/FBXLoader.cjs.js +0 -1
- package/loaders/FBXLoader.d.ts +0 -14
- package/loaders/FBXLoader.js +0 -2917
- package/loaders/FontLoader.cjs.js +0 -1
- package/loaders/FontLoader.d.ts +0 -36
- package/loaders/FontLoader.js +0 -144
- package/loaders/GCodeLoader.cjs.js +0 -1
- package/loaders/GCodeLoader.d.ts +0 -15
- package/loaders/GCodeLoader.js +0 -189
- package/loaders/GLTFLoader.cjs.js +0 -1
- package/loaders/GLTFLoader.d.ts +0 -151
- package/loaders/GLTFLoader.js +0 -3136
- package/loaders/HDRCubeTextureLoader.cjs.js +0 -1
- package/loaders/HDRCubeTextureLoader.d.ts +0 -18
- package/loaders/HDRCubeTextureLoader.js +0 -77
- package/loaders/KMZLoader.cjs.js +0 -1
- package/loaders/KMZLoader.d.ts +0 -16
- package/loaders/KMZLoader.js +0 -88
- package/loaders/KTX2Loader.cjs.js +0 -1
- package/loaders/KTX2Loader.d.ts +0 -16
- package/loaders/KTX2Loader.js +0 -596
- package/loaders/KTXLoader.cjs.js +0 -1
- package/loaders/KTXLoader.d.ts +0 -16
- package/loaders/KTXLoader.js +0 -149
- package/loaders/LDrawLoader.cjs.js +0 -1
- package/loaders/LDrawLoader.d.ts +0 -26
- package/loaders/LDrawLoader.js +0 -1842
- package/loaders/LUT3dlLoader.cjs.js +0 -1
- package/loaders/LUT3dlLoader.d.ts +0 -20
- package/loaders/LUT3dlLoader.js +0 -115
- package/loaders/LUTCubeLoader.cjs.js +0 -1
- package/loaders/LUTCubeLoader.d.ts +0 -23
- package/loaders/LUTCubeLoader.js +0 -118
- package/loaders/LWOLoader.cjs.js +0 -1
- package/loaders/LWOLoader.d.ts +0 -26
- package/loaders/LWOLoader.js +0 -737
- package/loaders/LottieLoader.cjs.js +0 -1
- package/loaders/LottieLoader.d.ts +0 -15
- package/loaders/LottieLoader.js +0 -49
- package/loaders/MD2Loader.cjs.js +0 -1
- package/loaders/MD2Loader.d.ts +0 -14
- package/loaders/MD2Loader.js +0 -202
- package/loaders/MDDLoader.cjs.js +0 -1
- package/loaders/MDDLoader.d.ts +0 -19
- package/loaders/MDDLoader.js +0 -78
- package/loaders/MMDLoader.cjs.js +0 -1
- package/loaders/MMDLoader.d.ts +0 -63
- package/loaders/MMDLoader.js +0 -1434
- package/loaders/MTLLoader.cjs.js +0 -1
- package/loaders/MTLLoader.d.ts +0 -112
- package/loaders/MTLLoader.js +0 -390
- package/loaders/NRRDLoader.cjs.js +0 -1
- package/loaders/NRRDLoader.d.ts +0 -21
- package/loaders/NRRDLoader.js +0 -482
- package/loaders/NodeMaterialLoader.cjs.js +0 -1
- package/loaders/NodeMaterialLoader.js +0 -39
- package/loaders/OBJLoader.cjs.js +0 -1
- package/loaders/OBJLoader.d.ts +0 -17
- package/loaders/OBJLoader.js +0 -609
- package/loaders/PCDLoader.cjs.js +0 -1
- package/loaders/PCDLoader.d.ts +0 -15
- package/loaders/PCDLoader.js +0 -267
- package/loaders/PDBLoader.cjs.js +0 -1
- package/loaders/PDBLoader.d.ts +0 -22
- package/loaders/PDBLoader.js +0 -264
- package/loaders/PLYLoader.cjs.js +0 -1
- package/loaders/PLYLoader.d.ts +0 -16
- package/loaders/PLYLoader.js +0 -414
- package/loaders/PRWMLoader.cjs.js +0 -1
- package/loaders/PRWMLoader.d.ts +0 -16
- package/loaders/PRWMLoader.js +0 -197
- package/loaders/PVRLoader.cjs.js +0 -1
- package/loaders/PVRLoader.d.ts +0 -16
- package/loaders/PVRLoader.js +0 -192
- package/loaders/RGBELoader.cjs.js +0 -1
- package/loaders/RGBELoader.d.ts +0 -20
- package/loaders/RGBELoader.js +0 -382
- package/loaders/RGBMLoader.cjs.js +0 -1
- package/loaders/RGBMLoader.d.ts +0 -32
- package/loaders/RGBMLoader.js +0 -1168
- package/loaders/STLLoader.cjs.js +0 -1
- package/loaders/STLLoader.d.ts +0 -14
- package/loaders/STLLoader.js +0 -296
- package/loaders/SVGLoader.cjs.js +0 -1
- package/loaders/SVGLoader.d.ts +0 -63
- package/loaders/SVGLoader.js +0 -2083
- package/loaders/TDSLoader.cjs.js +0 -1
- package/loaders/TDSLoader.d.ts +0 -42
- package/loaders/TDSLoader.js +0 -870
- package/loaders/TGALoader.cjs.js +0 -1
- package/loaders/TGALoader.d.ts +0 -14
- package/loaders/TGALoader.js +0 -396
- package/loaders/TTFLoader.cjs.js +0 -1
- package/loaders/TTFLoader.d.ts +0 -15
- package/loaders/TTFLoader.js +0 -152
- package/loaders/TiltLoader.cjs.js +0 -1
- package/loaders/TiltLoader.d.ts +0 -14
- package/loaders/TiltLoader.js +0 -411
- package/loaders/VOXLoader.cjs.js +0 -1
- package/loaders/VOXLoader.d.ts +0 -28
- package/loaders/VOXLoader.js +0 -196
- package/loaders/VRMLLoader.cjs.js +0 -1
- package/loaders/VRMLLoader.d.ts +0 -14
- package/loaders/VRMLLoader.js +0 -2575
- package/loaders/VRMLoader.cjs.js +0 -1
- package/loaders/VRMLoader.js +0 -46
- package/loaders/VTKLoader.cjs.js +0 -1
- package/loaders/VTKLoader.d.ts +0 -14
- package/loaders/VTKLoader.js +0 -834
- package/loaders/XLoader.cjs.js +0 -1
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- package/loaders/XYZLoader.cjs.js +0 -1
- package/loaders/XYZLoader.d.ts +0 -14
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- package/loaders/lwo/IFFParser.cjs.js +0 -1
