three-stdlib 2.28.7 → 2.28.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.28.7",
3
+ "version": "2.28.8",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderPass.cjs","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { Shader, ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Shader['uniforms']\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | (Shader & { defines?: Object }), textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":["Pass","ShaderMaterial","UniformsUtils","FullScreenQuad"],"mappings":";;;;;;;;;;AAGA,MAAM,mBAAmBA,KAAAA,KAAK;AAAA,EAM5B,YAAY,QAA0D,YAAY,YAAY;AACtF;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkBC,MAAAA,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAWC,MAAA,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAID,qBAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAIE,KAAe,eAAA,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;;"}
1
+ {"version":3,"file":"ShaderPass.cjs","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":["Pass","ShaderMaterial","UniformsUtils","FullScreenQuad"],"mappings":";;;;;;;;;;AAIA,MAAM,mBAAmBA,KAAAA,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkBC,MAAAA,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAWC,MAAA,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAID,qBAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAIE,KAAe,eAAA,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;;"}
@@ -1,13 +1,12 @@
1
- import { Shader, ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
1
+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
2
2
  import { Pass, FullScreenQuad } from './Pass';
3
+ import { Defines, IShader, Uniforms } from '../shaders/types';
3
4
  declare class ShaderPass extends Pass {
4
5
  textureID: string;
5
- uniforms: Shader['uniforms'];
6
+ uniforms: Uniforms;
6
7
  material: ShaderMaterial;
7
8
  fsQuad: FullScreenQuad;
8
- constructor(shader: ShaderMaterial | (Shader & {
9
- defines?: Object;
10
- }), textureID?: string);
9
+ constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID?: string);
11
10
  render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
12
11
  }
13
12
  export { ShaderPass };
@@ -1 +1 @@
1
- {"version":3,"file":"ShaderPass.js","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { Shader, ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Shader['uniforms']\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | (Shader & { defines?: Object }), textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,mBAAmB,KAAK;AAAA,EAM5B,YAAY,QAA0D,YAAY,YAAY;AACtF;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkB,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAW,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAI,eAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAI,eAAe,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;"}
1
+ {"version":3,"file":"ShaderPass.js","sources":["../../src/postprocessing/ShaderPass.ts"],"sourcesContent":["import { ShaderMaterial, UniformsUtils, WebGLRenderer, WebGLRenderTarget } from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { Defines, IShader, Uniforms } from '../shaders/types'\n\nclass ShaderPass extends Pass {\n public textureID: string\n public uniforms: Uniforms\n public material: ShaderMaterial\n public fsQuad: FullScreenQuad\n\n constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID = 'tDiffuse') {\n super()\n\n this.textureID = textureID\n\n if (shader instanceof ShaderMaterial) {\n this.uniforms = shader.uniforms\n\n this.material = shader\n } else {\n this.uniforms = UniformsUtils.clone(shader.uniforms)\n\n this.material = new ShaderMaterial({\n defines: Object.assign({}, shader.defines),\n uniforms: this.uniforms,\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n })\n }\n\n this.fsQuad = new FullScreenQuad(this.material)\n }\n\n public render(\n renderer: WebGLRenderer,\n writeBuffer: WebGLRenderTarget,\n readBuffer: WebGLRenderTarget /*, deltaTime, maskActive */,\n ): void {\n if (this.uniforms[this.textureID]) {\n this.uniforms[this.textureID].value = readBuffer.texture\n }\n\n this.fsQuad.material = this.material\n\n if (this.renderToScreen) {\n renderer.setRenderTarget(null)\n this.fsQuad.render(renderer)\n } else {\n renderer.setRenderTarget(writeBuffer)\n // TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n if (this.clear) renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil)\n this.fsQuad.render(renderer)\n }\n }\n}\n\nexport { ShaderPass }\n"],"names":[],"mappings":";;;;;;;;AAIA,MAAM,mBAAmB,KAAK;AAAA,EAM5B,YAAY,QAAiE,YAAY,YAAY;AAC7F;AAND;AACA;AACA;AACA;AAKL,SAAK,YAAY;AAEjB,QAAI,kBAAkB,gBAAgB;AACpC,WAAK,WAAW,OAAO;AAEvB,WAAK,WAAW;AAAA,IAAA,OACX;AACL,WAAK,WAAW,cAAc,MAAM,OAAO,QAAQ;AAE9C,WAAA,WAAW,IAAI,eAAe;AAAA,QACjC,SAAS,OAAO,OAAO,CAAA,GAAI,OAAO,OAAO;AAAA,QACzC,UAAU,KAAK;AAAA,QACf,cAAc,OAAO;AAAA,QACrB,gBAAgB,OAAO;AAAA,MAAA,CACxB;AAAA,IACH;AAEA,SAAK,SAAS,IAAI,eAAe,KAAK,QAAQ;AAAA,EAChD;AAAA,EAEO,OACL,UACA,aACA,YACM;AACN,QAAI,KAAK,SAAS,KAAK,SAAS,GAAG;AACjC,WAAK,SAAS,KAAK,SAAS,EAAE,QAAQ,WAAW;AAAA,IACnD;AAEK,SAAA,OAAO,WAAW,KAAK;AAE5B,QAAI,KAAK,gBAAgB;AACvB,eAAS,gBAAgB,IAAI;AACxB,WAAA,OAAO,OAAO,QAAQ;AAAA,IAAA,OACtB;AACL,eAAS,gBAAgB,WAAW;AAEpC,UAAI,KAAK;AAAO,iBAAS,MAAM,SAAS,gBAAgB,SAAS,gBAAgB,SAAS,gBAAgB;AACrG,WAAA,OAAO,OAAO,QAAQ;AAAA,IAC7B;AAAA,EACF;AACF;"}
@@ -1,14 +1,13 @@
1
- import type { IUniform, Shader } from 'three';
2
- type Defines = {
1
+ import type { IUniform } from 'three';
2
+ export type Defines = {
3
3
  [key: string]: boolean | number | string;
4
4
  };
5
- type Uniforms = {
5
+ export type Uniforms = {
6
6
  [key: string]: IUniform;
7
7
  };
8
- export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> extends Shader {
8
+ export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> {
9
9
  defines?: D;
10
10
  fragmentShader: string;
11
11
  uniforms: U;
12
12
  vertexShader: string;
13
13
  }
14
- export {};