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
  393. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
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  412. package/shaders/MirrorShader.cjs +39 -26
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  424. package/shaders/PixelShader.cjs +31 -18
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  428. package/shaders/RGBShiftShader.cjs +33 -20
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  472. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
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  474. package/shaders/UnpackDepthRGBAShader.js +32 -17
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  476. package/shaders/VerticalTiltShiftShader.cjs +43 -27
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  492. package/utils/GeometryCompressionUtils.cjs +2 -1
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  500. package/utils/ShadowMapViewer.d.ts +2 -2
  501. package/webxr/ARButton.cjs +109 -106
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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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  515. package/webxr/XRHandPrimitiveModel.cjs +2 -2
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  517. package/webxr/XRHandPrimitiveModel.js +3 -3
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@@ -7,81 +7,110 @@ const DepthLimitedBlurShader = {
7
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  },
8
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  uniforms: {
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  tDiffuse: { value: null },
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- size: { value: new Vector2(512, 512) },
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- sampleUvOffsets: { value: [new Vector2(0, 0)] },
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+ size: { value: /* @__PURE__ */ new Vector2(512, 512) },
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+ sampleUvOffsets: { value: [/* @__PURE__ */ new Vector2(0, 0)] },
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  sampleWeights: { value: [1] },
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  tDepth: { value: null },
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  cameraNear: { value: 10 },
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  cameraFar: { value: 1e3 },
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  depthCutoff: { value: 10 }
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  },
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- vertexShader: [
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- "#include <common>",
20
- "uniform vec2 size;",
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- "varying vec2 vUv;",
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- "varying vec2 vInvSize;",
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- "void main() {",
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- " vUv = uv;",
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- " vInvSize = 1.0 / size;",
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- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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- "}"
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- ].join("\n"),
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- fragmentShader: [
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- "#include <common>",
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- "#include <packing>",
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- "uniform sampler2D tDiffuse;",
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- "uniform sampler2D tDepth;",
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- "uniform float cameraNear;",
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- "uniform float cameraFar;",
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- "uniform float depthCutoff;",
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- "uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];",
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- "uniform float sampleWeights[ KERNEL_RADIUS + 1 ];",
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- "varying vec2 vUv;",
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- "varying vec2 vInvSize;",
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- "float getDepth( const in vec2 screenPosition ) {",
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- " #if DEPTH_PACKING == 1",
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- " return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );",
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- " #else",
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- " return texture2D( tDepth, screenPosition ).x;",
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- " #endif",
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- "}",
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- "float getViewZ( const in float depth ) {",
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- " #if PERSPECTIVE_CAMERA == 1",
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- " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );",
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- " #else",
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- " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );",
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- " #endif",
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- "}",
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- "void main() {",
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- " float depth = getDepth( vUv );",
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- " if( depth >= ( 1.0 - EPSILON ) ) {",
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- " discard;",
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- " }",
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- " float centerViewZ = -getViewZ( depth );",
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- " bool rBreak = false, lBreak = false;",
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- " float weightSum = sampleWeights[0];",
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- " vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;",
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- " for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {",
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- " float sampleWeight = sampleWeights[i];",
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- " vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;",
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- " vec2 sampleUv = vUv + sampleUvOffset;",
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- " float viewZ = -getViewZ( getDepth( sampleUv ) );",
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- " if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;",
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- " if( ! rBreak ) {",
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- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
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- " weightSum += sampleWeight;",
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- " }",
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- " sampleUv = vUv - sampleUvOffset;",
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- " viewZ = -getViewZ( getDepth( sampleUv ) );",
