three-stdlib 2.22.9 → 2.23.0

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Files changed (630) hide show
  1. package/dist/animation/AnimationClipCreator.js +49 -50
  2. package/dist/animation/AnimationClipCreator.mjs +49 -50
  3. package/dist/animation/CCDIKSolver.d.ts +9 -4
  4. package/dist/animation/CCDIKSolver.js +193 -148
  5. package/dist/animation/CCDIKSolver.mjs +194 -149
  6. package/dist/animation/MMDAnimationHelper.js +613 -515
  7. package/dist/animation/MMDAnimationHelper.mjs +613 -515
  8. package/dist/animation/MMDPhysics.d.ts +6 -1
  9. package/dist/animation/MMDPhysics.js +728 -718
  10. package/dist/animation/MMDPhysics.mjs +729 -719
  11. package/dist/cameras/CinematicCamera.d.ts +2 -2
  12. package/dist/controls/ArcballControls.d.ts +1 -1
  13. package/dist/controls/ArcballControls.js +38 -44
  14. package/dist/controls/ArcballControls.mjs +39 -45
  15. package/dist/controls/DeviceOrientationControls.js +2 -1
  16. package/dist/controls/DeviceOrientationControls.mjs +2 -1
  17. package/dist/controls/FirstPersonControls.d.ts +1 -1
  18. package/dist/controls/FirstPersonControls.js +1 -1
  19. package/dist/controls/FirstPersonControls.mjs +1 -1
  20. package/dist/controls/PointerLockControls.js +2 -2
  21. package/dist/controls/PointerLockControls.mjs +2 -2
  22. package/dist/controls/TrackballControls.d.ts +2 -2
  23. package/dist/controls/TransformControls.d.ts +1 -1
  24. package/dist/controls/experimental/CameraControls.d.ts +1 -1
  25. package/dist/csm/CSM.js +4 -4
  26. package/dist/csm/CSM.mjs +4 -4
  27. package/dist/csm/CSMFrustum.js +1 -1
  28. package/dist/csm/CSMFrustum.mjs +1 -1
  29. package/dist/csm/CSMShader.js +14 -10
  30. package/dist/csm/CSMShader.mjs +14 -10
  31. package/dist/curves/CurveExtras.js +52 -62
  32. package/dist/curves/CurveExtras.mjs +53 -63
  33. package/dist/curves/NURBSUtils.d.ts +18 -20
  34. package/dist/curves/NURBSUtils.js +17 -17
  35. package/dist/curves/NURBSUtils.mjs +17 -17
  36. package/dist/deprecated/Geometry.js +26 -26
  37. package/dist/deprecated/Geometry.mjs +27 -27
  38. package/dist/effects/AnaglyphEffect.js +95 -114
  39. package/dist/effects/AnaglyphEffect.mjs +95 -114
  40. package/dist/effects/AsciiEffect.js +144 -162
  41. package/dist/effects/AsciiEffect.mjs +144 -162
  42. package/dist/effects/OutlineEffect.js +253 -276
  43. package/dist/effects/OutlineEffect.mjs +253 -276
  44. package/dist/effects/ParallaxBarrierEffect.js +61 -60
  45. package/dist/effects/ParallaxBarrierEffect.mjs +61 -60
  46. package/dist/effects/PeppersGhostEffect.js +84 -81
  47. package/dist/effects/PeppersGhostEffect.mjs +84 -81
  48. package/dist/effects/StereoEffect.js +31 -28
  49. package/dist/effects/StereoEffect.mjs +31 -28
  50. package/dist/environments/RoomEnvironment.d.ts +6 -5
  51. package/dist/exporters/GLTFExporter.d.ts +109 -441
  52. package/dist/exporters/GLTFExporter.js +915 -581
  53. package/dist/exporters/GLTFExporter.mjs +915 -581
  54. package/dist/geometries/ConvexGeometry.js +0 -3
  55. package/dist/geometries/ConvexGeometry.mjs +0 -3
  56. package/dist/geometries/LightningStrike.d.ts +3 -3
  57. package/dist/geometries/LightningStrike.js +80 -75
  58. package/dist/geometries/LightningStrike.mjs +80 -75
  59. package/dist/geometries/ParametricGeometries.js +75 -74
  60. package/dist/geometries/ParametricGeometries.mjs +75 -74
  61. package/dist/geometries/RoundedBoxGeometry.js +1 -1
  62. package/dist/geometries/RoundedBoxGeometry.mjs +1 -1
  63. package/dist/geometries/TextGeometry.d.ts +1 -1
  64. package/dist/helpers/RectAreaLightHelper.d.ts +4 -3
  65. package/dist/helpers/RectAreaLightHelper.js +2 -2
  66. package/dist/helpers/RectAreaLightHelper.mjs +2 -2
  67. package/dist/helpers/VertexNormalsHelper.d.ts +3 -0
  68. package/dist/helpers/VertexNormalsHelper.js +15 -22
  69. package/dist/helpers/VertexNormalsHelper.mjs +16 -23
  70. package/dist/helpers/VertexTangentsHelper.d.ts +3 -0
  71. package/dist/helpers/VertexTangentsHelper.js +12 -14
  72. package/dist/helpers/VertexTangentsHelper.mjs +12 -14
  73. package/dist/index.d.ts +1 -66
  74. package/dist/index.js +5 -370
  75. package/dist/index.mjs +9 -374
  76. package/dist/interactive/InteractiveGroup.js +1 -1
  77. package/dist/interactive/InteractiveGroup.mjs +1 -1
  78. package/dist/interactive/SelectionBox.js +122 -125
  79. package/dist/interactive/SelectionBox.mjs +122 -125
  80. package/dist/interactive/SelectionHelper.js +45 -48
  81. package/dist/interactive/SelectionHelper.mjs +45 -48
  82. package/dist/libs/MeshoptDecoder.d.ts +1 -1
  83. package/dist/libs/MotionControllers.d.ts +15 -14
  84. package/dist/libs/MotionControllers.js +10 -10
  85. package/dist/libs/MotionControllers.mjs +10 -10
  86. package/dist/lights/LightProbeGenerator.js +43 -43
  87. package/dist/lights/LightProbeGenerator.mjs +43 -43
  88. package/dist/lights/RectAreaLightUniformsLib.js +9 -5
  89. package/dist/lights/RectAreaLightUniformsLib.mjs +9 -5
  90. package/dist/lines/LineMaterial.js +271 -271
  91. package/dist/lines/LineMaterial.mjs +272 -272
  92. package/dist/lines/LineSegments2.js +12 -12
