three-stdlib 2.35.2 → 2.35.4

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Files changed (518) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/Pass.cjs.map +1 -1
  270. package/postprocessing/Pass.d.ts +2 -2
  271. package/postprocessing/Pass.js.map +1 -1
  272. package/postprocessing/SAOPass.cjs +267 -264
  273. package/postprocessing/SAOPass.cjs.map +1 -1
  274. package/postprocessing/SAOPass.js +267 -264
  275. package/postprocessing/SAOPass.js.map +1 -1
  276. package/postprocessing/SSAOPass.cjs +253 -250
  277. package/postprocessing/SSAOPass.cjs.map +1 -1
  278. package/postprocessing/SSAOPass.js +253 -250
  279. package/postprocessing/SSAOPass.js.map +1 -1
  280. package/postprocessing/SSRPass.cjs +379 -376
  281. package/postprocessing/SSRPass.cjs.map +1 -1
  282. package/postprocessing/SSRPass.js +379 -376
  283. package/postprocessing/SSRPass.js.map +1 -1
  284. package/postprocessing/UnrealBloomPass.cjs +205 -202
  285. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  286. package/postprocessing/UnrealBloomPass.js +205 -202
  287. package/postprocessing/UnrealBloomPass.js.map +1 -1
  288. package/renderers/CSS2DRenderer.cjs +5 -5
  289. package/renderers/CSS2DRenderer.cjs.map +1 -1
  290. package/renderers/CSS2DRenderer.js +5 -5
  291. package/renderers/CSS2DRenderer.js.map +1 -1
  292. package/renderers/CSS3DRenderer.cjs +5 -5
  293. package/renderers/CSS3DRenderer.cjs.map +1 -1
  294. package/renderers/CSS3DRenderer.js +6 -6
  295. package/renderers/CSS3DRenderer.js.map +1 -1
  296. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  297. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  298. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  299. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  300. package/shaders/AfterimageShader.cjs +41 -22
  301. package/shaders/AfterimageShader.cjs.map +1 -1
  302. package/shaders/AfterimageShader.js +41 -22
  303. package/shaders/AfterimageShader.js.map +1 -1
  304. package/shaders/BasicShader.cjs +20 -6
  305. package/shaders/BasicShader.cjs.map +1 -1
  306. package/shaders/BasicShader.js +20 -6
  307. package/shaders/BasicShader.js.map +1 -1
  308. package/shaders/BleachBypassShader.cjs +46 -26
  309. package/shaders/BleachBypassShader.cjs.map +1 -1
  310. package/shaders/BleachBypassShader.js +46 -26
  311. package/shaders/BleachBypassShader.js.map +1 -1
  312. package/shaders/BlendShader.cjs +33 -19
  313. package/shaders/BlendShader.cjs.map +1 -1
  314. package/shaders/BlendShader.js +33 -19
  315. package/shaders/BlendShader.js.map +1 -1
  316. package/shaders/BokehShader.cjs +117 -90
  317. package/shaders/BokehShader.cjs.map +1 -1
  318. package/shaders/BokehShader.js +117 -90
  319. package/shaders/BokehShader.js.map +1 -1
  320. package/shaders/BokehShader2.cjs +333 -232
  321. package/shaders/BokehShader2.cjs.map +1 -1
  322. package/shaders/BokehShader2.js +333 -232
  323. package/shaders/BokehShader2.js.map +1 -1
  324. package/shaders/BrightnessContrastShader.cjs +38 -22
  325. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  326. package/shaders/BrightnessContrastShader.js +38 -22
  327. package/shaders/BrightnessContrastShader.js.map +1 -1
  328. package/shaders/ColorCorrectionShader.cjs +35 -21
  329. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  330. package/shaders/ColorCorrectionShader.js +35 -21
  331. package/shaders/ColorCorrectionShader.js.map +1 -1
  332. package/shaders/ColorifyShader.cjs +34 -19
  333. package/shaders/ColorifyShader.cjs.map +1 -1
  334. package/shaders/ColorifyShader.js +34 -19
  335. package/shaders/ColorifyShader.js.map +1 -1
  336. package/shaders/ConvolutionShader.cjs +43 -24
  337. package/shaders/ConvolutionShader.cjs.map +1 -1
  338. package/shaders/ConvolutionShader.js +43 -24
  339. package/shaders/ConvolutionShader.js.map +1 -1
  340. package/shaders/CopyShader.cjs +30 -16
  341. package/shaders/CopyShader.cjs.map +1 -1
  342. package/shaders/CopyShader.js +30 -16
  343. package/shaders/CopyShader.js.map +1 -1
  344. package/shaders/DOFMipMapShader.cjs +38 -21
  345. package/shaders/DOFMipMapShader.cjs.map +1 -1
  346. package/shaders/DOFMipMapShader.js +38 -21
  347. package/shaders/DOFMipMapShader.js.map +1 -1
  348. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  349. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  350. package/shaders/DepthLimitedBlurShader.js +98 -69
  351. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  352. package/shaders/DigitalGlitch.cjs +70 -59
  353. package/shaders/DigitalGlitch.cjs.map +1 -1
  354. package/shaders/DigitalGlitch.js +70 -59
  355. package/shaders/DigitalGlitch.js.map +1 -1
  356. package/shaders/DotScreenShader.cjs +49 -28
  357. package/shaders/DotScreenShader.cjs.map +1 -1
  358. package/shaders/DotScreenShader.js +49 -28
  359. package/shaders/DotScreenShader.js.map +1 -1
  360. package/shaders/FXAAShader.cjs +1098 -1089
  361. package/shaders/FXAAShader.cjs.map +1 -1
  362. package/shaders/FXAAShader.js +1098 -1089
  363. package/shaders/FXAAShader.js.map +1 -1
  364. package/shaders/FilmShader.cjs +57 -29
  365. package/shaders/FilmShader.cjs.map +1 -1
  366. package/shaders/FilmShader.js +57 -29
  367. package/shaders/FilmShader.js.map +1 -1
  368. package/shaders/FocusShader.cjs +70 -43
  369. package/shaders/FocusShader.cjs.map +1 -1
  370. package/shaders/FocusShader.js +70 -43
  371. package/shaders/FocusShader.js.map +1 -1
  372. package/shaders/FreiChenShader.cjs +74 -53
  373. package/shaders/FreiChenShader.cjs.map +1 -1
  374. package/shaders/FreiChenShader.js +74 -53
  375. package/shaders/FreiChenShader.js.map +1 -1
  376. package/shaders/FresnelShader.cjs +55 -35
  377. package/shaders/FresnelShader.cjs.map +1 -1