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- package/loaders/lwo/LWO2Parser.js +0 -430
- package/loaders/lwo/LWO3Parser.cjs.js +0 -1
- package/loaders/lwo/LWO3Parser.js +0 -385
- package/math/Capsule.cjs.js +0 -1
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- package/math/SimplexNoise.cjs.js +0 -1
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- package/misc/MD2CharacterComplex.cjs.js +0 -1
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- package/misc/MorphAnimMesh.cjs.js +0 -1
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- package/misc/MorphBlendMesh.cjs.js +0 -1
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- package/misc/ProgressiveLightmap.cjs.js +0 -1
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- package/misc/RollerCoaster.cjs.js +0 -1
- package/misc/RollerCoaster.d.ts +0 -21
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- package/misc/TubePainter.cjs.js +0 -1
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- package/misc/Volume.cjs.js +0 -1
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("./Pass.cjs.js"),t=require("../shaders/CopyShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var s=function(s,a){void 0===t.CopyShader&&console.error("THREE.TexturePass relies on CopyShader");var i=t.CopyShader;this.map=s,this.opacity=void 0!==a?a:1,this.uniforms=e.UniformsUtils.clone(i.uniforms),this.material=new e.ShaderMaterial({uniforms:this.uniforms,vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,depthTest:!1,depthWrite:!1}),this.needsSwap=!1,this.fsQuad=new r.FullScreenQuad(null)};s.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:s,render:function(e,r,t){var s=e.autoClear;e.autoClear=!1,this.fsQuad.material=this.material,this.uniforms.opacity.value=this.opacity,this.uniforms.tDiffuse.value=this.map,this.material.transparent=this.opacity<1,e.setRenderTarget(this.renderToScreen?null:t),this.clear&&e.clear(),this.fsQuad.render(e),e.autoClear=s}}),exports.TexturePass=s;
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import { CopyShader } from '../shaders/CopyShader.js';
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var TexturePass = function (map, opacity) {
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if (CopyShader === undefined) console.error('THREE.TexturePass relies on CopyShader');
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var shader = CopyShader;
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depthWrite: false
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TexturePass.prototype = Object.assign(Object.create(Pass.prototype), {
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constructor: TexturePass,
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render: function (renderer, writeBuffer, readBuffer
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) {
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}
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export { TexturePass };
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),r=require("./Pass.cjs.js"),t=require("../shaders/CopyShader.cjs.js"),i=require("../shaders/LuminosityHighPassShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var a=function(a,o,s,l){this.strength=void 0!==o?o:1,this.radius=s,this.threshold=l,this.resolution=void 0!==a?new e.Vector2(a.x,a.y):new e.Vector2(256,256),this.clearColor=new e.Color(0,0,0);var n={minFilter:e.LinearFilter,magFilter:e.LinearFilter,format:e.RGBAFormat};this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;var u=Math.round(this.resolution.x/2),h=Math.round(this.resolution.y/2);this.renderTargetBright=new e.WebGLRenderTarget(u,h,n),this.renderTargetBright.texture.name="UnrealBloomPass.bright",this.renderTargetBright.texture.generateMipmaps=!1;for(let r=0;r<this.nMips;r++){var m=new e.WebGLRenderTarget(u,h,n);m.texture.name="UnrealBloomPass.h"+r,m.texture.generateMipmaps=!1,this.renderTargetsHorizontal.push(m);var d=new e.WebGLRenderTarget(u,h,n);d.texture.name="UnrealBloomPass.v"+r,d.texture.generateMipmaps=!1,this.renderTargetsVertical.push(d),u=Math.round(u/2),h=Math.round(h/2)}void 0===i.LuminosityHighPassShader&&console.error("THREE.UnrealBloomPass relies on LuminosityHighPassShader");var c=i.LuminosityHighPassShader;this.highPassUniforms=e.UniformsUtils.clone(c.uniforms),this.highPassUniforms.luminosityThreshold.value=l,this.highPassUniforms.smoothWidth.value=.01,this.materialHighPassFilter=new e.ShaderMaterial({uniforms:this.highPassUniforms,vertexShader:c.vertexShader,fragmentShader:c.fragmentShader,defines:{}}),this.separableBlurMaterials=[];var f=[3,5,7,9,11];u=Math.round(this.resolution.x/2),h=Math.round(this.resolution.y/2);for(let