  93. package/dist/lines/LineSegments2.mjs +12 -12
  94. package/dist/lines/LineSegmentsGeometry.js +2 -2
  95. package/dist/lines/LineSegmentsGeometry.mjs +2 -2
  96. package/dist/lines/Wireframe.js +2 -2
  97. package/dist/lines/Wireframe.mjs +2 -2
  98. package/dist/loaders/3DMLoader.d.ts +2 -1
  99. package/dist/loaders/3MFLoader.d.ts +2 -1
  100. package/dist/loaders/AMFLoader.d.ts +2 -1
  101. package/dist/loaders/AssimpLoader.d.ts +20 -0
  102. package/dist/loaders/AssimpLoader.js +520 -482
  103. package/dist/loaders/AssimpLoader.mjs +520 -482
  104. package/dist/loaders/BVHLoader.d.ts +2 -1
  105. package/dist/loaders/BasisTextureLoader.d.ts +2 -1
  106. package/dist/loaders/BasisTextureLoader.js +23 -14
  107. package/dist/loaders/BasisTextureLoader.mjs +24 -15
  108. package/dist/loaders/ColladaLoader.d.ts +2 -1
  109. package/dist/loaders/DRACOLoader.d.ts +2 -1
  110. package/dist/loaders/FBXLoader.d.ts +2 -1
  111. package/dist/loaders/FBXLoader.js +2 -2
  112. package/dist/loaders/FBXLoader.mjs +2 -2
  113. package/dist/loaders/FontLoader.d.ts +4 -4
  114. package/dist/loaders/FontLoader.js +2 -1
  115. package/dist/loaders/FontLoader.mjs +2 -1
  116. package/dist/loaders/GCodeLoader.d.ts +2 -1
  117. package/dist/loaders/GLTFLoader.d.ts +11 -9
  118. package/dist/loaders/GLTFLoader.js +2 -2
  119. package/dist/loaders/GLTFLoader.mjs +2 -2
  120. package/dist/loaders/HDRCubeTextureLoader.d.ts +2 -1
  121. package/dist/loaders/KMZLoader.d.ts +2 -1
  122. package/dist/loaders/KTX2Loader.js +34 -15
  123. package/dist/loaders/KTX2Loader.mjs +35 -16
  124. package/dist/loaders/LDrawLoader.d.ts +2 -1
  125. package/dist/loaders/LDrawLoader.js +3 -3
  126. package/dist/loaders/LDrawLoader.mjs +3 -3
  127. package/dist/loaders/LUT3dlLoader.d.ts +3 -2
  128. package/dist/loaders/LUTCubeLoader.d.ts +3 -2
  129. package/dist/loaders/LWOLoader.d.ts +2 -1
  130. package/dist/loaders/LottieLoader.d.ts +2 -1
  131. package/dist/loaders/MD2Loader.d.ts +2 -1
  132. package/dist/loaders/MDDLoader.d.ts +2 -1
  133. package/dist/loaders/MMDLoader.d.ts +2 -1
  134. package/dist/loaders/MTLLoader.d.ts +2 -1
  135. package/dist/loaders/OBJLoader.d.ts +2 -1
  136. package/dist/loaders/OBJLoader.js +5 -5
  137. package/dist/loaders/OBJLoader.mjs +5 -5
  138. package/dist/loaders/PCDLoader.d.ts +2 -1
  139. package/dist/loaders/PDBLoader.d.ts +2 -1
  140. package/dist/loaders/PLYLoader.d.ts +2 -1
  141. package/dist/loaders/PRWMLoader.d.ts +2 -1
  142. package/dist/loaders/RGBMLoader.js +924 -918
  143. package/dist/loaders/RGBMLoader.mjs +924 -918
  144. package/dist/loaders/STLLoader.d.ts +2 -1
  145. package/dist/loaders/SVGLoader.d.ts +2 -1
  146. package/dist/loaders/TDSLoader.d.ts +2 -1
  147. package/dist/loaders/TTFLoader.d.ts +2 -1
  148. package/dist/loaders/TiltLoader.d.ts +2 -1
  149. package/dist/loaders/TiltLoader.js +3 -1
  150. package/dist/loaders/TiltLoader.mjs +3 -1
  151. package/dist/loaders/VOXLoader.d.ts +4 -2
  152. package/dist/loaders/VRMLLoader.d.ts +2 -1
  153. package/dist/loaders/VRMLoader.d.ts +20 -0
  154. package/dist/loaders/VTKLoader.d.ts +2 -1
  155. package/dist/loaders/XLoader.d.ts +20 -0
  156. package/dist/loaders/XLoader.js +1 -1
  157. package/dist/loaders/XLoader.mjs +1 -1
  158. package/dist/loaders/XYZLoader.d.ts +2 -1
  159. package/dist/loaders/lwo/IFFParser.js +104 -110
  160. package/dist/loaders/lwo/IFFParser.mjs +104 -110
  161. package/dist/loaders/lwo/LWO2Parser.js +18 -33
  162. package/dist/loaders/lwo/LWO2Parser.mjs +18 -33
  163. package/dist/loaders/lwo/LWO3Parser.js +17 -33
  164. package/dist/loaders/lwo/LWO3Parser.mjs +17 -33
  165. package/dist/math/Capsule.d.ts +1 -1
  166. package/dist/math/Capsule.js +90 -92
  167. package/dist/math/Capsule.mjs +90 -92
  168. package/dist/math/ColorConverter.js +26 -36
  169. package/dist/math/ColorConverter.mjs +26 -36
  170. package/dist/math/ConvexHull.js +16 -17
  171. package/dist/math/ConvexHull.mjs +17 -18
  172. package/dist/math/ImprovedNoise.js +41 -39
  173. package/dist/math/ImprovedNoise.mjs +41 -39
  174. package/dist/math/Lut.js +65 -63
  175. package/dist/math/Lut.mjs +66 -64
  176. package/dist/math/MeshSurfaceSampler.d.ts +3 -0
  177. package/dist/math/MeshSurfaceSampler.js +85 -89
  178. package/dist/math/MeshSurfaceSampler.mjs +85 -89
  179. package/dist/math/OBB.js +68 -88
  180. package/dist/math/OBB.mjs +68 -88
  181. package/dist/math/Octree.js +240 -245
  182. package/dist/math/Octree.mjs +240 -245
  183. package/dist/misc/ConvexObjectBreaker.js +114 -120
  184. package/dist/misc/ConvexObjectBreaker.mjs +115 -121
  185. package/dist/misc/GPUComputationRenderer.d.ts +1 -0
  186. package/dist/misc/GPUComputationRenderer.js +191 -157
  187. package/dist/misc/GPUComputationRenderer.mjs +192 -158
  188. package/dist/misc/Gyroscope.js +16 -18
  189. package/dist/misc/Gyroscope.mjs +17 -19
  190. package/dist/misc/MD2Character.js +88 -86
  191. package/dist/misc/MD2Character.mjs +89 -87
  192. package/dist/misc/MD2CharacterComplex.js +106 -105
  193. package/dist/misc/MD2CharacterComplex.mjs +107 -106
  194. package/dist/misc/MorphAnimMesh.d.ts +1 -1
