three-stdlib 2.28.7 → 2.28.8

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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "three-stdlib",
3
- "version": "2.28.7",
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+ "version": "2.28.8",
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4
  "description": "stand-alone library of threejs examples",
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  "keywords": [
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  "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';
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+ import { ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
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  import { Pass, FullScreenQuad } from './Pass';
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+ import { Defines, IShader, Uniforms } from '../shaders/types';
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  declare class ShaderPass extends Pass {
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  textureID: string;
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- uniforms: Shader['uniforms'];
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+ uniforms: Uniforms;
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  material: ShaderMaterial;
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  fsQuad: FullScreenQuad;
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- constructor(shader: ShaderMaterial | (Shader & {
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- defines?: Object;
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- }), textureID?: string);
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+ constructor(shader: ShaderMaterial | IShader<Uniforms, Defines | undefined>, textureID?: string);
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  render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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  }
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  export { ShaderPass };
@@ -1 +1 @@
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- {"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
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  [key: string]: boolean | number | string;
4
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  };
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- type Uniforms = {
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+ export type Uniforms = {
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  [key: string]: IUniform;
7
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  };
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- export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> extends Shader {
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+ export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> {
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  defines?: D;
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  fragmentShader: string;
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  uniforms: U;
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  vertexShader: string;
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  }
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- export {};