r=0;r<this.nMips;r++)this.separableBlurMaterials.push(this.getSeperableBlurMaterial(f[r])),this.separableBlurMaterials[r].uniforms.texSize.value=new e.Vector2(u,h),u=Math.round(u/2),h=Math.round(h/2);this.compositeMaterial=this.getCompositeMaterial(this.nMips),this.compositeMaterial.uniforms.blurTexture1.value=this.renderTargetsVertical[0].texture,this.compositeMaterial.uniforms.blurTexture2.value=this.renderTargetsVertical[1].texture,this.compositeMaterial.uniforms.blurTexture3.value=this.renderTargetsVertical[2].texture,this.compositeMaterial.uniforms.blurTexture4.value=this.renderTargetsVertical[3].texture,this.compositeMaterial.uniforms.blurTexture5.value=this.renderTargetsVertical[4].texture,this.compositeMaterial.uniforms.bloomStrength.value=o,this.compositeMaterial.uniforms.bloomRadius.value=.1,this.compositeMaterial.needsUpdate=!0;this.compositeMaterial.uniforms.bloomFactors.value=[1,.8,.6,.4,.2],this.bloomTintColors=[new e.Vector3(1,1,1),new e.Vector3(1,1,1),new e.Vector3(1,1,1),new e.Vector3(1,1,1),new e.Vector3(1,1,1)],this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors,void 0===t.CopyShader&&console.error("THREE.UnrealBloomPass relies on CopyShader");var v=t.CopyShader;this.copyUniforms=e.UniformsUtils.clone(v.uniforms),this.copyUniforms.opacity.value=1,this.materialCopy=new e.ShaderMaterial({uniforms:this.copyUniforms,vertexShader:v.vertexShader,fragmentShader:v.fragmentShader,blending:e.AdditiveBlending,depthTest:!1,depthWrite:!1,transparent:!0}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new e.Color,this.oldClearAlpha=1,this.basic=new e.MeshBasicMaterial,this.fsQuad=new r.FullScreenQuad(null)};a.prototype=Object.assign(Object.create(r.Pass.prototype),{constructor:a,dispose:function(){for(let e=0;e<this.renderTargetsHorizontal.length;e++)this.renderTargetsHorizontal[e].dispose();for(let e=0;e<this.renderTargetsVertical.length;e++)this.renderTargetsVertical[e].dispose();this.renderTargetBright.dispose()},setSize:function(r,t){var i=Math.round(r/2),a=Math.round(t/2);this.renderTargetBright.setSize(i,a);for(let r=0;r<this.nMips;r++)this.renderTargetsHorizontal[r].setSize(i,a),this.renderTargetsVertical[r].setSize(i,a),this.separableBlurMaterials[r].uniforms.texSize.value=new e.Vector2(i,a),i=Math.round(i/2),a=Math.round(a/2)},render:function(e,r,t,i,o){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();var s=e.autoClear;e.autoClear=!1,e.setClearColor(this.clearColor,0),o&&e.state.buffers.stencil.setTest(!1),this.renderToScreen&&(this.fsQuad.material=this.basic,this.basic.map=t.texture,e.setRenderTarget(null),e.clear(),this.fsQuad.render(e)),this.highPassUniforms.tDiffuse.value=t.texture,this.highPassUniforms.luminosityThreshold.value=this.threshold,this.fsQuad.material=this.materialHighPassFilter,e.setRenderTarget(this.renderTargetBright),e.clear(),this.fsQuad.render(e);var l=this.renderTargetBright;for(let r=0;r<this.nMips;r++)this.fsQuad.material=this.separableBlurMaterials[r],this.separableBlurMaterials[r].uniforms.colorTexture.value=l.texture,this.separableBlurMaterials[r].uniforms.direction.value=a.BlurDirectionX,e.setRenderTarget(this.renderTargetsHorizontal[r]),e.clear(),this.fsQuad.render(e),this.separableBlurMaterials[r].uniforms.colorTexture.value=this.renderTargetsHorizontal[r].texture,this.separableBlurMaterials[r].uniforms.direction.value=a.BlurDirectionY,e.setRenderTarget(this.renderTargetsVertical[r]),e.clear(),this.fsQuad.render(e),l=this.renderTargetsVertical[r];this.fsQuad.material=this.compositeMaterial,this.compositeMaterial.uniforms.bloomStrength.value=this.strength,this.compositeMaterial.uniforms.bloomRadius.value=this.radius,this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors,e.setRenderTarget(this.renderTargetsHorizontal[0]),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetsHorizontal[0].texture,o&&e.state.buffers.stencil.setTest(!0),this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.fsQuad.render(e)),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=s},getSeperableBlurMaterial:function(r){return new e.ShaderMaterial({defines:{KERNEL_RADIUS:r,SIGMA:r},uniforms:{colorTexture:{value:null},texSize:{value:new e.Vector2(.5,.5)},direction:{value:new e.Vector2(.5,.5)}},vertexShader:"varying vec2 vUv;\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"#include <common>varying vec2 vUv;\nuniform sampler2D colorTexture;\nuniform vec2 texSize;uniform vec2 direction;\nfloat gaussianPdf(in float x, in float sigma) {\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;}void main() {\n\tvec2 invSize = 1.0 / texSize;\tfloat fSigma = float(SIGMA);\tfloat weightSum = gaussianPdf(0.0, fSigma);\tvec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\t\tfloat x = float(i);\t\tfloat w = gaussianPdf(x, fSigma);\t\tvec2 