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- " if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;",
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- " if( ! lBreak ) {",
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- " diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;",
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- " weightSum += sampleWeight;",
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- " }",
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- " }",
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- " gl_FragColor = diffuseSum / weightSum;",
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- "}"
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- ].join("\n")
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+ vertexShader: (
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+ /* glsl */
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+ `
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+ #include <common>
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+
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+ uniform vec2 size;
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+
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+ varying vec2 vUv;
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+ varying vec2 vInvSize;
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+
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+ void main() {
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+ vUv = uv;
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+ vInvSize = 1.0 / size;
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+ }
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+ `
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+ ),
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+ fragmentShader: (
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+ /* glsl */
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+ `
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+ #include <common>
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+ #include <packing>
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+
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+ uniform sampler2D tDiffuse;
43
+ uniform sampler2D tDepth;
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+
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+ uniform float cameraNear;
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+ uniform float cameraFar;
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+ uniform float depthCutoff;
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+
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+ uniform vec2 sampleUvOffsets[ KERNEL_RADIUS + 1 ];
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+ uniform float sampleWeights[ KERNEL_RADIUS + 1 ];
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+
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+ varying vec2 vUv;
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+ varying vec2 vInvSize;
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+
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+ float getDepth( const in vec2 screenPosition ) {
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+ #if DEPTH_PACKING == 1
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+ return unpackRGBAToDepth( texture2D( tDepth, screenPosition ) );
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+ #else
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+ return texture2D( tDepth, screenPosition ).x;
60
+ #endif
61
+ }
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+
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+ float getViewZ( const in float depth ) {
64
+ #if PERSPECTIVE_CAMERA == 1
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+ return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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+ #else
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+ return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
68
+ #endif
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+ }
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+
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+ void main() {
72
+ float depth = getDepth( vUv );
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+ if( depth >= ( 1.0 - EPSILON ) ) {
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+ discard;
75
+ }
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+
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+ float centerViewZ = -getViewZ( depth );
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+ bool rBreak = false, lBreak = false;
79
+
80
+ float weightSum = sampleWeights[0];
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+ vec4 diffuseSum = texture2D( tDiffuse, vUv ) * weightSum;
82
+
83
+ for( int i = 1; i <= KERNEL_RADIUS; i ++ ) {
84
+
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+ float sampleWeight = sampleWeights[i];
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+ vec2 sampleUvOffset = sampleUvOffsets[i] * vInvSize;
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+
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+ vec2 sampleUv = vUv + sampleUvOffset;
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+ float viewZ = -getViewZ( getDepth( sampleUv ) );
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+
91
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) rBreak = true;
92
+
93
+ if( ! rBreak ) {
94
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
95
+ weightSum += sampleWeight;
96
+ }
97
+
98
+ sampleUv = vUv - sampleUvOffset;
99
+ viewZ = -getViewZ( getDepth( sampleUv ) );
100
+
101
+ if( abs( viewZ - centerViewZ ) > depthCutoff ) lBreak = true;
102
+
103
+ if( ! lBreak ) {
104
+ diffuseSum += texture2D( tDiffuse, sampleUv ) * sampleWeight;
105
+ weightSum += sampleWeight;
106
+ }
107
+
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+ }
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+
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+ gl_FragColor = diffuseSum / weightSum;
111
+ }
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+ `
113
+ )
85
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  };
86
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  const BlurShaderUtils = {
87
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  createSampleWeights: (kernelRadius, stdDev) => {
@@ -1 +1 @@
1
- {"version":3,"file":"DepthLimitedBlurShader.js","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":["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,IAAI,QAAQ,KAAK,GAAG,EAAE;AAAA,IACrC,iBAAiB,EAAE,OAAO,CAAC,IAAI,QAAQ,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,GAAWA,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;"}
1
+ {"version":3,"file":"DepthLimitedBlurShader.js","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":["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,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,IACrD,iBAAiB,EAAE,OAAO,qBAAqB,QAAQ,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,GAAWA,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;"}
@@ -19,68 +19,79 @@ const DigitalGlitch = {
19
19
  distortion_y: { value: 0.6 },
20
20
  col_s: { value: 0.05 }
21
21
  },
22
- vertexShader: `varying vec2 vUv;
23
- void main() {
24
- vUv = uv;
25
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
26
- }`,
27
- fragmentShader: `uniform int byp; //should we apply the glitch ?