  378. package/shaders/FresnelShader.js +55 -35
  379. package/shaders/FresnelShader.js.map +1 -1
  380. package/shaders/GammaCorrectionShader.cjs +33 -19
  381. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  382. package/shaders/GammaCorrectionShader.js +33 -19
  383. package/shaders/GammaCorrectionShader.js.map +1 -1
  384. package/shaders/GodRaysShader.cjs +193 -116
  385. package/shaders/GodRaysShader.cjs.map +1 -1
  386. package/shaders/GodRaysShader.js +193 -116
  387. package/shaders/GodRaysShader.js.map +1 -1
  388. package/shaders/HalftoneShader.cjs +270 -192
  389. package/shaders/HalftoneShader.cjs.map +1 -1
  390. package/shaders/HalftoneShader.js +270 -192
  391. package/shaders/HalftoneShader.js.map +1 -1
  392. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
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  476. package/shaders/VerticalTiltShiftShader.cjs +43 -27
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  484. package/shaders/VolumeShader.cjs +264 -213
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  500. package/utils/ShadowMapViewer.d.ts +2 -2
  501. package/webxr/ARButton.cjs +109 -106
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  503. package/webxr/ARButton.d.ts +4 -3
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  506. package/webxr/OculusHandPointerModel.cjs +2 -2
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  510. package/webxr/VRButton.cjs +98 -95
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  512. package/webxr/VRButton.d.ts +6 -5
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@@ -1 +1 @@
1
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+ {"version":3,"file":"ConvolutionShader.cjs","sources":["../../src/shaders/ConvolutionShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Convolution shader\n * ported from o3d sample to WebGL / GLSL\n * http://o3d.googlecode.com/svn/trunk/samples/convolution.html\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ConvolutionShaderDefines = {\n KERNEL_SIZE_FLOAT: string\n KERNEL_SIZE_INT: string\n}\n\nexport type ConvolutionShaderUniforms = {\n cKernel: IUniform<number[]>\n tDiffuse: IUniform<Texture | null>\n uImageIncrement: IUniform<Vector2>\n}\n\nexport interface IConvolutionShader extends IShader<ConvolutionShaderUniforms, ConvolutionShaderDefines> {\n buildKernel: (sigma: number) => number[]\n}\n\nexport const ConvolutionShader: IConvolutionShader = {\n defines: {\n KERNEL_SIZE_FLOAT: '25.0',\n KERNEL_SIZE_INT: '25',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n uImageIncrement: { value: /* @__PURE__ */ new Vector2(0.001953125, 0.0) },\n cKernel: { value: [] },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 uImageIncrement;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float cKernel[ KERNEL_SIZE_INT ];\n\n uniform sampler2D tDiffuse;\n uniform vec2 uImageIncrement;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 imageCoord = vUv;\n \tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n \tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {\n\n \t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];\n \t\timageCoord += uImageIncrement;\n\n \t}\n\n \tgl_FragColor = sum;\n\n }\n `,\n\n buildKernel: function (sigma) {\n // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.\n\n function gauss(x: number, sigma: number): number {\n return Math.exp(-(x * x) / (2.0 * sigma * sigma))\n }\n\n const kMaxKernelSize = 25\n\n const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize)\n\n const halfWidth = (kernelSize - 1) * 0.5\n\n const values: number[] = new Array(kernelSize)\n\n let sum = 0.0\n\n for (let i = 0; i < kernelSize; ++i) {\n values[i] = gauss(i - halfWidth, sigma)\n sum += values[i]\n }\n\n // normalize the kernel\n\n for (let i = 0; i < kernelSize; ++i) values[i] /= sum\n\n return values\n },\n}\n"],"names":["Vector2","sigma"],"mappings":";;;AA0BO,MAAM,oBAAwC;AAAA,EACnD,SAAS;AAAA,IACP,mBAAmB;AAAA,IACnB,iBAAiB;AAAA,EACnB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,iBAAiB,EAAE,2BAA2BA,MAAQ,QAAA,YAAa,CAAG,EAAE;AAAA,IACxE,SAAS,EAAE,OAAO,GAAG;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAazB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAyB3B,aAAa,SAAU,OAAO;AAGnB,aAAA,MAAM,GAAWC,QAAuB;AAC/C,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,IAAMA,SAAQA,OAAM;AAAA,IAClD;AAEA,UAAM,iBAAiB;AAEjB,UAAA,aAAa,KAAK,IAAI,IAAI,KAAK,KAAK,QAAQ,CAAG,IAAI,GAAG,cAAc;AAEpE,UAAA,aAAa,aAAa,KAAK;AAE/B,UAAA,SAAmB,IAAI,MAAM,UAAU;AAE7C,QAAI,MAAM;AAEV,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE,GAAG;AACnC,aAAO,CAAC,IAAI,MAAM,IAAI,WAAW,KAAK;AACtC,aAAO,OAAO,CAAC;AAAA,IACjB;AAIA,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE;AAAG,aAAO,CAAC,KAAK;AAE3C,WAAA;AAAA,EACT;AACF;;"}
@@ -6,32 +6,51 @@ const ConvolutionShader = {
6
6
  },
7
7
  uniforms: {
8
8
  tDiffuse: { value: null },
9
- uImageIncrement: { value: new Vector2(1953125e-9, 0) },
9
+ uImageIncrement: { value: /* @__PURE__ */ new Vector2(1953125e-9, 0) },
10
10
  cKernel: { value: [] }
11
11
  },
12
- vertexShader: [
13
- "uniform vec2 uImageIncrement;",
14
- "varying vec2 vUv;",
15
- "void main() {",
16
- " vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;",
17
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18
- "}"
19
- ].join("\n"),
20
- fragmentShader: [
21
- "uniform float cKernel[ KERNEL_SIZE_INT ];",
22
- "uniform sampler2D tDiffuse;",
23
- "uniform vec2 uImageIncrement;",
24
- "varying vec2 vUv;",
25
- "void main() {",
26
- " vec2 imageCoord = vUv;",
27
- " vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
28
- " for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {",
29
- " sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];",
30
- " imageCoord += uImageIncrement;",
31