  195. package/dist/misc/MorphAnimMesh.js +33 -33
  196. package/dist/misc/MorphAnimMesh.mjs +33 -33
  197. package/dist/misc/MorphBlendMesh.js +68 -68
  198. package/dist/misc/MorphBlendMesh.mjs +68 -68
  199. package/dist/misc/ProgressiveLightmap.d.ts +1 -2
  200. package/dist/misc/RollerCoaster.js +321 -314
  201. package/dist/misc/RollerCoaster.mjs +322 -315
  202. package/dist/misc/Volume.d.ts +1 -1
  203. package/dist/misc/Volume.js +169 -166
  204. package/dist/misc/Volume.mjs +170 -167
  205. package/dist/misc/VolumeSlice.js +50 -51
  206. package/dist/misc/VolumeSlice.mjs +50 -51
  207. package/dist/modifiers/CurveModifier.d.ts +2 -2
  208. package/dist/modifiers/CurveModifier.js +1 -1
  209. package/dist/modifiers/CurveModifier.mjs +1 -1
  210. package/dist/modifiers/SimplifyModifier.js +2 -1
  211. package/dist/modifiers/SimplifyModifier.mjs +2 -1
  212. package/dist/objects/Lensflare.js +32 -21
  213. package/dist/objects/Lensflare.mjs +33 -22
  214. package/dist/objects/LightningStorm.d.ts +3 -3
  215. package/dist/objects/LightningStorm.js +3 -3
  216. package/dist/objects/LightningStorm.mjs +3 -3
  217. package/dist/objects/MarchingCubes.d.ts +1 -0
  218. package/dist/objects/MarchingCubes.js +4362 -10
  219. package/dist/objects/MarchingCubes.mjs +4363 -11
  220. package/dist/objects/Reflector.d.ts +5 -2
  221. package/dist/objects/Reflector.js +39 -12
  222. package/dist/objects/Reflector.mjs +40 -13
  223. package/dist/objects/ReflectorForSSRPass.js +25 -21
  224. package/dist/objects/ReflectorForSSRPass.mjs +26 -22
  225. package/dist/objects/ReflectorRTT.d.ts +6 -0
  226. package/dist/objects/Refractor.d.ts +5 -2
  227. package/dist/objects/Refractor.js +39 -12
  228. package/dist/objects/Refractor.mjs +40 -13
  229. package/dist/objects/ShadowMesh.d.ts +6 -3
  230. package/dist/objects/ShadowMesh.js +7 -3
  231. package/dist/objects/ShadowMesh.mjs +8 -4
  232. package/dist/objects/Sky.js +181 -137
  233. package/dist/objects/Sky.mjs +182 -138
  234. package/dist/objects/Water.d.ts +3 -3
  235. package/dist/objects/Water.js +3 -2
  236. package/dist/objects/Water.mjs +3 -2
  237. package/dist/objects/Water2.d.ts +2 -2
  238. package/dist/objects/Water2.js +16 -18
  239. package/dist/objects/Water2.mjs +17 -19
  240. package/dist/postprocessing/AdaptiveToneMappingPass.d.ts +2 -2
  241. package/dist/postprocessing/AdaptiveToneMappingPass.js +105 -112
  242. package/dist/postprocessing/AdaptiveToneMappingPass.mjs +107 -114
  243. package/dist/postprocessing/BokehPass.d.ts +1 -1
  244. package/dist/postprocessing/ClearPass.d.ts +3 -3
  245. package/dist/postprocessing/CubeTexturePass.js +37 -33
  246. package/dist/postprocessing/CubeTexturePass.mjs +37 -33
  247. package/dist/postprocessing/HalftonePass.d.ts +1 -1
  248. package/dist/postprocessing/LUTPass.d.ts +3 -3
  249. package/dist/postprocessing/RenderPixelatedPass.d.ts +28 -0
  250. package/dist/postprocessing/SAOPass.d.ts +5 -6
  251. package/dist/postprocessing/SAOPass.js +151 -145
  252. package/dist/postprocessing/SAOPass.mjs +153 -147
  253. package/dist/postprocessing/SSAARenderPass.d.ts +5 -5
  254. package/dist/postprocessing/SSAARenderPass.js +78 -55
  255. package/dist/postprocessing/SSAARenderPass.mjs +80 -57
  256. package/dist/postprocessing/SSAOPass.d.ts +4 -5
  257. package/dist/postprocessing/SSAOPass.js +17 -10
  258. package/dist/postprocessing/SSAOPass.mjs +17 -10
  259. package/dist/postprocessing/SSRPass.d.ts +6 -7
  260. package/dist/postprocessing/SSRPass.js +235 -262
  261. package/dist/postprocessing/SSRPass.mjs +237 -264
  262. package/dist/postprocessing/TAARenderPass.d.ts +2 -2
  263. package/dist/postprocessing/TAARenderPass.js +106 -27
  264. package/dist/postprocessing/TAARenderPass.mjs +107 -28
  265. package/dist/postprocessing/TexturePass.d.ts +2 -2
  266. package/dist/postprocessing/TexturePass.js +24 -22
  267. package/dist/postprocessing/TexturePass.mjs +25 -23
  268. package/dist/postprocessing/UnrealBloomPass.js +175 -118
  269. package/dist/postprocessing/UnrealBloomPass.mjs +177 -120
  270. package/dist/renderers/CSS2DRenderer.d.ts +2 -1
  271. package/dist/renderers/CSS2DRenderer.js +5 -4
  272. package/dist/renderers/CSS2DRenderer.mjs +6 -5
  273. package/dist/renderers/CSS3DRenderer.d.ts +1 -1
  274. package/dist/renderers/CSS3DRenderer.js +147 -113
  275. package/dist/renderers/CSS3DRenderer.mjs +148 -114
  276. package/dist/renderers/Projector.js +377 -389
  277. package/dist/renderers/Projector.mjs +377 -389
  278. package/dist/renderers/SVGRenderer.js +280 -275
  279. package/dist/renderers/SVGRenderer.mjs +280 -275
  280. package/dist/shaders/ACESFilmicToneMappingShader.d.ts +1 -1
  281. package/dist/shaders/AfterimageShader.d.ts +1 -1
  282. package/dist/shaders/BasicShader.d.ts +1 -1
  283. package/dist/shaders/BleachBypassShader.d.ts +1 -1
  284. package/dist/shaders/BokehShader.d.ts +2 -2
  285. package/dist/shaders/BokehShader2.d.ts +2 -2
  286. package/dist/shaders/BokehShader2.js +1 -1
  287. package/dist/shaders/BokehShader2.mjs +1 -1
  288. package/dist/shaders/ColorCorrectionShader.js +3 -3