28
- uniform sampler2D tDiffuse;
29
- uniform sampler2D tDisp;
30
- uniform float amount;
31
- uniform float angle;
32
- uniform float seed;
33
- uniform float seed_x;
34
- uniform float seed_y;
35
- uniform float distortion_x;
36
- uniform float distortion_y;
37
- uniform float col_s;
22
+ vertexShader: (
23
+ /* glsl */
24
+ `
25
+ varying vec2 vUv;
38
26
 
39
- varying vec2 vUv;
27
+ void main() {
28
+ vUv = uv;
29
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
30
+ }
31
+ `
32
+ ),
33
+ fragmentShader: (
34
+ /* glsl */
35
+ `
36
+ uniform int byp; //should we apply the glitch ?
37
+ uniform sampler2D tDiffuse;
38
+ uniform sampler2D tDisp;
39
+ uniform float amount;
40
+ uniform float angle;
41
+ uniform float seed;
42
+ uniform float seed_x;
43
+ uniform float seed_y;
44
+ uniform float distortion_x;
45
+ uniform float distortion_y;
46
+ uniform float col_s;
40
47
 
41
- float rand(vec2 co){
42
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
43
- }
48
+ varying vec2 vUv;
44
49
 
45
- void main() {
46
- if(byp<1) {
47
- vec2 p = vUv;
48
- float xs = floor(gl_FragCoord.x / 0.5);
49
- float ys = floor(gl_FragCoord.y / 0.5);
50
- //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
51
- vec4 normal = texture2D (tDisp, p*seed*seed);
52
- if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
53
- if(seed_x>0.){
54
- p.y = 1. - (p.y + distortion_y);
55
- }
56
- else {
57
- p.y = distortion_y;
58
- }
59
- }
60
- if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
61
- if(seed_y>0.){
62
- p.x=distortion_x;
63
- }
64
- else {
65
- p.x = 1. - (p.x + distortion_x);
66
- }
67
- }
68
- p.x+=normal.x*seed_x*(seed/5.);
69
- p.y+=normal.y*seed_y*(seed/5.);
70
- //base from RGB shift shader
71
- vec2 offset = amount * vec2( cos(angle), sin(angle));
72
- vec4 cr = texture2D(tDiffuse, p + offset);
73
- vec4 cga = texture2D(tDiffuse, p);
74
- vec4 cb = texture2D(tDiffuse, p - offset);
75
- gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
76
- //add noise
77
- vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
78
- gl_FragColor = gl_FragColor+ snow;
79
- }
80
- else {
81
- gl_FragColor=texture2D (tDiffuse, vUv);
82
- }
83
- }`
50
+ float rand(vec2 co){
51
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
52
+ }
53
+
54
+ void main() {
55
+ if(byp<1) {
56
+ vec2 p = vUv;
57
+ float xs = floor(gl_FragCoord.x / 0.5);
58
+ float ys = floor(gl_FragCoord.y / 0.5);
59
+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
60
+ vec4 normal = texture2D (tDisp, p*seed*seed);
61
+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
62
+ if(seed_x>0.){
63
+ p.y = 1. - (p.y + distortion_y);
64
+ }
65
+ else {
66
+ p.y = distortion_y;
67
+ }
68
+ }
69
+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
70
+ if(seed_y>0.){
71
+ p.x=distortion_x;
72
+ }
73
+ else {
74
+ p.x = 1. - (p.x + distortion_x);
75
+ }
76
+ }
77
+ p.x+=normal.x*seed_x*(seed/5.);
78
+ p.y+=normal.y*seed_y*(seed/5.);
79
+ //base from RGB shift shader
80
+ vec2 offset = amount * vec2( cos(angle), sin(angle));
81
+ vec4 cr = texture2D(tDiffuse, p + offset);
82
+ vec4 cga = texture2D(tDiffuse, p);
83
+ vec4 cb = texture2D(tDiffuse, p - offset);
84
+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
85
+ //add noise
86
+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
87
+ gl_FragColor = gl_FragColor+ snow;
88
+ }
89
+ else {
90
+ gl_FragColor=texture2D (tDiffuse, vUv);
91
+ }
92
+ }
93
+ `
94
+ )
84
95
  };
85
96
  exports.DigitalGlitch = DigitalGlitch;
86
97