- " }",
32
- " gl_FragColor = sum;",
33
- "}"
34
- ].join("\n"),
12
+ vertexShader: (
13
+ /* glsl */
14
+ `
15
+ uniform vec2 uImageIncrement;
16
+
17
+ varying vec2 vUv;
18
+
19
+ void main() {
20
+
21
+ vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;
22
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
23
+
24
+ }
25
+ `
26
+ ),
27
+ fragmentShader: (
28
+ /* glsl */
29
+ `
30
+ uniform float cKernel[ KERNEL_SIZE_INT ];
31
+
32
+ uniform sampler2D tDiffuse;
33
+ uniform vec2 uImageIncrement;
34
+
35
+ varying vec2 vUv;
36
+
37
+ void main() {
38
+
39
+ vec2 imageCoord = vUv;
40
+ vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
41
+
42
+ for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {
43
+
44
+ sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];
45
+ imageCoord += uImageIncrement;
46
+
47
+ }
48
+
49
+ gl_FragColor = sum;
50
+
51
+ }
52
+ `
53
+ ),
35
54
  buildKernel: function(sigma) {
36
55
  function gauss(x, sigma2) {
37
56
  return Math.exp(-(x * x) / (2 * sigma2 * sigma2));
@@ -1 +1 @@
1
- {"version":3,"file":"ConvolutionShader.js","sources":["../../src/shaders/ConvolutionShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Convolution shader\n * ported from o3d sample to WebGL / GLSL\n * http://o3d.googlecode.com/svn/trunk/samples/convolution.html\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ConvolutionShaderDefines = {\n KERNEL_SIZE_FLOAT: string\n KERNEL_SIZE_INT: string\n}\n\nexport type ConvolutionShaderUniforms = {\n cKernel: IUniform<number[]>\n tDiffuse: IUniform<Texture | null>\n uImageIncrement: IUniform<Vector2>\n}\n\nexport interface IConvolutionShader extends IShader<ConvolutionShaderUniforms, ConvolutionShaderDefines> {\n buildKernel: (sigma: number) => number[]\n}\n\nexport const ConvolutionShader: IConvolutionShader = {\n defines: {\n KERNEL_SIZE_FLOAT: '25.0',\n KERNEL_SIZE_INT: '25',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n uImageIncrement: { value: new Vector2(0.001953125, 0.0) },\n cKernel: { value: [] },\n },\n\n vertexShader: [\n 'uniform vec2 uImageIncrement;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float cKernel[ KERNEL_SIZE_INT ];',\n\n 'uniform sampler2D tDiffuse;',\n 'uniform vec2 uImageIncrement;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 imageCoord = vUv;',\n '\tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );',\n\n '\tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {',\n\n '\t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];',\n '\t\timageCoord += uImageIncrement;',\n\n '\t}',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n\n buildKernel: function (sigma) {\n // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.\n\n function gauss(x: number, sigma: number): number {\n return Math.exp(-(x * x) / (2.0 * sigma * sigma))\n }\n\n const kMaxKernelSize = 25\n\n const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize)\n\n const halfWidth = (kernelSize - 1) * 0.5\n\n const values: number[] = new Array(kernelSize)\n\n let sum = 0.0\n\n for (let i = 0; i < kernelSize; ++i) {\n values[i] = gauss(i - halfWidth, sigma)\n sum += values[i]\n }\n\n // normalize the kernel\n\n for (let i = 0; i < kernelSize; ++i) values[i] /= sum\n\n return values\n },\n}\n"],"names":["sigma"],"mappings":";AA0BO,MAAM,oBAAwC;AAAA,EACnD,SAAS;AAAA,IACP,mBAAmB;AAAA,IACnB,iBAAiB;AAAA,EACnB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,iBAAiB,EAAE,OAAO,IAAI,QAAQ,YAAa,CAAG,EAAE;AAAA,IACxD,SAAS,EAAE,OAAO,GAAG;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,aAAa,SAAU,OAAO;AAGnB,aAAA,MAAM,GAAWA,QAAuB;AAC/C,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,IAAMA,SAAQA,OAAM;AAAA,IAClD;AAEA,UAAM,iBAAiB;AAEjB,UAAA,aAAa,KAAK,IAAI,IAAI,KAAK,KAAK,QAAQ,CAAG,IAAI,GAAG,cAAc;AAEpE,UAAA,aAAa,aAAa,KAAK;AAE/B,UAAA,SAAmB,IAAI,MAAM,UAAU;AAE7C,QAAI,MAAM;AAEV,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE,GAAG;AACnC,aAAO,CAAC,IAAI,MAAM,IAAI,WAAW,KAAK;AACtC,aAAO,OAAO,CAAC;AAAA,IACjB;AAIA,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE;AAAG,aAAO,CAAC,KAAK;AAE3C,WAAA;AAAA,EACT;AACF;"}
1
+ {"version":3,"file":"ConvolutionShader.js","sources":["../../src/shaders/ConvolutionShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Convolution shader\n * ported from o3d sample to WebGL / GLSL\n * http://o3d.googlecode.com/svn/trunk/samples/convolution.html\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type ConvolutionShaderDefines = {\n KERNEL_SIZE_FLOAT: string\n KERNEL_SIZE_INT: string\n}\n\nexport type ConvolutionShaderUniforms = {\n cKernel: IUniform<number[]>\n tDiffuse: IUniform<Texture | null>\n uImageIncrement: IUniform<Vector2>\n}\n\nexport interface IConvolutionShader extends IShader<ConvolutionShaderUniforms, ConvolutionShaderDefines> {\n buildKernel: (sigma: number) => number[]\n}\n\nexport const ConvolutionShader: IConvolutionShader = {\n defines: {\n KERNEL_SIZE_FLOAT: '25.0',\n KERNEL_SIZE_INT: '25',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n uImageIncrement: { value: /* @__PURE__ */ new Vector2(0.001953125, 0.0) },\n cKernel: { value: [] },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 uImageIncrement;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float cKernel[ KERNEL_SIZE_INT ];\n\n uniform sampler2D tDiffuse;\n uniform vec2 uImageIncrement;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 imageCoord = vUv;\n \tvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n \tfor( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {\n\n \t\tsum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];\n \t\timageCoord += uImageIncrement;\n\n \t}\n\n \tgl_FragColor = sum;\n\n }\n `,\n\n buildKernel: function (sigma) {\n // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.