  289. package/dist/shaders/ColorCorrectionShader.mjs +3 -3
  290. package/dist/shaders/ColorifyShader.js +1 -1
  291. package/dist/shaders/ColorifyShader.mjs +1 -1
  292. package/dist/shaders/ConvolutionShader.d.ts +2 -2
  293. package/dist/shaders/ConvolutionShader.js +1 -1
  294. package/dist/shaders/ConvolutionShader.mjs +1 -1
  295. package/dist/shaders/CopyShader.d.ts +1 -1
  296. package/dist/shaders/DepthLimitedBlurShader.d.ts +2 -2
  297. package/dist/shaders/DepthLimitedBlurShader.js +2 -2
  298. package/dist/shaders/DepthLimitedBlurShader.mjs +2 -2
  299. package/dist/shaders/DotScreenShader.js +2 -2
  300. package/dist/shaders/DotScreenShader.mjs +2 -2
  301. package/dist/shaders/FXAAShader.js +1 -1
  302. package/dist/shaders/FXAAShader.mjs +1 -1
  303. package/dist/shaders/FreiChenShader.js +1 -1
  304. package/dist/shaders/FreiChenShader.mjs +1 -1
  305. package/dist/shaders/GammaCorrectionShader.d.ts +1 -1
  306. package/dist/shaders/GodRaysShader.js +4 -4
  307. package/dist/shaders/GodRaysShader.mjs +4 -4
  308. package/dist/shaders/HorizontalBlurShader.d.ts +1 -1
  309. package/dist/shaders/LuminosityHighPassShader.js +1 -1
  310. package/dist/shaders/LuminosityHighPassShader.mjs +1 -1
  311. package/dist/shaders/NormalMapShader.js +2 -2
  312. package/dist/shaders/NormalMapShader.mjs +2 -2
  313. package/dist/shaders/SAOShader.d.ts +2 -2
  314. package/dist/shaders/SAOShader.js +3 -3
  315. package/dist/shaders/SAOShader.mjs +3 -3
  316. package/dist/shaders/SMAAShader.js +3 -3
  317. package/dist/shaders/SMAAShader.mjs +3 -3
  318. package/dist/shaders/SSAOShader.js +4 -4
  319. package/dist/shaders/SSAOShader.mjs +4 -4
  320. package/dist/shaders/SSRShader.js +4 -4
  321. package/dist/shaders/SSRShader.mjs +4 -4
  322. package/dist/shaders/SobelOperatorShader.js +1 -1
  323. package/dist/shaders/SobelOperatorShader.mjs +1 -1
  324. package/dist/shaders/SubsurfaceScatteringShader.d.ts +2 -2
  325. package/dist/shaders/SubsurfaceScatteringShader.js +91 -52
  326. package/dist/shaders/SubsurfaceScatteringShader.mjs +91 -52
  327. package/dist/shaders/ToonShader.js +25 -25
  328. package/dist/shaders/ToonShader.mjs +25 -25
  329. package/dist/shaders/TriangleBlurShader.js +1 -1
  330. package/dist/shaders/TriangleBlurShader.mjs +1 -1
  331. package/dist/shaders/VerticalBlurShader.d.ts +1 -1
  332. package/dist/shaders/VolumeShader.js +2 -2
  333. package/dist/shaders/VolumeShader.mjs +2 -2
  334. package/dist/shaders/types.d.ts +2 -2
  335. package/dist/types/Loader.d.ts +4 -0
  336. package/dist/types/Loader.js +26 -0
  337. package/dist/types/Loader.mjs +9 -0
  338. package/dist/types/shared.d.ts +2 -2
  339. package/dist/types/utils.d.ts +1 -1
  340. package/dist/utils/BufferGeometryUtils.d.ts +2 -2
  341. package/dist/utils/BufferGeometryUtils.js +1 -1
  342. package/dist/utils/BufferGeometryUtils.mjs +1 -1
  343. package/dist/utils/RoughnessMipmapper.d.ts +8 -0
  344. package/dist/utils/RoughnessMipmapper.js +79 -75
  345. package/dist/utils/RoughnessMipmapper.mjs +79 -75
  346. package/dist/utils/ShadowMapViewer.js +103 -106
  347. package/dist/utils/ShadowMapViewer.mjs +103 -106
  348. package/dist/utils/SkeletonUtils.d.ts +5 -21
  349. package/dist/utils/SkeletonUtils.js +182 -263
  350. package/dist/utils/SkeletonUtils.mjs +183 -264
  351. package/dist/utils/UVsDebug.js +37 -42
  352. package/dist/utils/UVsDebug.mjs +37 -42
  353. package/dist/webxr/ARButton.d.ts +2 -1
  354. package/dist/webxr/OculusHandModel.d.ts +2 -1
  355. package/dist/webxr/OculusHandPointerModel.d.ts +2 -2
  356. package/dist/webxr/OculusHandPointerModel.js +2 -2
  357. package/dist/webxr/OculusHandPointerModel.mjs +2 -2
  358. package/dist/webxr/VRButton.d.ts +2 -1
  359. package/dist/webxr/XRHandPrimitiveModel.js +2 -2
  360. package/dist/webxr/XRHandPrimitiveModel.mjs +2 -2
  361. package/package.json +5 -6
  362. package/dist/custom.d.ts +0 -5
  363. package/dist/loaders/NodeMaterialLoader.js +0 -146
  364. package/dist/loaders/NodeMaterialLoader.mjs +0 -146
  365. package/dist/nodes/Nodes.js +0 -347
  366. package/dist/nodes/Nodes.mjs +0 -347
  367. package/dist/nodes/ShaderNode.js +0 -408
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@@ -5,92 +5,91 @@ const Pass = require("./Pass.js");
5
5
  const CopyShader = require("../shaders/CopyShader.js");
6
6
  const LuminosityShader = require("../shaders/LuminosityShader.js");
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7
  const ToneMapShader = require("../shaders/ToneMapShader.js");
8
- var AdaptiveToneMappingPass = function(adaptive, resolution) {
9
- this.resolution = resolution !== void 0 ? resolution : 256;
10
- this.needsInit = true;
11
- this.adaptive = adaptive !== void 0 ? !!adaptive : true;
12
- this.luminanceRT = null;
13
- this.previousLuminanceRT = null;
14
- this.currentLuminanceRT = null;
15
- if (CopyShader.CopyShader === void 0)
16
- console.error("THREE.AdaptiveToneMappingPass relies on CopyShader");
17
- var copyShader = CopyShader.CopyShader;
18
- this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
19
- this.materialCopy = new THREE.ShaderMaterial({
20