uvOffset = direction * invSize * x;\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\t\tdiffuseSum += (sample1 + sample2) * w;\t\tweightSum += 2.0 * w;\t}\tgl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n}"})},getCompositeMaterial:function(r){return new e.ShaderMaterial({defines:{NUM_MIPS:r},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},dirtTexture:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader:"varying vec2 vUv;\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;uniform sampler2D blurTexture1;uniform sampler2D blurTexture2;uniform sampler2D blurTexture3;uniform sampler2D blurTexture4;uniform sampler2D blurTexture5;uniform sampler2D dirtTexture;uniform float bloomStrength;uniform float bloomRadius;uniform float bloomFactors[NUM_MIPS];uniform vec3 bloomTintColors[NUM_MIPS];float lerpBloomFactor(const in float factor) { \tfloat mirrorFactor = 1.2 - factor;\treturn mix(factor, mirrorFactor, bloomRadius);}void main() {\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \t\t\t\t\t\t\t\t\t lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \t\t\t\t\t\t\t\t\t lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \t\t\t\t\t\t\t\t\t lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \t\t\t\t\t\t\t\t\t lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );}"})}}),a.BlurDirectionX=new e.Vector2(1,0),a.BlurDirectionY=new e.Vector2(0,1),exports.UnrealBloomPass=a;
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import { Color, MeshBasicMaterial, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget } from 'three';
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import { Pass } from './Pass';
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export class UnrealBloomPass extends Pass {
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constructor(resolution: Vector2, strength: number, radius: number, threshold: number);
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resolution: Vector2;
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strength: number;
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radius: number;
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threshold: number;
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clearColor: Color;
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renderTargetsHorizontal: WebGLRenderTarget[];
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renderTargetsVertical: WebGLRenderTarget[];
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nMips: number;
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renderTargetBright: WebGLRenderTarget;
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highPassUniforms: object;
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materialHighPassFilter: ShaderMaterial;
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separableBlurMaterials: ShaderMaterial[];
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compositeMaterial: ShaderMaterial;
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bloomTintColors: Vector3[];
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copyUniforms: object;
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materialCopy: ShaderMaterial;
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oldClearColor: Color;
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oldClearAlpha: number;
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basic: MeshBasicMaterial;
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fsQuad: object;
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dispose(): void;
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getSeperableBlurMaterial(): ShaderMaterial;
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getCompositeMaterial(): ShaderMaterial;
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}
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import { Vector2, Color, WebGLRenderTarget, UniformsUtils, ShaderMaterial, Vector3, AdditiveBlending, MeshBasicMaterial, LinearFilter, RGBAFormat } from 'three';
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import { FullScreenQuad, Pass } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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/**
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* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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* mip map chain of bloom textures and blurs them with different radii. Because
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* of the weighted combination of mips, and because larger blurs are done on
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* higher mips, this effect provides good quality and performance.