\n\n function gauss(x: number, sigma: number): number {\n return Math.exp(-(x * x) / (2.0 * sigma * sigma))\n }\n\n const kMaxKernelSize = 25\n\n const kernelSize = Math.min(2 * Math.ceil(sigma * 3.0) + 1, kMaxKernelSize)\n\n const halfWidth = (kernelSize - 1) * 0.5\n\n const values: number[] = new Array(kernelSize)\n\n let sum = 0.0\n\n for (let i = 0; i < kernelSize; ++i) {\n values[i] = gauss(i - halfWidth, sigma)\n sum += values[i]\n }\n\n // normalize the kernel\n\n for (let i = 0; i < kernelSize; ++i) values[i] /= sum\n\n return values\n },\n}\n"],"names":["sigma"],"mappings":";AA0BO,MAAM,oBAAwC;AAAA,EACnD,SAAS;AAAA,IACP,mBAAmB;AAAA,IACnB,iBAAiB;AAAA,EACnB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,iBAAiB,EAAE,2BAA2B,QAAQ,YAAa,CAAG,EAAE;AAAA,IACxE,SAAS,EAAE,OAAO,GAAG;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAazB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAyB3B,aAAa,SAAU,OAAO;AAGnB,aAAA,MAAM,GAAWA,QAAuB;AAC/C,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,IAAMA,SAAQA,OAAM;AAAA,IAClD;AAEA,UAAM,iBAAiB;AAEjB,UAAA,aAAa,KAAK,IAAI,IAAI,KAAK,KAAK,QAAQ,CAAG,IAAI,GAAG,cAAc;AAEpE,UAAA,aAAa,aAAa,KAAK;AAE/B,UAAA,SAAmB,IAAI,MAAM,UAAU;AAE7C,QAAI,MAAM;AAEV,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE,GAAG;AACnC,aAAO,CAAC,IAAI,MAAM,IAAI,WAAW,KAAK;AACtC,aAAO,OAAO,CAAC;AAAA,IACjB;AAIA,aAAS,IAAI,GAAG,IAAI,YAAY,EAAE;AAAG,aAAO,CAAC,KAAK;AAE3C,WAAA;AAAA,EACT;AACF;"}
@@ -5,22 +5,36 @@ const CopyShader = {
5
5
  tDiffuse: { value: null },
6
6
  opacity: { value: 1 }
7
7
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float opacity;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 texel = texture2D( tDiffuse, vUv );",
21
- " gl_FragColor = opacity * texel;",
22
- "}"
23
- ].join("\n")
8
+ vertexShader: (
9
+ /* glsl */
10
+ `
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+
15
+ vUv = uv;
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform float opacity;
25
+
26
+ uniform sampler2D tDiffuse;
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ vec4 texel = texture2D( tDiffuse, vUv );
33
+ gl_FragColor = opacity * texel;
34
+
35
+ }
36
+ `
37
+ )
24
38
  };
25
39
  exports.CopyShader = CopyShader;
26
40
  //# sourceMappingURL=CopyShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"CopyShader.cjs","sources":["../../src/shaders/CopyShader.ts"],"sourcesContent":["/**\n * Full-screen textured quad shader\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type CopyShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface ICopyShader extends IShader<CopyShaderUniforms> {}\n\nexport const CopyShader: ICopyShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n '\tgl_FragColor = opacity * texel;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAcO,MAAM,aAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"CopyShader.cjs","sources":["../../src/shaders/CopyShader.ts"],"sourcesContent":["/**\n * Full-screen textured quad shader\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type CopyShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface ICopyShader extends IShader<CopyShaderUniforms> {}\n\nexport const CopyShader: ICopyShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n \tgl_FragColor = opacity * texel;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAcO,MAAM,aAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAc7B;;"}
@@ -3,22 +3,36 @@ const CopyShader = {
3
3
  tDiffuse: { value: null },
4
4
  opacity: { value: 1 }
5
5
  },
6
- vertexShader: [
7
- "varying vec2 vUv;",
8
- "void main() {",
9
- " vUv = uv;",
10
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
- "}"
12
- ].join("\n"),
13
- fragmentShader: [
14
- "uniform float opacity;",
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "void main() {",
18
- " vec4 texel = texture2D( tDiffuse, vUv );",
19
- " gl_FragColor = opacity * texel;",
20
- "}"
21
- ].join("\n")
6
+ vertexShader: (
7
+ /* glsl */
8
+ `
9
+ varying vec2 vUv;
10
+
11
+ void main() {
12
+
13
+ vUv = uv;
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
15
+
16
+ }
17
+ `
18
+ ),
19
+ fragmentShader: (
20
+ /* glsl */
21
+ `
22
+ uniform float opacity;
23
+
24
+ uniform sampler2D tDiffuse;
25
+
26
+ varying vec2 vUv;
27
+
28
+ void main() {
29
+
30
+ vec4 texel = texture2D( tDiffuse, vUv );
31
+ gl_FragColor = opacity * texel;
32
+
33
+ }
34
+ `
35
+ )
22
36
  };
23
37
  export {
24
38
  CopyShader
@@ -1 +1 @@
1
- {"version":3,"file":"CopyShader.js","sources":["../../src/shaders/CopyShader.ts"],"sourcesContent":["/**\n * Full-screen textured quad shader\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type CopyShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface ICopyShader extends IShader<CopyShaderUniforms> {}\n\nexport const CopyShader: ICopyShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n '\tgl_FragColor = opacity * texel;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAcO,MAAM,aAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"CopyShader.js","sources":["../../src/shaders/CopyShader.ts"],"sourcesContent":["/**\n * Full-screen textured quad shader\n */\n\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type CopyShaderUniforms = {\n opacity: IUniform<number>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface ICopyShader extends IShader<CopyShaderUniforms> {}\n\nexport const CopyShader: ICopyShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n \tgl_FragColor = opacity * texel;\n\n }\n `,\n}\n"],"names":[],"mappings":"AAcO,MAAM,aAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAc7B;"}
@@ -7,27 +7,44 @@ const DOFMipMapShader = {
7
7
  focus: { value: 1 },
8
8
  maxblur: { value: 1 }
9
9
  },
10
- vertexShader: [
11
- "varying vec2 vUv;",
12
- "void main() {",
13
- " vUv = uv;",
14
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