- uniforms: this.copyUniforms,
21
- vertexShader: copyShader.vertexShader,
22
- fragmentShader: copyShader.fragmentShader,
23
- blending: THREE.NoBlending,
24
- depthTest: false
25
- });
26
- if (LuminosityShader.LuminosityShader === void 0)
27
- console.error("THREE.AdaptiveToneMappingPass relies on LuminosityShader");
28
- this.materialLuminance = new THREE.ShaderMaterial({
29
- uniforms: THREE.UniformsUtils.clone(LuminosityShader.LuminosityShader.uniforms),
30
- vertexShader: LuminosityShader.LuminosityShader.vertexShader,
31
- fragmentShader: LuminosityShader.LuminosityShader.fragmentShader,
32
- blending: THREE.NoBlending
33
- });
34
- this.adaptLuminanceShader = {
35
- defines: {
36
- MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2)).toFixed(1)
37
- },
38
- uniforms: {
39
- lastLum: { value: null },
40
- currentLum: { value: null },
41
- minLuminance: { value: 0.01 },
42
- delta: { value: 0.016 },
43
- tau: { value: 1 }
44
- },
45
- vertexShader: [
46
- "varying vec2 vUv;",
47
- "void main() {",
48
- " vUv = uv;",
49
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
50
- "}"
51
- ].join("\n"),
52
- fragmentShader: [
53
- "varying vec2 vUv;",
54
- "uniform sampler2D lastLum;",
55
- "uniform sampler2D currentLum;",
56
- "uniform float minLuminance;",
57
- "uniform float delta;",
58
- "uniform float tau;",
59
- "void main() {",
60
- " vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );",
61
- " vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );",
62
- " float fLastLum = max( minLuminance, lastLum.r );",
63
- " float fCurrentLum = max( minLuminance, currentLum.r );",
64
- //The adaption seems to work better in extreme lighting differences
65
- //if the input luminance is squared.
66
- " fCurrentLum *= fCurrentLum;",
67
- // Adapt the luminance using Pattanaik's technique
68
- " float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));",
69
- // "fAdaptedLum = sqrt(fAdaptedLum);",
70
- " gl_FragColor.r = fAdaptedLum;",
71
- "}"
72
- ].join("\n")
73
- };
74
- this.materialAdaptiveLum = new THREE.ShaderMaterial({
75
- uniforms: THREE.UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
76
- vertexShader: this.adaptLuminanceShader.vertexShader,
77
- fragmentShader: this.adaptLuminanceShader.fragmentShader,
78
- defines: Object.assign({}, this.adaptLuminanceShader.defines),
79
- blending: THREE.NoBlending
80
- });
81
- if (ToneMapShader.ToneMapShader === void 0)
82
- console.error("THREE.AdaptiveToneMappingPass relies on ToneMapShader");
83
- this.materialToneMap = new THREE.ShaderMaterial({
84
- uniforms: THREE.UniformsUtils.clone(ToneMapShader.ToneMapShader.uniforms),
85
- vertexShader: ToneMapShader.ToneMapShader.vertexShader,
86
- fragmentShader: ToneMapShader.ToneMapShader.fragmentShader,
87
- blending: THREE.NoBlending
88
- });
89
- this.fsQuad = new Pass.FullScreenQuad(null);
90
- };
91
- AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.prototype), {
92
- constructor: AdaptiveToneMappingPass,
93
- render: function(renderer, writeBuffer, readBuffer, deltaTime) {
8
+ class AdaptiveToneMappingPass extends Pass.Pass {
9
+ constructor(adaptive, resolution) {
10
+ super();
11
+ this.resolution = resolution !== void 0 ? resolution : 256;
12
+ this.needsInit = true;
13
+ this.adaptive = adaptive !== void 0 ? !!adaptive : true;
14
+ this.luminanceRT = null;
15
+ this.previousLuminanceRT = null;
16
+ this.currentLuminanceRT = null;
17
+ const copyShader = CopyShader.CopyShader;
18
+ this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
19
+ this.materialCopy = new THREE.ShaderMaterial({
20
+ uniforms: this.copyUniforms,
21
+ vertexShader: copyShader.vertexShader,
22
+ fragmentShader: copyShader.fragmentShader,
23
+ blending: THREE.NoBlending,
24
+ depthTest: false
25
+ });
26
+ this.materialLuminance = new THREE.ShaderMaterial({
27
+ uniforms: THREE.UniformsUtils.clone(LuminosityShader.LuminosityShader.uniforms),
28
+ vertexShader: LuminosityShader.LuminosityShader.vertexShader,
29
+ fragmentShader: LuminosityShader.LuminosityShader.fragmentShader,
30
+ blending: THREE.NoBlending
31
+ });
32
+ this.adaptLuminanceShader = {
33
+ defines: {
34
+ MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2)).toFixed(1)
35
+ },
36
+ uniforms: {
37
+ lastLum: { value: null },
38
+ currentLum: { value: null },
39
+ minLuminance: { value: 0.01 },
40
+ delta: { value: 0.016 },
41
+ tau: { value: 1 }
42
+ },
43
+ vertexShader: `varying vec2 vUv;
44
+
45
+ void main() {
46
+
47
+ vUv = uv;
48
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
49
+
50
+ }`,
51
+ fragmentShader: `varying vec2 vUv;
52
+
53
+ uniform sampler2D lastLum;
54
+ uniform sampler2D currentLum;
55
+ uniform float minLuminance;
56
+ uniform float delta;
57
+ uniform float tau;
58
+
59
+ void main() {
60
+
61
+ vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );
62
+ vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );
63
+
64
+ float fLastLum = max( minLuminance, lastLum.r );
65
+ float fCurrentLum = max( minLuminance, currentLum.r );
66
+
67
+ //The adaption seems to work better in extreme lighting differences
68
+ //if the input luminance is squared.