  //# sourceMappingURL=DigitalGlitch.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"DigitalGlitch.cjs","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: `varying vec2 vUv;\n void main() {\n \t vUv = uv;\n \t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: `uniform int byp; //should we apply the glitch ?\n uniform sampler2D tDiffuse;\n uniform sampler2D tDisp;\n uniform float amount;\n uniform float angle;\n uniform float seed;\n uniform float seed_x;\n uniform float seed_y;\n uniform float distortion_x;\n uniform float distortion_y;\n uniform float col_s;\n\n varying vec2 vUv;\n\n float rand(vec2 co){\n \t return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main() {\n \tif(byp<1) {\n \t\tvec2 p = vUv;\n \t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n \t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n \t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n \t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n \t\t\tif(seed_x>0.){\n \t\t\t\tp.y = 1. - (p.y + distortion_y);\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.y = distortion_y;\n \t\t\t}\n \t\t}\n \t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n \t\t\tif(seed_y>0.){\n \t\t\t\tp.x=distortion_x;\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.x = 1. - (p.x + distortion_x);\n \t\t\t}\n \t\t}\n \t\tp.x+=normal.x*seed_x*(seed/5.);\n \t\tp.y+=normal.y*seed_y*(seed/5.);\n //base from RGB shift shader\n \t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n \t\tvec4 cr = texture2D(tDiffuse, p + offset);\n \t\tvec4 cga = texture2D(tDiffuse, p);\n \t\tvec4 cb = texture2D(tDiffuse, p - offset);\n \t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n //add noise\n \t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n \t\tgl_FragColor = gl_FragColor+ snow;\n \t}\n \telse {\n \t\tgl_FragColor=texture2D (tDiffuse, vUv);\n \t}\n }`,\n}\n"],"names":[],"mappings":";;AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA;AAAA;AAAA;AAAA;AAAA,EAMd,gBAAgB;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;AAyDlB;;"}
1
+ {"version":3,"file":"DigitalGlitch.cjs","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}\n\t`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform int byp; //should we apply the glitch ?\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDisp;\n\t\tuniform float amount;\n\t\tuniform float angle;\n\t\tuniform float seed;\n\t\tuniform float seed_x;\n\t\tuniform float seed_y;\n\t\tuniform float distortion_x;\n\t\tuniform float distortion_y;\n\t\tuniform float col_s;\n\n\t\tvarying vec2 vUv;\n\n\t\tfloat rand(vec2 co){\n\t\t\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tif(byp<1) {\n\t\t\t\tvec2 p = vUv;\n\t\t\t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n\t\t\t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n\t\t//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n\t\t\t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n\t\t\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n\t\t\t\t\tif(seed_x>0.){\n\t\t\t\t\t\tp.y = 1. - (p.y + distortion_y);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.y = distortion_y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n\t\t\t\t\tif(seed_y>0.){\n\t\t\t\t\t\tp.x=distortion_x;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.x = 1. - (p.x + distortion_x);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tp.x+=normal.x*seed_x*(seed/5.);\n\t\t\t\tp.y+=normal.y*seed_y*(seed/5.);\n\t\t//base from RGB shift shader\n\t\t\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n\t\t\t\tvec4 cr = texture2D(tDiffuse, p + offset);\n\t\t\t\tvec4 cga = texture2D(tDiffuse, p);\n\t\t\t\tvec4 cb = texture2D(tDiffuse, p - offset);\n\t\t\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\t\t//add noise\n\t\t\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n\t\t\t\tgl_FragColor = gl_FragColor+ snow;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tgl_FragColor=texture2D (tDiffuse, vUv);\n\t\t\t}\n\t\t}\n`,\n}\n"],"names":[],"mappings":";;AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASzB;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;AA2D7B;;"}
@@ -17,68 +17,79 @@ const DigitalGlitch = {
17
17
  distortion_y: { value: 0.6 },
18
18
  col_s: { value: 0.05 }
19
19
  },
20
- vertexShader: `varying vec2 vUv;
21
- void main() {
22
- vUv = uv;
23
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
24
- }`,
25
- fragmentShader: `uniform int byp; //should we apply the glitch ?