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*
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* Reference:
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* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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*/
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var UnrealBloomPass = function (resolution, strength, radius, threshold) {
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this.strength = strength !== undefined ? strength : 1;
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this.radius = radius;
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this.threshold = threshold;
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this.resolution = resolution !== undefined ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256); // create color only once here, reuse it later inside the render function
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this.clearColor = new Color(0, 0, 0); // render targets
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var pars = {
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minFilter: LinearFilter,
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magFilter: LinearFilter,
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format: RGBAFormat
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};
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this.renderTargetsHorizontal = [];
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this.renderTargetsVertical = [];
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this.nMips = 5;
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var resx = Math.round(this.resolution.x / 2);
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var resy = Math.round(this.resolution.y / 2);
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this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars);
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this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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this.renderTargetBright.texture.generateMipmaps = false;
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for (let i = 0; i < this.nMips; i++) {
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var renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars);
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renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizonal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push(renderTargetHorizonal);
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var renderTargetVertical = new WebGLRenderTarget(resx, resy, pars);
|
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renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
|
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renderTargetVertical.texture.generateMipmaps = false;
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this.renderTargetsVertical.push(renderTargetVertical);
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resx = Math.round(resx / 2);
|
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resy = Math.round(resy / 2);
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} // luminosity high pass material
|
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if (LuminosityHighPassShader === undefined) console.error('THREE.UnrealBloomPass relies on LuminosityHighPassShader');
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var highPassShader = LuminosityHighPassShader;
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this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms);
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this.highPassUniforms['luminosityThreshold'].value = threshold;
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this.highPassUniforms['smoothWidth'].value = 0.01;
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this.materialHighPassFilter = new ShaderMaterial({
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uniforms: this.highPassUniforms,
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vertexShader: highPassShader.vertexShader,
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fragmentShader: highPassShader.fragmentShader,
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defines: {}
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}); // Gaussian Blur Materials
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this.separableBlurMaterials = [];
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var kernelSizeArray = [3, 5, 7, 9, 11];
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var resx = Math.round(this.resolution.x / 2);
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var resy = Math.round(this.resolution.y / 2);
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for (let i = 0; i < this.nMips; i++) {
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this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
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this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2(resx, resy);
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resx = Math.round(resx / 2);
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resy = Math.round(resy / 2);
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} // Composite material
|
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this.compositeMaterial = this.getCompositeMaterial(this.nMips);
|
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this.compositeMaterial.uniforms['blurTexture1'].value = this.renderTargetsVertical[0].texture;
|
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this.compositeMaterial.uniforms['blurTexture2'].value = this.renderTargetsVertical[1].texture;
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this.compositeMaterial.uniforms['blurTexture3'].value = this.renderTargetsVertical[2].texture;
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this.compositeMaterial.uniforms['blurTexture4'].value = this.renderTargetsVertical[3].texture;
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this.compositeMaterial.uniforms['blurTexture5'].value = this.renderTargetsVertical[4].texture;
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this.compositeMaterial.uniforms['bloomStrength'].value = strength;
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this.compositeMaterial.uniforms['bloomRadius'].value = 0.1;
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this.compositeMaterial.needsUpdate = true;