69
+ fCurrentLum *= fCurrentLum;
70
+
71
+ // Adapt the luminance using Pattanaik's technique
72
+ float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));
73
+ // "fAdaptedLum = sqrt(fAdaptedLum);
74
+ gl_FragColor.r = fAdaptedLum;
75
+ }`
76
+ };
77
+ this.materialAdaptiveLum = new THREE.ShaderMaterial({
78
+ uniforms: THREE.UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
79
+ vertexShader: this.adaptLuminanceShader.vertexShader,
80
+ fragmentShader: this.adaptLuminanceShader.fragmentShader,
81
+ defines: Object.assign({}, this.adaptLuminanceShader.defines),
82
+ blending: THREE.NoBlending
83
+ });
84
+ this.materialToneMap = new THREE.ShaderMaterial({
85
+ uniforms: THREE.UniformsUtils.clone(ToneMapShader.ToneMapShader.uniforms),
86
+ vertexShader: ToneMapShader.ToneMapShader.vertexShader,
87
+ fragmentShader: ToneMapShader.ToneMapShader.fragmentShader,
88
+ blending: THREE.NoBlending
89
+ });
90
+ this.fsQuad = new Pass.FullScreenQuad(null);
91
+ }
92
+ render(renderer, writeBuffer, readBuffer, deltaTime) {
94
93
  if (this.needsInit) {
95
94
  this.reset(renderer);
96
95
  this.luminanceRT.texture.type = readBuffer.texture.type;
@@ -125,8 +124,8 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
125
124
  renderer.clear();
126
125
  this.fsQuad.render(renderer);
127
126
  }
128
- },
129
- reset: function() {
127
+ }
128
+ reset() {
130
129
  if (this.luminanceRT) {
131
130
  this.luminanceRT.dispose();
132
131
  }
@@ -136,19 +135,13 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
136
135
  if (this.previousLuminanceRT) {
137
136
  this.previousLuminanceRT.dispose();
138
137
  }
139
- var pars = {
140
- minFilter: THREE.LinearFilter,
141
- magFilter: THREE.LinearFilter,
142
- format: THREE.RGBAFormat
143
- };
144
- this.luminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
138
+ this.luminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution);
145
139
  this.luminanceRT.texture.name = "AdaptiveToneMappingPass.l";
146
140
  this.luminanceRT.texture.generateMipmaps = false;
147
- this.previousLuminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
141
+ this.previousLuminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution);
148
142
  this.previousLuminanceRT.texture.name = "AdaptiveToneMappingPass.pl";
149
143
  this.previousLuminanceRT.texture.generateMipmaps = false;
150
- pars.minFilter = THREE.LinearMipmapLinearFilter;
151
- pars.generateMipmaps = true;
144
+ const pars = { minFilter: THREE.LinearMipmapLinearFilter, generateMipmaps: true };
152
145
  this.currentLuminanceRT = new THREE.WebGLRenderTarget(this.resolution, this.resolution, pars);
153
146
  this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";
154
147
  if (this.adaptive) {
@@ -159,8 +152,8 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
159
152
  this.materialLuminance.needsUpdate = true;
160
153
  this.materialAdaptiveLum.needsUpdate = true;
161
154
  this.materialToneMap.needsUpdate = true;
162
- },
163
- setAdaptive: function(adaptive) {
155
+ }
156
+ setAdaptive(adaptive) {
164
157
  if (adaptive) {
165
158
  this.adaptive = true;
166
159
  this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
@@ -171,34 +164,34 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
171
164
  this.materialToneMap.uniforms.luminanceMap.value = null;
172
165
  }
173
166
  this.materialToneMap.needsUpdate = true;
174
- },
175
- setAdaptionRate: function(rate) {
167
+ }
168
+ setAdaptionRate(rate) {
176
169
  if (rate) {
177
170
  this.materialAdaptiveLum.uniforms.tau.value = Math.abs(rate);
178
171
  }
179
- },
180
- setMinLuminance: function(minLum) {
172
+ }
173
+ setMinLuminance(minLum) {
181
174
  if (minLum) {
182
175
  this.materialToneMap.uniforms.minLuminance.value = minLum;
183
176
  this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
184
177
  }
185
- },
186
- setMaxLuminance: function(maxLum) {
178
+ }
179
+ setMaxLuminance(maxLum) {
187
180
  if (maxLum) {
188
181
  this.materialToneMap.uniforms.maxLuminance.value = maxLum;
189
182
  }
190
- },
191
- setAverageLuminance: function(avgLum) {
183
+ }
184
+ setAverageLuminance(avgLum) {
192
185
  if (avgLum) {
193
186
  this.materialToneMap.uniforms.averageLuminance.value = avgLum;
194
187
  }
195
- },
196
- setMiddleGrey: function(middleGrey) {
188
+ }
189
+ setMiddleGrey(middleGrey) {
197
190
  if (middleGrey) {
198
191
  this.materialToneMap.uniforms.middleGrey.value = middleGrey;
199
192
  }
200
- },
201
- dispose: function() {
193
+ }
194
+ dispose() {
202
195
  if (this.luminanceRT) {
203
196
  this.luminanceRT.dispose();
204
197
  }
@@ -221,5 +214,5 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.Pass.protot
221
214
  this.materialToneMap.dispose();
222
215
  }
223
216
  }
224
- });
217
+ }
225
218
  exports.AdaptiveToneMappingPass = AdaptiveToneMappingPass;
@@ -1,94 +1,93 @@
1
- import { UniformsUtils, ShaderMaterial, NoBlending, LinearFilter, RGBAFormat, WebGLRenderTarget, LinearMipmapLinearFilter, MeshBasicMaterial } from "three";
2
- import { FullScreenQuad, Pass } from "./Pass.mjs";
1
+ import { UniformsUtils, ShaderMaterial, NoBlending, WebGLRenderTarget, LinearMipmapLinearFilter, MeshBasicMaterial } from "three";
2
+ import { Pass, FullScreenQuad } from "./Pass.mjs";
3
3
  import { CopyShader } from "../shaders/CopyShader.mjs";
4
4
  import { LuminosityShader } from "../shaders/LuminosityShader.mjs";
5
5
  import { ToneMapShader } from "../shaders/ToneMapShader.mjs";