15
- "}"
16
- ].join("\n"),
17
- fragmentShader: [
18
- "uniform float focus;",
19
- "uniform float maxblur;",
20
- "uniform sampler2D tColor;",
21
- "uniform sampler2D tDepth;",
22
- "varying vec2 vUv;",
23
- "void main() {",
24
- " vec4 depth = texture2D( tDepth, vUv );",
25
- " float factor = depth.x - focus;",
26
- " vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
27
- " gl_FragColor = col;",
28
- " gl_FragColor.a = 1.0;",
29
- "}"
30
- ].join("\n")
10
+ vertexShader: (
11
+ /* glsl */
12
+ `
13
+ varying vec2 vUv;
14
+
15
+ void main() {
16
+
17
+ vUv = uv;
18
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
+
20
+ }
21
+ `
22
+ ),
23
+ fragmentShader: (
24
+ /* glsl */
25
+ `
26
+ uniform float focus;
27
+ uniform float maxblur;
28
+
29
+ uniform sampler2D tColor;
30
+ uniform sampler2D tDepth;
31
+
32
+ varying vec2 vUv;
33
+
34
+ void main() {
35
+
36
+ vec4 depth = texture2D( tDepth, vUv );
37
+
38
+ float factor = depth.x - focus;
39
+
40
+ vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );
41
+
42
+ gl_FragColor = col;
43
+ gl_FragColor.a = 1.0;
44
+
45
+ }
46
+ `
47
+ )
31
48
  };
32
49
  exports.DOFMipMapShader = DOFMipMapShader;
33
50
  //# sourceMappingURL=DOFMipMapShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"DOFMipMapShader.cjs","sources":["../../src/shaders/DOFMipMapShader.ts"],"sourcesContent":["/**\n * Depth-of-field shader using mipmaps\n * - from Matt Handley @applmak\n * - requires power-of-2 sized render target with enabled mipmaps\n */\n\nexport const DOFMipMapShader = {\n uniforms: {\n tColor: { value: null },\n tDepth: { value: null },\n focus: { value: 1.0 },\n maxblur: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float focus;',\n 'uniform float maxblur;',\n\n 'uniform sampler2D tColor;',\n 'uniform sampler2D tDepth;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 depth = texture2D( tDepth, vUv );',\n\n '\tfloat factor = depth.x - focus;',\n\n '\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );',\n\n '\tgl_FragColor = col;',\n '\tgl_FragColor.a = 1.0;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAMO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"DOFMipMapShader.cjs","sources":["../../src/shaders/DOFMipMapShader.ts"],"sourcesContent":["/**\n * Depth-of-field shader using mipmaps\n * - from Matt Handley @applmak\n * - requires power-of-2 sized render target with enabled mipmaps\n */\n\nexport const DOFMipMapShader = {\n uniforms: {\n tColor: { value: null },\n tDepth: { value: null },\n focus: { value: 1.0 },\n maxblur: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float focus;\n uniform float maxblur;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 depth = texture2D( tDepth, vUv );\n\n \tfloat factor = depth.x - focus;\n\n \tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );\n\n \tgl_FragColor = col;\n \tgl_FragColor.a = 1.0;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsB7B;;"}
@@ -5,27 +5,44 @@ const DOFMipMapShader = {
5
5
  focus: { value: 1 },
6
6
  maxblur: { value: 1 }
7
7
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float focus;",
17
- "uniform float maxblur;",
18
- "uniform sampler2D tColor;",
19
- "uniform sampler2D tDepth;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 depth = texture2D( tDepth, vUv );",
23
- " float factor = depth.x - focus;",
24
- " vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );",
25
- " gl_FragColor = col;",
26
- " gl_FragColor.a = 1.0;",
27
- "}"
28
- ].join("\n")
8
+ vertexShader: (
9
+ /* glsl */
10
+ `
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+
15
+ vUv = uv;
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform float focus;
25
+ uniform float maxblur;
26
+
27
+ uniform sampler2D tColor;
28
+ uniform sampler2D tDepth;
29
+
30
+ varying vec2 vUv;
31
+
32
+ void main() {
33
+
34
+ vec4 depth = texture2D( tDepth, vUv );
35
+
36
+ float factor = depth.x - focus;
37
+
38
+ vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );
39
+
40
+ gl_FragColor = col;
41
+ gl_FragColor.a = 1.0;
42
+
43
+ }
44
+ `
45
+ )
29
46
  };
30
47
  export {
31
48
  DOFMipMapShader
@@ -1 +1 @@
1
- {"version":3,"file":"DOFMipMapShader.js","sources":["../../src/shaders/DOFMipMapShader.ts"],"sourcesContent":["/**\n * Depth-of-field shader using mipmaps\n * - from Matt Handley @applmak\n * - requires power-of-2 sized render target with enabled mipmaps\n */\n\nexport const DOFMipMapShader = {\n uniforms: {\n tColor: { value: null },\n tDepth: { value: null },\n focus: { value: 1.0 },\n maxblur: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float focus;',\n 'uniform float maxblur;',\n\n 'uniform sampler2D tColor;',\n 'uniform sampler2D tDepth;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 depth = texture2D( tDepth, vUv );',\n\n '\tfloat factor = depth.x - focus;',\n\n '\tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );',\n\n '\tgl_FragColor = col;',\n '\tgl_FragColor.a = 1.0;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAMO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"DOFMipMapShader.js","sources":["../../src/shaders/DOFMipMapShader.ts"],"sourcesContent":["/**\n * Depth-of-field shader using mipmaps\n * - from Matt Handley @applmak\n * - requires power-of-2 sized render target with enabled mipmaps\n */\n\nexport const DOFMipMapShader = {\n uniforms: {\n tColor: { value: null },\n tDepth: { value: null },\n focus: { value: 1.0 },\n maxblur: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float focus;\n uniform float maxblur;\n\n uniform sampler2D tColor;\n uniform sampler2D tDepth;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 depth = texture2D( tDepth, vUv );\n\n \tfloat factor = depth.x - focus;\n\n \tvec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );\n\n \tgl_FragColor = col;\n \tgl_FragColor.a = 1.0;\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAsB7B;"}