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var bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
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this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors;
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this.bloomTintColors = [new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1)];
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this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors; // copy material
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if (CopyShader === undefined) {
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console.error('THREE.UnrealBloomPass relies on CopyShader');
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}
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|
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var copyShader = CopyShader;
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this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
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this.copyUniforms['opacity'].value = 1.0;
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this.materialCopy = new ShaderMaterial({
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: AdditiveBlending,
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depthTest: false,
|
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depthWrite: false,
|
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transparent: true
|
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});
|
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this.enabled = true;
|
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this.needsSwap = false;
|
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this._oldClearColor = new Color();
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this.oldClearAlpha = 1;
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this.basic = new MeshBasicMaterial();
|
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this.fsQuad = new FullScreenQuad(null);
|
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};
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|
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|
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UnrealBloomPass.prototype = Object.assign(Object.create(Pass.prototype), {
|
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constructor: UnrealBloomPass,
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dispose: function () {
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for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
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this.renderTargetsHorizontal[i].dispose();
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}
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for (let i = 0; i < this.renderTargetsVertical.length; i++) {
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this.renderTargetsVertical[i].dispose();
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}
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this.renderTargetBright.dispose();
|
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},
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setSize: function (width, height) {
|
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var resx = Math.round(width / 2);
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this.fsQuad.material = this.separableBlurMaterials[i];
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this.separableBlurMaterials[i].uniforms['colorTexture'].value = inputRenderTarget.texture;
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this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionX;
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renderer.clear();
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this.separableBlurMaterials[i].uniforms['colorTexture'].value = this.renderTargetsHorizontal[i].texture;
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this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionY;
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} // Composite All the mips
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renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
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renderer.clear();
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this.fsQuad.render(renderer); // Blend it additively over the input texture
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture;
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} else {
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renderer.setRenderTarget(readBuffer);
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this.fsQuad.render(renderer);
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} // Restore renderer settings
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renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
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renderer.autoClear = oldAutoClear;
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},
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getSeperableBlurMaterial: function (kernelRadius) {
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defines: {
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KERNEL_RADIUS: kernelRadius,
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SIGMA: kernelRadius
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},
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colorTexture: {
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value: null
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},
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texSize: {
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value: new Vector2(0.5, 0.5)
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},
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direction: {
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value: new Vector2(0.5, 0.5)
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}
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},
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vertexShader: 'varying vec2 vUv;\n' + 'void main() {\n' + ' vUv = uv;\n' + ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n' + '}',