26
- uniform sampler2D tDiffuse;
27
- uniform sampler2D tDisp;
28
- uniform float amount;
29
- uniform float angle;
30
- uniform float seed;
31
- uniform float seed_x;
32
- uniform float seed_y;
33
- uniform float distortion_x;
34
- uniform float distortion_y;
35
- uniform float col_s;
20
+ vertexShader: (
21
+ /* glsl */
22
+ `
23
+ varying vec2 vUv;
36
24
 
37
- varying vec2 vUv;
25
+ void main() {
26
+ vUv = uv;
27
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
28
+ }
29
+ `
30
+ ),
31
+ fragmentShader: (
32
+ /* glsl */
33
+ `
34
+ uniform int byp; //should we apply the glitch ?
35
+ uniform sampler2D tDiffuse;
36
+ uniform sampler2D tDisp;
37
+ uniform float amount;
38
+ uniform float angle;
39
+ uniform float seed;
40
+ uniform float seed_x;
41
+ uniform float seed_y;
42
+ uniform float distortion_x;
43
+ uniform float distortion_y;
44
+ uniform float col_s;
38
45
 
39
- float rand(vec2 co){
40
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
41
- }
46
+ varying vec2 vUv;
42
47
 
43
- void main() {
44
- if(byp<1) {
45
- vec2 p = vUv;
46
- float xs = floor(gl_FragCoord.x / 0.5);
47
- float ys = floor(gl_FragCoord.y / 0.5);
48
- //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
49
- vec4 normal = texture2D (tDisp, p*seed*seed);
50
- if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
51
- if(seed_x>0.){
52
- p.y = 1. - (p.y + distortion_y);
53
- }
54
- else {
55
- p.y = distortion_y;
56
- }
57
- }
58
- if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
59
- if(seed_y>0.){
60
- p.x=distortion_x;
61
- }
62
- else {
63
- p.x = 1. - (p.x + distortion_x);
64
- }
65
- }
66
- p.x+=normal.x*seed_x*(seed/5.);
67
- p.y+=normal.y*seed_y*(seed/5.);
68
- //base from RGB shift shader
69
- vec2 offset = amount * vec2( cos(angle), sin(angle));
70
- vec4 cr = texture2D(tDiffuse, p + offset);
71
- vec4 cga = texture2D(tDiffuse, p);
72
- vec4 cb = texture2D(tDiffuse, p - offset);
73
- gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
74
- //add noise
75
- vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
76
- gl_FragColor = gl_FragColor+ snow;
77
- }
78
- else {
79
- gl_FragColor=texture2D (tDiffuse, vUv);
80
- }
81
- }`
48
+ float rand(vec2 co){
49
+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
50
+ }
51
+
52
+ void main() {
53
+ if(byp<1) {
54
+ vec2 p = vUv;
55
+ float xs = floor(gl_FragCoord.x / 0.5);
56
+ float ys = floor(gl_FragCoord.y / 0.5);
57
+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
58
+ vec4 normal = texture2D (tDisp, p*seed*seed);
59
+ if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
60
+ if(seed_x>0.){
61
+ p.y = 1. - (p.y + distortion_y);
62
+ }
63
+ else {
64
+ p.y = distortion_y;
65
+ }
66
+ }
67
+ if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
68
+ if(seed_y>0.){
69
+ p.x=distortion_x;
70
+ }
71
+ else {
72
+ p.x = 1. - (p.x + distortion_x);
73
+ }
74
+ }
75
+ p.x+=normal.x*seed_x*(seed/5.);
76
+ p.y+=normal.y*seed_y*(seed/5.);
77
+ //base from RGB shift shader
78
+ vec2 offset = amount * vec2( cos(angle), sin(angle));
79
+ vec4 cr = texture2D(tDiffuse, p + offset);
80
+ vec4 cga = texture2D(tDiffuse, p);
81
+ vec4 cb = texture2D(tDiffuse, p - offset);
82
+ gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
83
+ //add noise
84
+ vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
85
+ gl_FragColor = gl_FragColor+ snow;
86
+ }
87
+ else {
88
+ gl_FragColor=texture2D (tDiffuse, vUv);
89
+ }
90
+ }
91
+ `
92
+ )
82
93
  };
83
94
  export {
84
95
  DigitalGlitch
@@ -1 +1 @@
1