@@ -9,81 +9,110 @@ const DepthLimitedBlurShader = {
9
9
  },
10
10
  uniforms: {
11
11
  tDiffuse: { value: null },
12
- size: { value: new THREE.Vector2(512, 512) },
13
- sampleUvOffsets: { value: [new THREE.Vector2(0, 0)] },
12
+ size: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) },
13
+ sampleUvOffsets: { value: [/* @__PURE__ */ new THREE.Vector2(0, 0)] },
14
14
  sampleWeights: { value: [1] },
15
15
  tDepth: { value: null },
16
16
  cameraNear: { value: 10 },
17
17
  cameraFar: { value: 1e3 },
18
18
  depthCutoff: { value: 10 }
19
19
  },
20
- vertexShader: [
21
- "#include <common>",
22
- "uniform vec2 size;",
23
- "varying vec2 vUv;",
24
- "varying vec2 vInvSize;",
25
- "void main() {",
26
- " vUv = uv;",
27
- " vInvSize = 1.0 / size;",
28
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
29
- "}"
30
- ].join("\n"),
31
- fragmentShader: [
32
- "#include <common>",
33
- "#include <packing>",
34
- "uniform sampler2D tDiffuse;",
35
- "uniform sampler2D tDepth;",
36
- "uniform float cameraNear;",
37
- "uniform float cameraFar;",
38
- "uniform float depthCutoff;",
39
- "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
40
- "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
41
- "varying vec2 vUv;",
42
- "varying vec2 vInvSize;",
43
- "float getDepth( const in vec2 screenPosition ) {",
44
- " #if DEPTH_PACKING == 1",
45
- " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
46
- " #else",
47
- " return texture2D( tDepth, screenPosition ).x;",
48
- " #endif",
49
- "}",
50
- "float getViewZ( const in float depth ) {",
51
- " #if PERSPECTIVE_CAMERA == 1",
52
- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
53
- " #else",
54
- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
55
- " #endif",
56
- "}",
57
- "void main() {",
58
- " float depth = getDepth( vUv );",
59
- " if( depth >= ( 1.0 - EPSILON ) ) {",
60
- " discard;",
61
- " }",
62
- " float centerViewZ = -getViewZ( depth );",
63
- " bool rBreak = false, lBreak = false;",
64
- " float weightSum = sampleWeights[0];",
65
- " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
66
- " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
67
- " float sampleWeight = sampleWeights[i];",
68
- " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
69
- " vec2 sampleUv = vUv + sampleUvOffset;",
70
- " float viewZ = -getViewZ( getDepth( sampleUv ) );",
71
- " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
72
- " if( ! rBreak ) {",
73
- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
74
- " weightSum += sampleWeight;",
75
- " }",
76
- " sampleUv = vUv - sampleUvOffset;",
77
- " viewZ = -getViewZ( getDepth( sampleUv ) );",
78
- " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
79
- " if( ! lBreak ) {",
80
- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
81
- " weightSum += sampleWeight;",
82
- " }",
83
- " }",
84
- " gl_FragColor = diffuseSum / weightSum;",
85
- "}"
86
- ].join("\n")
20
+ vertexShader: (
21
+ /* glsl */
22
+ `
23
+ #include <common>
24
+
25
+ uniform vec2 size;
26
+
27
+ varying vec2 vUv;
28
+ varying vec2 vInvSize;
29
+
30
+ void main() {
31
+ vUv = uv;
32
+ vInvSize = 1.0 / size;
33
+
34
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
35
+ }
36
+ `
37
+ ),
38
+ fragmentShader: (
39
+ /* glsl */
40
+ `
41
+ #include <common>
42
+ #include <packing>
43
+
44
+ uniform sampler2D tDiffuse;
45
+ uniform sampler2D tDepth;
46
+
47
+ uniform float cameraNear;
48
+ uniform float cameraFar;
49
+ uniform float depthCutoff;
50
+
51
+ uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
52
+ uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
53
+
54
+ varying vec2 vUv;
55
+ varying vec2 vInvSize;
56
+
57
+ float getDepth( const in vec2 screenPosition ) {
58
+ #if DEPTH_PACKING == 1
59
+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
60
+ #else
61
+ return texture2D( tDepth, screenPosition ).x;
62
+ #endif
63
+ }
64
+
65
+ float getViewZ( const in float depth ) {
66
+ #if PERSPECTIVE_CAMERA == 1
67
+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
68
+ #else
69
+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
70
+ #endif
71
+ }
72
+
73
+ void main() {
74
+ float depth = getDepth( vUv );
75
+ if( depth >= ( 1.0 - EPSILON ) ) {
76
+ discard;
77
+ }
78
+
79
+ float centerViewZ = -getViewZ( depth );
80
+ bool rBreak = false, lBreak = false;
81
+
82
+ float weightSum = sampleWeights[0];
83
+ vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
84
+
85
+ for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
86
+
87
+ float sampleWeight = sampleWeights[i];
88
+ vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
89
+
90
+ vec2 sampleUv = vUv + sampleUvOffset;
91
+ float viewZ = -getViewZ( getDepth( sampleUv ) );
92
+
93
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
94
+
95
+ if( ! rBreak ) {
96
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
97
+ weightSum += sampleWeight;
98
+ }
99
+
100
+ sampleUv = vUv - sampleUvOffset;
101
+ viewZ = -getViewZ( getDepth( sampleUv ) );
102
+
103
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
104
+
105
+ if( ! lBreak ) {
106
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
107
+ weightSum += sampleWeight;
108
+ }
109
+
110
+ }
111
+
112
+ gl_FragColor = diffuseSum / weightSum;
113
+ }
114
+ `
115
+ )
87
116
  };
88
117
  const BlurShaderUtils = {
89
118
  createSampleWeights: (kernelRadius, stdDev) => {
@@ -1 +1 @@
1