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fragmentShader: '#include <common>' + 'varying vec2 vUv;\n' + 'uniform sampler2D colorTexture;\n' + 'uniform vec2 texSize;' + 'uniform vec2 direction;' + '\n' + 'float gaussianPdf(in float x, in float sigma) {' + ' return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;' + '}' + 'void main() {\n' + ' vec2 invSize = 1.0 / texSize;' + ' float fSigma = float(SIGMA);' + ' float weightSum = gaussianPdf(0.0, fSigma);' + ' vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;' + ' for( int i = 1; i < KERNEL_RADIUS; i ++ ) {' + ' float x = float(i);' + ' float w = gaussianPdf(x, fSigma);' + ' vec2 uvOffset = direction * invSize * x;' + ' vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;' + ' vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;' + ' diffuseSum += (sample1 + sample2) * w;' + ' weightSum += 2.0 * w;' + ' }' + ' gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n' + '}'
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});
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},
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getCompositeMaterial: function (nMips) {
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return new ShaderMaterial({
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defines: {
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NUM_MIPS: nMips
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},
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uniforms: {
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blurTexture1: {
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value: null
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},
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blurTexture2: {
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value: null
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},
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blurTexture3: {
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value: null
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},
|
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blurTexture4: {
|
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value: null
|
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-
},
|
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|
-
blurTexture5: {
|
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value: null
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-
},
|
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dirtTexture: {
|
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value: null
|
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|
-
},
|
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|
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bloomStrength: {
|
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|
-
value: 1.0
|
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|
-
},
|
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|
-
bloomFactors: {
|
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|
-
value: null
|
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|
-
},
|
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|
-
bloomTintColors: {
|
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|
-
value: null
|
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|
-
},
|
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|
-
bloomRadius: {
|
262
|
-
value: 0.0
|
263
|
-
}
|
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|
-
},
|
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|
-
vertexShader: 'varying vec2 vUv;\n' + 'void main() {\n' + ' vUv = uv;\n' + ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n' + '}',
|
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|
-
fragmentShader: 'varying vec2 vUv;' + 'uniform sampler2D blurTexture1;' + 'uniform sampler2D blurTexture2;' + 'uniform sampler2D blurTexture3;' + 'uniform sampler2D blurTexture4;' + 'uniform sampler2D blurTexture5;' + 'uniform sampler2D dirtTexture;' + 'uniform float bloomStrength;' + 'uniform float bloomRadius;' + 'uniform float bloomFactors[NUM_MIPS];' + 'uniform vec3 bloomTintColors[NUM_MIPS];' + '' + 'float lerpBloomFactor(const in float factor) { ' + ' float mirrorFactor = 1.2 - factor;' + ' return mix(factor, mirrorFactor, bloomRadius);' + '}' + '' + 'void main() {' + ' gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + ' + ' lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + ' + ' lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + ' + ' lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + ' + ' lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );' + '}'
|
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|
-
});
|
268
|
-
}
|
269
|
-
});
|
270
|
-
UnrealBloomPass.BlurDirectionX = new Vector2(1.0, 0.0);
|
271
|
-
UnrealBloomPass.BlurDirectionY = new Vector2(0.0, 1.0);
|
272
|
-
|
273
|
-
export { UnrealBloomPass };
|
@@ -1 +0,0 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),r=require("./Pass.cjs.js");function i(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var n=i(e);class a extends r.Pass{constructor(){super(),n.default(this,"material",void 0),n.default(this,"fsQuad",void 0),n.default(this,"factor",void 0),n.default(this,"time",void 0),n.default(this,"uniforms",void 0),this.uniforms=t.UniformsUtils.clone({tex:{value:null},time:{value:0},factor:{value:0},resolution:{value:new t.Vector2(64,64)}}),this.material=new t.ShaderMaterial({uniforms:this.uniforms,vertexShader:"\n varying vec2 vUv;\n void main(){ \n vUv = uv; \n vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * modelViewPosition;\n }",fragmentShader:"\n uniform float time;\n uniform float factor;\n uniform vec2 resolution;\n uniform sampler2D tex;\n varying vec2 vUv;\n void main() { \n vec2 uv1 = vUv;\n vec2 uv = gl_FragCoord.xy/resolution.xy;\n float frequency = 6.0 * factor;\n float amplitude = 0.015 * factor;\n float x = uv1.y * frequency + time * .7; \n float y = uv1.x * frequency + time * .3;\n uv1.x += cos(x+y) * amplitude * cos(y);\n uv1.y += sin(x-y) * amplitude * cos(y);\n vec4 rgba = texture2D(tex, uv1);\n gl_FragColor = rgba;\n }"}),this.fsQuad=new r.FullScreenQuad(this.material),this.factor=0,this.time=0}render(e,t,r){this.uniforms.tex.value=r.texture,this.uniforms.time.value=this.time,this.uniforms.factor.value=this.factor,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(),this.fsQuad.render(e))}}exports.WaterPass=a;
|
@@ -1,12 +0,0 @@
|
|
1
|
-
import { WebGLRenderer, WebGLRenderTarget, ShaderMaterial } from 'three';
|
2
|
-
import { Pass, FullScreenQuad } from '../postprocessing/Pass';
|
3
|
-
declare class WaterPass extends Pass {
|
4
|
-
material: ShaderMaterial;
|
5
|
-
fsQuad: FullScreenQuad;
|
6
|
-
factor: number;
|
7
|
-
time: number;
|
8
|
-
uniforms: any;
