three-stdlib 2.35.2 → 2.35.4
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/Pass.cjs.map +1 -1
- package/postprocessing/Pass.d.ts +2 -2
- package/postprocessing/Pass.js.map +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
- package/shaders/SMAAShader.js +358 -270
- package/shaders/SMAAShader.js.map +1 -1
- package/shaders/SSAOShader.cjs +236 -142
- package/shaders/SSAOShader.cjs.map +1 -1
- package/shaders/SSAOShader.js +236 -142
- package/shaders/SSAOShader.js.map +1 -1
- package/shaders/SSRShader.cjs +4 -4
- package/shaders/SSRShader.cjs.map +1 -1
- package/shaders/SSRShader.js +4 -4
- package/shaders/SSRShader.js.map +1 -1
- package/shaders/SepiaShader.cjs +36 -20
- package/shaders/SepiaShader.cjs.map +1 -1
- package/shaders/SepiaShader.js +36 -20
- package/shaders/SepiaShader.js.map +1 -1
- package/shaders/SobelOperatorShader.cjs +64 -37
- package/shaders/SobelOperatorShader.cjs.map +1 -1
- package/shaders/SobelOperatorShader.js +64 -37
- package/shaders/SobelOperatorShader.js.map +1 -1
- package/shaders/TechnicolorShader.cjs +29 -16
- package/shaders/TechnicolorShader.cjs.map +1 -1
- package/shaders/TechnicolorShader.js +29 -16
- package/shaders/TechnicolorShader.js.map +1 -1
- package/shaders/ToneMapShader.cjs +55 -35
- package/shaders/ToneMapShader.cjs.map +1 -1
- package/shaders/ToneMapShader.js +55 -35
- package/shaders/ToneMapShader.js.map +1 -1
- package/shaders/ToonShader.cjs +275 -165
- package/shaders/ToonShader.cjs.map +1 -1
- package/shaders/ToonShader.js +275 -165
- package/shaders/ToonShader.js.map +1 -1
- package/shaders/TriangleBlurShader.cjs +50 -27
- package/shaders/TriangleBlurShader.cjs.map +1 -1
- package/shaders/TriangleBlurShader.js +50 -27
- package/shaders/TriangleBlurShader.js.map +1 -1
- package/shaders/UnpackDepthRGBAShader.cjs +32 -17
- package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
- package/shaders/UnpackDepthRGBAShader.js +32 -17
- package/shaders/UnpackDepthRGBAShader.js.map +1 -1
- package/shaders/VerticalTiltShiftShader.cjs +43 -27
- package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
- package/shaders/VerticalTiltShiftShader.js +43 -27
- package/shaders/VerticalTiltShiftShader.js.map +1 -1
- package/shaders/VignetteShader.cjs +43 -27
- package/shaders/VignetteShader.cjs.map +1 -1
- package/shaders/VignetteShader.js +43 -27
- package/shaders/VignetteShader.js.map +1 -1
- package/shaders/VolumeShader.cjs +264 -213
- package/shaders/VolumeShader.cjs.map +1 -1
- package/shaders/VolumeShader.js +264 -213
- package/shaders/VolumeShader.js.map +1 -1
- package/shaders/WaterRefractionShader.cjs +63 -35
- package/shaders/WaterRefractionShader.cjs.map +1 -1
- package/shaders/WaterRefractionShader.js +63 -35
- package/shaders/WaterRefractionShader.js.map +1 -1
- package/utils/GeometryCompressionUtils.cjs +2 -1
- package/utils/GeometryCompressionUtils.cjs.map +1 -1
- package/utils/GeometryCompressionUtils.js +3 -2
- package/utils/GeometryCompressionUtils.js.map +1 -1
- package/utils/RoughnessMipmapper.cjs +3 -3
- package/utils/RoughnessMipmapper.cjs.map +1 -1
- package/utils/RoughnessMipmapper.js +4 -4
- package/utils/RoughnessMipmapper.js.map +1 -1
- package/utils/ShadowMapViewer.d.ts +2 -2
- package/webxr/ARButton.cjs +109 -106
- package/webxr/ARButton.cjs.map +1 -1
- package/webxr/ARButton.d.ts +4 -3
- package/webxr/ARButton.js +109 -106
- package/webxr/ARButton.js.map +1 -1
- package/webxr/OculusHandPointerModel.cjs +2 -2
- package/webxr/OculusHandPointerModel.cjs.map +1 -1
- package/webxr/OculusHandPointerModel.js +2 -2
- package/webxr/OculusHandPointerModel.js.map +1 -1
- package/webxr/VRButton.cjs +98 -95
- package/webxr/VRButton.cjs.map +1 -1
- package/webxr/VRButton.d.ts +6 -5
- package/webxr/VRButton.js +98 -95
- package/webxr/VRButton.js.map +1 -1
- package/webxr/XRHandPrimitiveModel.cjs +2 -2
- package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
- package/webxr/XRHandPrimitiveModel.js +3 -3
- package/webxr/XRHandPrimitiveModel.js.map +1 -1
package/shaders/FocusShader.cjs
CHANGED
@@ -8,49 +8,76 @@ const FocusShader = {
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sampleDistance: { value: 0.94 },
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waveFactor: { value: 125e-5 }
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vertexShader:
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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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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uniform float screenWidth;
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uniform float screenHeight;
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uniform float sampleDistance;
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uniform float waveFactor;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 color, org, tmp, add;
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float sample_dist, f;
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vec2 vin;
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vec2 uv = vUv;
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add = color = org = texture2D( tDiffuse, uv );
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vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
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sample_dist = dot( vin, vin ) * 2.0;
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f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
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vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
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color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
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gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
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}
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`
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)
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};
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exports.FocusShader = FocusShader;
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//# sourceMappingURL=FocusShader.cjs.map
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{"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader:
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{"version":3,"file":"FocusShader.cjs","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\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 screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;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;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;AAsD7B;;"}
|
package/shaders/FocusShader.js
CHANGED
@@ -6,49 +6,76 @@ const FocusShader = {
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sampleDistance: { value: 0.94 },
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waveFactor: { value: 125e-5 }
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vertexShader:
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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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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uniform float screenWidth;
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uniform float screenHeight;
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uniform float sampleDistance;
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uniform float waveFactor;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 color, org, tmp, add;
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float sample_dist, f;
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vec2 vin;
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vec2 uv = vUv;
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add = color = org = texture2D( tDiffuse, uv );
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vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );
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sample_dist = dot( vin, vin ) * 2.0;
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f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;
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vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );
|
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );
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if( tmp.b < color.b ) color = tmp;
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color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );
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color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );
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gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );
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}
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`
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)
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};
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export {
|
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FocusShader
|
@@ -1 +1 @@
|
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|
-
{"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\n },\n\n vertexShader:
|
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{"version":3,"file":"FocusShader.js","sources":["../../src/shaders/FocusShader.ts"],"sourcesContent":["/**\n * Focus shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const FocusShader = {\n uniforms: {\n tDiffuse: { value: null },\n screenWidth: { value: 1024 },\n screenHeight: { value: 1024 },\n sampleDistance: { value: 0.94 },\n waveFactor: { value: 0.00125 },\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 screenWidth;\n uniform float screenHeight;\n uniform float sampleDistance;\n uniform float waveFactor;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color, org, tmp, add;\n \tfloat sample_dist, f;\n \tvec2 vin;\n \tvec2 uv = vUv;\n\n \tadd = color = org = texture2D( tDiffuse, uv );\n\n \tvin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );\n \tsample_dist = dot( vin, vin ) * 2.0;\n\n \tf = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;\n\n \tvec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tadd += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );\n \tif( tmp.b < color.b ) color = tmp;\n\n \tcolor = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );\n \tcolor = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );\n\n \tgl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,aAAa,EAAE,OAAO,KAAK;AAAA,IAC3B,cAAc,EAAE,OAAO,KAAK;AAAA,IAC5B,gBAAgB,EAAE,OAAO,KAAK;AAAA,IAC9B,YAAY,EAAE,OAAO,OAAQ;AAAA,EAC/B;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;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;AAsD7B;"}