- {"version":3,"file":"DepthLimitedBlurShader.cjs","sources":["../../src/shaders/DepthLimitedBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type DepthLimitedBlurShaderDefines = {\n DEPTH_PACKING: number\n KERNEL_RADIUS: number\n PERSPECTIVE_CAMERA: number\n}\n\nexport type DepthLimitedBlurShaderUniforms = {\n cameraFar: IUniform<number>\n cameraNear: IUniform<number>\n depthCutoff: IUniform<number>\n sampleUvOffsets: IUniform<Vector2[]>\n sampleWeights: IUniform<number[]>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IDepthLimitedBlurShader\n extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {\n defines: DepthLimitedBlurShaderDefines\n needsUpdate?: boolean\n}\n\nexport const DepthLimitedBlurShader: IDepthLimitedBlurShader = {\n defines: {\n KERNEL_RADIUS: 4,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDiffuse: { value: null },\n size: { value: new Vector2(512, 512) },\n sampleUvOffsets: { value: [new Vector2(0, 0)] },\n sampleWeights: { value: [1.0] },\n tDepth: { value: null },\n cameraNear: { value: 10 },\n cameraFar: { value: 1000 },\n depthCutoff: { value: 10 },\n },\n vertexShader: [\n '#include <common>',\n\n 'uniform vec2 size;',\n\n 'varying vec2 vUv;',\n 'varying vec2 vInvSize;',\n\n 'void main() {',\n '\tvUv = uv;',\n '\tvInvSize = 1.0 / size;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n '}',\n ].join('\\n'),\n fragmentShader: [\n '#include <common>',\n '#include <packing>',\n\n 'uniform sampler2D tDiffuse;',\n 'uniform sampler2D tDepth;',\n\n 'uniform float cameraNear;',\n 'uniform float cameraFar;',\n 'uniform float depthCutoff;',\n\n 'uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];',\n 'uniform float sampleWeights[ KERNEL_RADIUS + 1 ];',\n\n 'varying vec2 vUv;',\n 'varying vec2 vInvSize;',\n\n 'float getDepth( const in vec2 screenPosition ) {',\n '\t#if DEPTH_PACKING == 1',\n '\treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );',\n '\t#else',\n '\treturn texture2D( tDepth, screenPosition ).x;',\n '\t#endif',\n '}',\n\n 'float getViewZ( const in float depth ) {',\n '\t#if PERSPECTIVE_CAMERA == 1',\n '\treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#else',\n '\treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );',\n '\t#endif',\n '}',\n\n 'void main() {',\n '\tfloat depth = getDepth( vUv );',\n '\tif( depth >= ( 1.0 - EPSILON ) ) {',\n '\t\tdiscard;',\n '\t}',\n\n '\tfloat centerViewZ = -getViewZ( depth );',\n '\tbool rBreak = false, lBreak = false;',\n\n '\tfloat weightSum = sampleWeights[0];',\n '\tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;',\n\n '\tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {',\n\n '\t\tfloat sampleWeight = sampleWeights[i];',\n '\t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;',\n\n '\t\tvec2 sampleUv = vUv + sampleUvOffset;',\n '\t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );',\n\n '\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;',\n\n '\t\tif( ! rBreak ) {',\n '\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',\n '\t\t\tweightSum += sampleWeight;',\n '\t\t}',\n\n '\t\tsampleUv = vUv - sampleUvOffset;',\n '\t\tviewZ = -getViewZ( getDepth( sampleUv ) );',\n\n '\t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;',\n\n '\t\tif( ! lBreak ) {',\n '\t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;',\n '\t\t\tweightSum += sampleWeight;',\n '\t\t}',\n\n '\t}',\n\n '\tgl_FragColor = diffuseSum / weightSum;',\n '}',\n ].join('\\n'),\n}\n\nexport const BlurShaderUtils = {\n createSampleWeights: (kernelRadius: number, stdDev: number): number[] => {\n const gaussian = (x: number, stdDev: number): number => {\n return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev)\n }\n\n const weights: number[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n weights.push(gaussian(i, stdDev))\n }\n\n return weights\n },\n\n createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2): Vector2[] => {\n const offsets: Vector2[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n offsets.push(uvIncrement.clone().multiplyScalar(i))\n }\n\n return offsets\n },\n\n configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2): void => {\n shader.defines['KERNEL_RADIUS'] = kernelRadius\n shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement)\n shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev)\n shader.needsUpdate = true\n },\n}\n"],"names":["Vector2","stdDev"],"mappings":";;;AA2BO,MAAM,yBAAkD;AAAA,EAC7D,SAAS;AAAA,IACP,eAAe;AAAA,IACf,eAAe;AAAA,IACf,oBAAoB;AAAA,EACtB;AAAA,EACA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,OAAO,IAAIA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,IACrC,iBAAiB,EAAE,OAAO,CAAC,IAAIA,MAAQ,QAAA,GAAG,CAAC,CAAC,EAAE;AAAA,IAC9C,eAAe,EAAE,OAAO,CAAC,CAAG,EAAE;AAAA,IAC9B,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAO,GAAG;AAAA,IACxB,WAAW,EAAE,OAAO,IAAK;AAAA,IACzB,aAAa,EAAE,OAAO,GAAG;AAAA,EAC3B;AAAA,EACA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EACX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;AAEO,MAAM,kBAAkB;AAAA,EAC7B,qBAAqB,CAAC,cAAsB,WAA6B;AACjE,UAAA,WAAW,CAAC,GAAWC,YAA2B;AACtD,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,KAAOA,UAASA,SAAQ,KAAK,KAAK,KAAK,IAAM,KAAK,EAAE,IAAIA;AAAAA,IAAA;AAGtF,UAAM,UAAoB,CAAA;AAE1B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,SAAS,GAAG,MAAM,CAAC;AAAA,IAClC;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,qBAAqB,CAAC,cAAsB,gBAAoC;AAC9E,UAAM,UAAqB,CAAA;AAE3B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,YAAY,MAAQ,EAAA,eAAe,CAAC,CAAC;AAAA,IACpD;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,WAAW,CAAC,QAAiC,cAAsB,QAAgB,gBAA+B;AACzG,WAAA,QAAQ,eAAe,IAAI;AAClC,WAAO,SAAS,iBAAiB,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,WAAW;AACxG,WAAO,SAAS,eAAe,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,MAAM;AACjG,WAAO,cAAc;AAAA,EACvB;AACF;;;"}