- {"version":3,"file":"DigitalGlitch.js","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: `varying vec2 vUv;\n void main() {\n \t vUv = uv;\n \t gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }`,\n\n fragmentShader: `uniform int byp; //should we apply the glitch ?\n uniform sampler2D tDiffuse;\n uniform sampler2D tDisp;\n uniform float amount;\n uniform float angle;\n uniform float seed;\n uniform float seed_x;\n uniform float seed_y;\n uniform float distortion_x;\n uniform float distortion_y;\n uniform float col_s;\n\n varying vec2 vUv;\n\n float rand(vec2 co){\n \t return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n }\n\n void main() {\n \tif(byp<1) {\n \t\tvec2 p = vUv;\n \t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n \t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n \t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n \t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n \t\t\tif(seed_x>0.){\n \t\t\t\tp.y = 1. - (p.y + distortion_y);\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.y = distortion_y;\n \t\t\t}\n \t\t}\n \t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n \t\t\tif(seed_y>0.){\n \t\t\t\tp.x=distortion_x;\n \t\t\t}\n \t\t\telse {\n \t\t\t\tp.x = 1. - (p.x + distortion_x);\n \t\t\t}\n \t\t}\n \t\tp.x+=normal.x*seed_x*(seed/5.);\n \t\tp.y+=normal.y*seed_y*(seed/5.);\n //base from RGB shift shader\n \t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n \t\tvec4 cr = texture2D(tDiffuse, p + offset);\n \t\tvec4 cga = texture2D(tDiffuse, p);\n \t\tvec4 cb = texture2D(tDiffuse, p - offset);\n \t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n //add noise\n \t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n \t\tgl_FragColor = gl_FragColor+ snow;\n \t}\n \telse {\n \t\tgl_FragColor=texture2D (tDiffuse, vUv);\n \t}\n }`,\n}\n"],"names":[],"mappings":"AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA,cAAc;AAAA;AAAA;AAAA;AAAA;AAAA,EAMd,gBAAgB;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;AAyDlB;"}
1
+ {"version":3,"file":"DigitalGlitch.js","sources":["../../src/shaders/DigitalGlitch.ts"],"sourcesContent":["export const DigitalGlitch = {\n uniforms: {\n tDiffuse: { value: null }, //diffuse texture\n tDisp: { value: null }, //displacement texture for digital glitch squares\n byp: { value: 0 }, //apply the glitch ?\n amount: { value: 0.08 },\n angle: { value: 0.02 },\n seed: { value: 0.02 },\n seed_x: { value: 0.02 }, //-1,1\n seed_y: { value: 0.02 }, //-1,1\n distortion_x: { value: 0.5 },\n distortion_y: { value: 0.6 },\n col_s: { value: 0.05 },\n },\n\n vertexShader: /* glsl */ `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}\n\t`,\n\n fragmentShader: /* glsl */ `\n\t\tuniform int byp; //should we apply the glitch ?\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDisp;\n\t\tuniform float amount;\n\t\tuniform float angle;\n\t\tuniform float seed;\n\t\tuniform float seed_x;\n\t\tuniform float seed_y;\n\t\tuniform float distortion_x;\n\t\tuniform float distortion_y;\n\t\tuniform float col_s;\n\n\t\tvarying vec2 vUv;\n\n\t\tfloat rand(vec2 co){\n\t\t\treturn fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tif(byp<1) {\n\t\t\t\tvec2 p = vUv;\n\t\t\t\tfloat xs = floor(gl_FragCoord.x / 0.5);\n\t\t\t\tfloat ys = floor(gl_FragCoord.y / 0.5);\n\t\t//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch\n\t\t\t\tvec4 normal = texture2D (tDisp, p*seed*seed);\n\t\t\t\tif(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {\n\t\t\t\t\tif(seed_x>0.){\n\t\t\t\t\t\tp.y = 1. - (p.y + distortion_y);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.y = distortion_y;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {\n\t\t\t\t\tif(seed_y>0.){\n\t\t\t\t\t\tp.x=distortion_x;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tp.x = 1. - (p.x + distortion_x);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tp.x+=normal.x*seed_x*(seed/5.);\n\t\t\t\tp.y+=normal.y*seed_y*(seed/5.);\n\t\t//base from RGB shift shader\n\t\t\t\tvec2 offset = amount * vec2( cos(angle), sin(angle));\n\t\t\t\tvec4 cr = texture2D(tDiffuse, p + offset);\n\t\t\t\tvec4 cga = texture2D(tDiffuse, p);\n\t\t\t\tvec4 cb = texture2D(tDiffuse, p - offset);\n\t\t\t\tgl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\t\t//add noise\n\t\t\t\tvec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n\t\t\t\tgl_FragColor = gl_FragColor+ snow;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tgl_FragColor=texture2D (tDiffuse, vUv);\n\t\t\t}\n\t\t}\n`,\n}\n"],"names":[],"mappings":"AAAO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA;AAAA,IACrB,KAAK,EAAE,OAAO,EAAE;AAAA;AAAA,IAChB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,MAAM,EAAE,OAAO,KAAK;AAAA,IACpB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,QAAQ,EAAE,OAAO,KAAK;AAAA;AAAA,IACtB,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,cAAc,EAAE,OAAO,IAAI;AAAA,IAC3B,OAAO,EAAE,OAAO,KAAK;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASzB;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;AA2D7B;"}
@@ -4,37 +4,58 @@ const THREE = require("three");
4
4
  const DotScreenShader = {
5
5
  uniforms: {
6
6
  tDiffuse: { value: null },
7
- tSize: { value: new THREE.Vector2(256, 256) },
8
- center: { value: new THREE.Vector2(0.5, 0.5) },
7
+ tSize: { value: /* @__PURE__ */ new THREE.Vector2(256, 256) },
8
+ center: { value: /* @__PURE__ */ new THREE.Vector2(0.5, 0.5) },
9
9
  angle: { value: 1.57 },
10
10
  scale: { value: 1 }
11
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  },
12
- vertexShader: [
13
- "varying vec2 vUv;",
14
- "void main() {",
15
- " vUv = uv;",
16
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
17
- "}"
18
- ].join("\n"),
19
- fragmentShader: [
20
- "uniform vec2 center;",
21
- "uniform float angle;",
22
- "uniform float scale;",
23
- "uniform vec2 tSize;",
24
- "uniform sampler2D tDiffuse;",
25
- "varying vec2 vUv;",
26
- "float pattern() {",
27
- " float s = sin( angle ), c = cos( angle );",
28
- " vec2 tex = vUv * tSize - center;",
29
- " vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
30
- " return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
31
- "}",
32
- "void main() {",
33
- " vec4 color = texture2D( tDiffuse, vUv );",
34
- " float average = ( color.r + color.g + color.b ) / 3.0;",
35
- " gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
36
- "}"
37
- ].join("\n")
12
+ vertexShader: (
13
+ /* glsl */
14
+ `
15
+ varying vec2 vUv;
16
+
17
+ void main() {
18
+
19
+ vUv = uv;
20
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
21
+
22
+ }
23
+ `
24
+ ),
25
+ fragmentShader: (
26
+ /* glsl */
27
+ `
28
+ uniform vec2 center;
29
+ uniform float angle;
30
+ uniform float scale;
31
+ uniform vec2 tSize;
32
+
33
+ uniform sampler2D tDiffuse;
34
+
35
+ varying vec2 vUv;
36
+
37
+ float pattern() {
38
+
39
+ float s = sin( angle ), c = cos( angle );
40
+
41
+ vec2 tex = vUv * tSize - center;
42
+ vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
43
+
44
+ return ( sin( point.x ) * sin( point.y ) ) * 4.0;
45
+
46
+ }
47
+
48
+ void main() {
49
+
50
+ vec4 color = texture2D( tDiffuse, vUv );
51
+
52
+ float average = ( color.r + color.g + color.b ) / 3.0;
53
+
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+ gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
55
+
56
+ }
57
+ `
58
+ )
38
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  };
39
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  exports.DotScreenShader = DotScreenShader;
40
61
  //# sourceMappingURL=DotScreenShader.cjs.map