6
- var AdaptiveToneMappingPass = function(adaptive, resolution) {
7
- this.resolution = resolution !== void 0 ? resolution : 256;
8
- this.needsInit = true;
9
- this.adaptive = adaptive !== void 0 ? !!adaptive : true;
10
- this.luminanceRT = null;
11
- this.previousLuminanceRT = null;
12
- this.currentLuminanceRT = null;
13
- if (CopyShader === void 0)
14
- console.error("THREE.AdaptiveToneMappingPass relies on CopyShader");
15
- var copyShader = CopyShader;
16
- this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
17
- this.materialCopy = new ShaderMaterial({
18
- uniforms: this.copyUniforms,
19
- vertexShader: copyShader.vertexShader,
20
- fragmentShader: copyShader.fragmentShader,
21
- blending: NoBlending,
22
- depthTest: false
23
- });
24
- if (LuminosityShader === void 0)
25
- console.error("THREE.AdaptiveToneMappingPass relies on LuminosityShader");
26
- this.materialLuminance = new ShaderMaterial({
27
- uniforms: UniformsUtils.clone(LuminosityShader.uniforms),
28
- vertexShader: LuminosityShader.vertexShader,
29
- fragmentShader: LuminosityShader.fragmentShader,
30
- blending: NoBlending
31
- });
32
- this.adaptLuminanceShader = {
33
- defines: {
34
- MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2)).toFixed(1)
35
- },
36
- uniforms: {
37
- lastLum: { value: null },
38
- currentLum: { value: null },
39
- minLuminance: { value: 0.01 },
40
- delta: { value: 0.016 },
41
- tau: { value: 1 }
42
- },
43
- vertexShader: [
44
- "varying vec2 vUv;",
45
- "void main() {",
46
- " vUv = uv;",
47
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
48
- "}"
49
- ].join("\n"),
50
- fragmentShader: [
51
- "varying vec2 vUv;",
52
- "uniform sampler2D lastLum;",
53
- "uniform sampler2D currentLum;",
54
- "uniform float minLuminance;",
55
- "uniform float delta;",
56
- "uniform float tau;",
57
- "void main() {",
58
- " vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );",
59
- " vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );",
60
- " float fLastLum = max( minLuminance, lastLum.r );",
61
- " float fCurrentLum = max( minLuminance, currentLum.r );",
62
- //The adaption seems to work better in extreme lighting differences
63
- //if the input luminance is squared.
64
- " fCurrentLum *= fCurrentLum;",
65
- // Adapt the luminance using Pattanaik's technique
66
- " float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));",
67
- // "fAdaptedLum = sqrt(fAdaptedLum);",
68
- " gl_FragColor.r = fAdaptedLum;",
69
- "}"
70
- ].join("\n")
71
- };
72
- this.materialAdaptiveLum = new ShaderMaterial({
73
- uniforms: UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
74
- vertexShader: this.adaptLuminanceShader.vertexShader,
75
- fragmentShader: this.adaptLuminanceShader.fragmentShader,
76
- defines: Object.assign({}, this.adaptLuminanceShader.defines),
77
- blending: NoBlending
78
- });
79
- if (ToneMapShader === void 0)
80
- console.error("THREE.AdaptiveToneMappingPass relies on ToneMapShader");
81
- this.materialToneMap = new ShaderMaterial({
82
- uniforms: UniformsUtils.clone(ToneMapShader.uniforms),
83
- vertexShader: ToneMapShader.vertexShader,
84
- fragmentShader: ToneMapShader.fragmentShader,
85
- blending: NoBlending
86
- });
87
- this.fsQuad = new FullScreenQuad(null);
88
- };
89
- AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype), {
90
- constructor: AdaptiveToneMappingPass,
91
- render: function(renderer, writeBuffer, readBuffer, deltaTime) {
6
+ class AdaptiveToneMappingPass extends Pass {
7
+ constructor(adaptive, resolution) {
8
+ super();
9
+ this.resolution = resolution !== void 0 ? resolution : 256;
10
+ this.needsInit = true;
11
+ this.adaptive = adaptive !== void 0 ? !!adaptive : true;
12
+ this.luminanceRT = null;
13
+ this.previousLuminanceRT = null;
14
+ this.currentLuminanceRT = null;
15
+ const copyShader = CopyShader;
16
+ this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
17
+ this.materialCopy = new ShaderMaterial({
18
+ uniforms: this.copyUniforms,
19
+ vertexShader: copyShader.vertexShader,
20
+ fragmentShader: copyShader.fragmentShader,
21
+ blending: NoBlending,
22
+ depthTest: false
23
+ });
24
+ this.materialLuminance = new ShaderMaterial({
25
+ uniforms: UniformsUtils.clone(LuminosityShader.uniforms),
26
+ vertexShader: LuminosityShader.vertexShader,
27
+ fragmentShader: LuminosityShader.fragmentShader,
28
+ blending: NoBlending
29
+ });
30
+ this.adaptLuminanceShader = {
31
+ defines: {
32
+ MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2)).toFixed(1)
33
+ },
34
+ uniforms: {
35
+ lastLum: { value: null },
36
+ currentLum: { value: null },
37
+ minLuminance: { value: 0.01 },
38
+ delta: { value: 0.016 },
39
+ tau: { value: 1 }
40
+ },
41
+ vertexShader: `varying vec2 vUv;
42
+
43
+ void main() {
44
+
45
+ vUv = uv;
46
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
47
+
48
+ }`,
49
+ fragmentShader: `varying vec2 vUv;
50
+
51
+ uniform sampler2D lastLum;
52
+ uniform sampler2D currentLum;
53
+ uniform float minLuminance;
54
+ uniform float delta;
55
+ uniform float tau;
56
+
57
+ void main() {
58
+
59
+ vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );
60
+ vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );
61
+
62
+ float fLastLum = max( minLuminance, lastLum.r );
63
+ float fCurrentLum = max( minLuminance, currentLum.r );
64
+
65
+ //The adaption seems to work better in extreme lighting differences
66
+ //if the input luminance is squared.