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+ {"version":3,"file":"DepthLimitedBlurShader.cjs","sources":["../../src/shaders/DepthLimitedBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\nimport type { IUniform, Texture } from 'three'\nimport type { IShader } from './types'\n\nexport type DepthLimitedBlurShaderDefines = {\n DEPTH_PACKING: number\n KERNEL_RADIUS: number\n PERSPECTIVE_CAMERA: number\n}\n\nexport type DepthLimitedBlurShaderUniforms = {\n cameraFar: IUniform<number>\n cameraNear: IUniform<number>\n depthCutoff: IUniform<number>\n sampleUvOffsets: IUniform<Vector2[]>\n sampleWeights: IUniform<number[]>\n size: IUniform<Vector2>\n tDepth: IUniform<Texture | null>\n tDiffuse: IUniform<Texture | null>\n}\n\nexport interface IDepthLimitedBlurShader\n extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {\n defines: DepthLimitedBlurShaderDefines\n needsUpdate?: boolean\n}\n\nexport const DepthLimitedBlurShader: IDepthLimitedBlurShader = {\n defines: {\n KERNEL_RADIUS: 4,\n DEPTH_PACKING: 1,\n PERSPECTIVE_CAMERA: 1,\n },\n uniforms: {\n tDiffuse: { value: null },\n size: { value: /* @__PURE__ */ new Vector2(512, 512) },\n sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] },\n sampleWeights: { value: [1.0] },\n tDepth: { value: null },\n cameraNear: { value: 10 },\n cameraFar: { value: 1000 },\n depthCutoff: { value: 10 },\n },\n vertexShader: /* glsl */ `\n #include <common>\n\n uniform vec2 size;\n\n varying vec2 vUv;\n varying vec2 vInvSize;\n\n void main() {\n \tvUv = uv;\n \tvInvSize = 1.0 / size;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n `,\n fragmentShader: /* glsl */ `\n #include <common>\n #include <packing>\n\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float depthCutoff;\n\n uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];\n uniform float sampleWeights[ KERNEL_RADIUS + 1 ];\n\n varying vec2 vUv;\n varying vec2 vInvSize;\n\n float getDepth( const in vec2 screenPosition ) {\n \t#if DEPTH_PACKING == 1\n \treturn unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );\n \t#else\n \treturn texture2D( tDepth, screenPosition ).x;\n \t#endif\n }\n\n float getViewZ( const in float depth ) {\n \t#if PERSPECTIVE_CAMERA == 1\n \treturn perspectiveDepthToViewZ( depth, cameraNear, cameraFar );\n \t#else\n \treturn orthographicDepthToViewZ( depth, cameraNear, cameraFar );\n \t#endif\n }\n\n void main() {\n \tfloat depth = getDepth( vUv );\n \tif( depth >= ( 1.0 - EPSILON ) ) {\n \t\tdiscard;\n \t}\n\n \tfloat centerViewZ = -getViewZ( depth );\n \tbool rBreak = false, lBreak = false;\n\n \tfloat weightSum = sampleWeights[0];\n \tvec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;\n\n \tfor( int i = 1; i <= KERNEL_RADIUS; i ++ ) {\n\n \t\tfloat sampleWeight = sampleWeights[i];\n \t\tvec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;\n\n \t\tvec2 sampleUv = vUv + sampleUvOffset;\n \t\tfloat viewZ = -getViewZ( getDepth( sampleUv ) );\n\n \t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;\n\n \t\tif( ! rBreak ) {\n \t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;\n \t\t\tweightSum += sampleWeight;\n \t\t}\n\n \t\tsampleUv = vUv - sampleUvOffset;\n \t\tviewZ = -getViewZ( getDepth( sampleUv ) );\n\n \t\tif( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;\n\n \t\tif( ! lBreak ) {\n \t\t\tdiffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;\n \t\t\tweightSum += sampleWeight;\n \t\t}\n\n \t}\n\n \tgl_FragColor = diffuseSum / weightSum;\n }\n `,\n}\n\nexport const BlurShaderUtils = {\n createSampleWeights: (kernelRadius: number, stdDev: number): number[] => {\n const gaussian = (x: number, stdDev: number): number => {\n return Math.exp(-(x * x) / (2.0 * (stdDev * stdDev))) / (Math.sqrt(2.0 * Math.PI) * stdDev)\n }\n\n const weights: number[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n weights.push(gaussian(i, stdDev))\n }\n\n return weights\n },\n\n createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2): Vector2[] => {\n const offsets: Vector2[] = []\n\n for (let i = 0; i <= kernelRadius; i++) {\n offsets.push(uvIncrement.clone().multiplyScalar(i))\n }\n\n return offsets\n },\n\n configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2): void => {\n shader.defines['KERNEL_RADIUS'] = kernelRadius\n shader.uniforms['sampleUvOffsets'].value = BlurShaderUtils.createSampleOffsets(kernelRadius, uvIncrement)\n shader.uniforms['sampleWeights'].value = BlurShaderUtils.createSampleWeights(kernelRadius, stdDev)\n shader.needsUpdate = true\n },\n}\n"],"names":["Vector2","stdDev"],"mappings":";;;AA2BO,MAAM,yBAAkD;AAAA,EAC7D,SAAS;AAAA,IACP,eAAe;AAAA,IACf,eAAe;AAAA,IACf,oBAAoB;AAAA,EACtB;AAAA,EACA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,2BAA2BA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,IACrD,iBAAiB,EAAE,OAAO,qBAAqBA,MAAQ,QAAA,GAAG,CAAC,CAAC,EAAE;AAAA,IAC9D,eAAe,EAAE,OAAO,CAAC,CAAG,EAAE;AAAA,IAC9B,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAO,GAAG;AAAA,IACxB,WAAW,EAAE,OAAO,IAAK;AAAA,IACzB,aAAa,EAAE,OAAO,GAAG;AAAA,EAC3B;AAAA,EACA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAezB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2E7B;AAEO,MAAM,kBAAkB;AAAA,EAC7B,qBAAqB,CAAC,cAAsB,WAA6B;AACjE,UAAA,WAAW,CAAC,GAAWC,YAA2B;AACtD,aAAO,KAAK,IAAI,EAAE,IAAI,MAAM,KAAOA,UAASA,SAAQ,KAAK,KAAK,KAAK,IAAM,KAAK,EAAE,IAAIA;AAAAA,IAAA;AAGtF,UAAM,UAAoB,CAAA;AAE1B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,SAAS,GAAG,MAAM,CAAC;AAAA,IAClC;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,qBAAqB,CAAC,cAAsB,gBAAoC;AAC9E,UAAM,UAAqB,CAAA;AAE3B,aAAS,IAAI,GAAG,KAAK,cAAc,KAAK;AACtC,cAAQ,KAAK,YAAY,MAAQ,EAAA,eAAe,CAAC,CAAC;AAAA,IACpD;AAEO,WAAA;AAAA,EACT;AAAA,EAEA,WAAW,CAAC,QAAiC,cAAsB,QAAgB,gBAA+B;AACzG,WAAA,QAAQ,eAAe,IAAI;AAClC,WAAO,SAAS,iBAAiB,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,WAAW;AACxG,WAAO,SAAS,eAAe,EAAE,QAAQ,gBAAgB,oBAAoB,cAAc,MAAM;AACjG,WAAO,cAAc;AAAA,EACvB;AACF;;;"}