|
9
|
-
constructor();
|
10
|
-
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
|
11
|
-
}
|
12
|
-
export { WaterPass };
|
@@ -1,102 +0,0 @@
|
|
1
|
-
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
2
|
-
import { UniformsUtils, Vector2, ShaderMaterial } from 'three';
|
3
|
-
import { Pass, FullScreenQuad } from './Pass.js';
|
4
|
-
|
5
|
-
/**
|
6
|
-
* Simple underwater shader
|
7
|
-
*
|
8
|
-
|
9
|
-
parameters:
|
10
|
-
tex: texture
|
11
|
-
time: this should increase with time passing
|
12
|
-
factor: to what degree will the shader distort the screen
|
13
|
-
|
14
|
-
explaination:
|
15
|
-
the shader is quite simple
|
16
|
-
it chooses a center and start from there make pixels around it to "swell" then "shrink" then "swell"...
|
17
|
-
this is of course nothing really similar to underwater scene
|
18
|
-
but you can combine several this shaders together to create the effect you need...
|
19
|
-
And yes, this shader could be used for something other than underwater effect, for example, magnifier effect :)
|
20
|
-
|
21
|
-
* @author vergil Wang
|
22
|
-
*/
|
23
|
-
|
24
|
-
class WaterPass extends Pass {
|
25
|
-
constructor() {
|
26
|
-
super();
|
27
|
-
|
28
|
-
_defineProperty(this, "material", void 0);
|
29
|
-
|
30
|
-
_defineProperty(this, "fsQuad", void 0);
|
31
|
-
|
32
|
-
_defineProperty(this, "factor", void 0);
|
33
|
-
|
34
|
-
_defineProperty(this, "time", void 0);
|
35
|
-
|
36
|
-
_defineProperty(this, "uniforms", void 0);
|
37
|
-
|
38
|
-
this.uniforms = UniformsUtils.clone({
|
39
|
-
tex: {
|
40
|
-
value: null
|
41
|
-
},
|
42
|
-
time: {
|
43
|
-
value: 0.0
|
44
|
-
},
|
45
|
-
factor: {
|
46
|
-
value: 0.0
|
47
|
-
},
|
48
|
-
resolution: {
|
49
|
-
value: new Vector2(64, 64)
|
50
|
-
}
|
51
|
-
});
|
52
|
-
this.material = new ShaderMaterial({
|
53
|
-
uniforms: this.uniforms,
|
54
|
-
vertexShader: `
|
55
|
-
varying vec2 vUv;
|
56
|
-
void main(){
|
57
|
-
vUv = uv;
|
58
|
-
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
|
59
|
-
gl_Position = projectionMatrix * modelViewPosition;
|
60
|
-
}`,
|
61
|
-
fragmentShader: `
|
62
|
-
uniform float time;
|
63
|
-
uniform float factor;
|
64
|
-
uniform vec2 resolution;
|
65
|
-
uniform sampler2D tex;
|
66
|
-
varying vec2 vUv;
|
67
|
-
void main() {
|
68
|
-
vec2 uv1 = vUv;
|
69
|
-
vec2 uv = gl_FragCoord.xy/resolution.xy;
|
70
|
-
float frequency = 6.0 * factor;
|
71
|
-
float amplitude = 0.015 * factor;
|
72
|
-
float x = uv1.y * frequency + time * .7;
|
73
|
-
float y = uv1.x * frequency + time * .3;
|
74
|
-
uv1.x += cos(x+y) * amplitude * cos(y);
|
75
|
-
uv1.y += sin(x-y) * amplitude * cos(y);
|
76
|
-
vec4 rgba = texture2D(tex, uv1);
|
77
|
-
gl_FragColor = rgba;
|
78
|
-
}`
|
79
|
-
});
|
80
|
-
this.fsQuad = new FullScreenQuad(this.material);
|
81
|
-
this.factor = 0;
|
82
|
-
this.time = 0;
|
83
|
-
}
|
84
|
-
|
85
|
-
render(renderer, writeBuffer, readBuffer) {
|
86
|
-
this.uniforms['tex'].value = readBuffer.texture;
|
87
|
-
this.uniforms['time'].value = this.time;
|
88
|
-
this.uniforms['factor'].value = this.factor;
|
89
|
-
|
90
|
-
if (this.renderToScreen) {
|
91
|
-
renderer.setRenderTarget(null);
|
92
|
-
this.fsQuad.render(renderer);
|
93
|
-
} else {
|
94
|
-
renderer.setRenderTarget(writeBuffer);
|
95
|
-
if (this.clear) renderer.clear();
|
96
|
-
this.fsQuad.render(renderer);
|
97
|
-
}
|
98
|
-
}
|
99
|
-
|
100
|
-
}
|
101
|
-
|
102
|
-
export { WaterPass };
|
@@ -1 +0,0 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class t extends e.Object3D{constructor(e=document.createElement("div")){super(),this.isCSS2DObject=!0,this.element=e,this.element.style.position="absolute",this.element.style.userSelect="none",this.element.setAttribute("draggable",!1),this.addEventListener("removed",(function(){this.traverse((function(e){e.element instanceof Element&&null!==e.element.parentNode&&e.element.parentNode.removeChild(e.element)}))}))}copy(e,t){return super.copy(e,t),this.element=e.element.cloneNode(!0),this}}const r=new e.Vector3,n=new e.Matrix4,o=new e.Matrix4,i=new e.Vector3,s=new e.Vector3;exports.CSS2DObject=t,exports.CSS2DRenderer=class{constructor(e={}){const t=this;let l,a,d,c;const u={objects:new WeakMap},m=void 0!==e.element?e.element:document.createElement("div");function p(e,n,i){if(e.isCSS2DObject){r.setFromMatrixPosition(e.matrixWorld),r.applyMatrix4(o);const s=!0===e.visible&&r.z>=-1&&r.z<=1&&!0===e.layers.test(i.layers);if(e.element.style.display=!0===s?"":"none",!0===s){e.onBeforeRender(t,n,i);const o=e.element;o.style.transform="translate(-50%,-50%) translate("+(r.x*d+d)+"px,"+(-r.y*c+c)+"px)",o.parentNode!==m&&m.appendChild(o),e.onAfterRender(t,n,i)}const l={distanceToCameraSquared:h(i,e)};u.objects.set(e,l)}for(let t=0,r=e.children.length;t<r;t++)p(e.children[t],n,i)}function h(e,t){return i.setFromMatrixPosition(e.matrixWorld),s.setFromMatrixPosition(t.matrixWorld),i.distanceToSquared(s)}m.style.overflow="hidden",this.domElement=m,this.getSize=function(){return{width:l,height:a}},this.render=function(e,t){!0!==e.matrixWorldAutoUpdate&&!0!==e.autoUpdate||e.updateMatrixWorld(),null!==t.parent||null!=t.matrixWorldAutoUpdate&&!0!==t.matrixWorldAutoUpdate||t.updateMatrixWorld(),n.copy(t.matrixWorldInverse),o.multiplyMatrices(t.projectionMatrix,n),p(e,e,t),function(e){const t=function(e){const t=[];return e.traverse((function(e){e.isCSS2DObject&&t.push(e)})),t}(e).sort((function(e,t){if(e.renderOrder!==t.renderOrder)return t.renderOrder-e.renderOrder;return u.objects.get(e).distanceToCameraSquared-u.objects.get(t).distanceToCameraSquared})),r=t.length;for(let e=0,n=t.length;e<n;e++)t[e].element.style.zIndex=r-e}(e)},this.setSize=function(e,t){l=e,a=t,d=l/2,c=a/2,m.style.width=e+"px",m.style.height=t+"px"}}};
|
@@ -1,22 +0,0 @@
|
|
1
|
-
import { Object3D, Scene, Camera } from 'three';
|
2
|
-
|
3
|
-
export class CSS2DObject extends Object3D {
|
4
|
-
constructor(element: HTMLElement);
|
5
|
-
element: HTMLElement;
|
6
|
-
|
7
|
-
onBeforeRender: (renderer: unknown, scene: Scene, camera: Camera) => void;
|
8
|
-
onAfterRender: (renderer: unknown, scene: Scene, camera: Camera) => void;
|
9
|
-
}
|
10
|
-
|
11
|
-
export type CSS2DParameters = {
|
12
|
-
element?: HTMLElement;
|
13
|
-
};
|
14
|
-
|
15
|
-
export class CSS2DRenderer {
|
16
|
-
constructor(parameters?: CSS2DParameters);
|
17
|
-
domElement: HTMLElement;
|
18
|
-
|
19
|
-
getSize(): { width: number; height: number };
|
20
|
-
setSize(width: number, height: number): void;
|
21
|
-
render(scene: Scene, camera: Camera): void;
|
22
|
-
}
|