67
+ fCurrentLum *= fCurrentLum;
68
+
69
+ // Adapt the luminance using Pattanaik's technique
70
+ float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));
71
+ // "fAdaptedLum = sqrt(fAdaptedLum);
72
+ gl_FragColor.r = fAdaptedLum;
73
+ }`
74
+ };
75
+ this.materialAdaptiveLum = new ShaderMaterial({
76
+ uniforms: UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
77
+ vertexShader: this.adaptLuminanceShader.vertexShader,
78
+ fragmentShader: this.adaptLuminanceShader.fragmentShader,
79
+ defines: Object.assign({}, this.adaptLuminanceShader.defines),
80
+ blending: NoBlending
81
+ });
82
+ this.materialToneMap = new ShaderMaterial({
83
+ uniforms: UniformsUtils.clone(ToneMapShader.uniforms),
84
+ vertexShader: ToneMapShader.vertexShader,
85
+ fragmentShader: ToneMapShader.fragmentShader,
86
+ blending: NoBlending
87
+ });
88
+ this.fsQuad = new FullScreenQuad(null);
89
+ }
90
+ render(renderer, writeBuffer, readBuffer, deltaTime) {
92
91
  if (this.needsInit) {
93
92
  this.reset(renderer);
94
93
  this.luminanceRT.texture.type = readBuffer.texture.type;
@@ -123,8 +122,8 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype),
123
122
  renderer.clear();
124
123
  this.fsQuad.render(renderer);
125
124
  }
126
- },
127
- reset: function() {
125
+ }
126
+ reset() {
128
127
  if (this.luminanceRT) {
129
128
  this.luminanceRT.dispose();
130
129
  }
@@ -134,19 +133,13 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype),
134
133
  if (this.previousLuminanceRT) {
135
134
  this.previousLuminanceRT.dispose();
136
135
  }
137
- var pars = {
138
- minFilter: LinearFilter,
139
- magFilter: LinearFilter,
140
- format: RGBAFormat
141
- };
142
- this.luminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
136
+ this.luminanceRT = new WebGLRenderTarget(this.resolution, this.resolution);
143
137
  this.luminanceRT.texture.name = "AdaptiveToneMappingPass.l";
144
138
  this.luminanceRT.texture.generateMipmaps = false;
145
- this.previousLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
139
+ this.previousLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution);
146
140
  this.previousLuminanceRT.texture.name = "AdaptiveToneMappingPass.pl";
147
141
  this.previousLuminanceRT.texture.generateMipmaps = false;
148
- pars.minFilter = LinearMipmapLinearFilter;
149
- pars.generateMipmaps = true;
142
+ const pars = { minFilter: LinearMipmapLinearFilter, generateMipmaps: true };
150
143
  this.currentLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
151
144
  this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";
152
145
  if (this.adaptive) {
@@ -157,8 +150,8 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype),
157
150
  this.materialLuminance.needsUpdate = true;
158
151
  this.materialAdaptiveLum.needsUpdate = true;
159
152
  this.materialToneMap.needsUpdate = true;
160
- },
161
- setAdaptive: function(adaptive) {
153
+ }
154
+ setAdaptive(adaptive) {
162
155
  if (adaptive) {
163
156
  this.adaptive = true;
164
157
  this.materialToneMap.defines["ADAPTED_LUMINANCE"] = "";
@@ -169,34 +162,34 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype),
169
162
  this.materialToneMap.uniforms.luminanceMap.value = null;
170
163
  }
171
164
  this.materialToneMap.needsUpdate = true;
172
- },
173
- setAdaptionRate: function(rate) {
165
+ }
166
+ setAdaptionRate(rate) {
174
167
  if (rate) {
175
168
  this.materialAdaptiveLum.uniforms.tau.value = Math.abs(rate);
176
169
  }
177
- },
178
- setMinLuminance: function(minLum) {
170
+ }
171
+ setMinLuminance(minLum) {
179
172
  if (minLum) {
180
173
  this.materialToneMap.uniforms.minLuminance.value = minLum;
181
174
  this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
182
175
  }
183
- },
184
- setMaxLuminance: function(maxLum) {
176
+ }
177
+ setMaxLuminance(maxLum) {
185
178
  if (maxLum) {
186
179
  this.materialToneMap.uniforms.maxLuminance.value = maxLum;
187
180
  }
188
- },
189
- setAverageLuminance: function(avgLum) {
181
+ }
182
+ setAverageLuminance(avgLum) {
190
183
  if (avgLum) {
191
184
  this.materialToneMap.uniforms.averageLuminance.value = avgLum;
192
185
  }
193
- },
194
- setMiddleGrey: function(middleGrey) {
186
+ }
187
+ setMiddleGrey(middleGrey) {
195
188
  if (middleGrey) {
196
189
  this.materialToneMap.uniforms.middleGrey.value = middleGrey;
197
190
  }
198
- },
199
- dispose: function() {
191
+ }
192
+ dispose() {
200
193
  if (this.luminanceRT) {
201
194
  this.luminanceRT.dispose();
202
195
  }
@@ -219,7 +212,7 @@ AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype),
219
212
  this.materialToneMap.dispose();
220
213
  }
221
214
  }
222
- });
215
+ }
223
216
  export {
224
217
  AdaptiveToneMappingPass
225
218
  };
@@ -3,7 +3,7 @@
3
3
  */
4
4
  import { Pass, FullScreenQuad } from './Pass';
5
5
  import { MeshDepthMaterial, PerspectiveCamera, Scene, ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
6
- declare type BokehPassParams = {
6
+ type BokehPassParams = {
7
7
  focus?: number;
8
8
  aspect?: number;
9
9
  aperture?: number;
@@ -1,10 +1,10 @@
1
1
  import { Pass } from './Pass';
2
- import { ColorRepresentation, WebGLRenderer, WebGLRenderTarget } from 'three';
2
+ import { Color, WebGLRenderer, WebGLRenderTarget } from 'three';
3
3
  declare class ClearPass extends Pass {
4
- clearColor: ColorRepresentation;
4
+ clearColor: Color | string | number;
5
5
  clearAlpha: number;
6
6
  private _oldClearColor;
7
- constructor(clearColor?: ColorRepresentation, clearAlpha?: number);
7
+ constructor(clearColor?: Color | string | number, clearAlpha?: number);
8
8
  render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
9
9
  }
10
10
  export { ClearPass };