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const FreiChenShader = {
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uniforms: {
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tDiffuse: { value: null },
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aspect: { value: new THREE.Vector2(512, 512) }
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aspect: { value: /* @__PURE__ */ new THREE.Vector2(512, 512) }
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},
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vertexShader:
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vertexShader: (
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/* glsl */
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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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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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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uniform vec2 aspect;
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vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
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mat3 G[9];
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// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
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const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
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const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
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const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
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const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
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const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
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const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
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const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
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const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
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const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
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void main(void)
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{
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G[0] = g0,
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G[1] = g1,
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G[2] = g2,
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G[3] = g3,
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G[4] = g4,
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G[5] = g5,
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G[6] = g6,
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G[7] = g7,
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G[8] = g8;
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mat3 I;
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float cnv[9];
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vec3 sample;
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/* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
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for (float i=0.0; i<3.0; i++) {
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for (float j=0.0; j<3.0; j++) {
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sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
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I[int(i)][int(j)] = length(sample);
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}
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}
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/* calculate the convolution values for all the masks */
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for (int i=0; i<9; i++) {
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float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
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cnv[i] = dp3 * dp3;
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}
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float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
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float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
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gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
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}
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`
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)
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};
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exports.FreiChenShader = FreiChenShader;
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//# sourceMappingURL=FreiChenShader.cjs.map
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{"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader:
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{"version":3,"file":"FreiChenShader.cjs","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\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 sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2BA,MAAQ,QAAA,KAAK,GAAG,EAAE;AAAA,EACzD;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;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;;"}
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const FreiChenShader = {
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uniforms: {
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aspect: { value: new Vector2(512, 512) }
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aspect: { value: /* @__PURE__ */ new Vector2(512, 512) }
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vertexShader: (
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/* glsl */
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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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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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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uniform vec2 aspect;
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vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);
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mat3 G[9];
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// hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45
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const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
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const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
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const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
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const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
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const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
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const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
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const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
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const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
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const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
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44
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void main(void)
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45
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{
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+
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+
G[0] = g0,
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48
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G[1] = g1,
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49
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+
G[2] = g2,
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50
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G[3] = g3,
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51
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G[4] = g4,
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G[5] = g5,
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53
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G[6] = g6,
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54
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G[7] = g7,
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55
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G[8] = g8;
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+
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+
mat3 I;
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float cnv[9];
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vec3 sample;
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60
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+
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61
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/* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */
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+
for (float i=0.0; i<3.0; i++) {
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63
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+
for (float j=0.0; j<3.0; j++) {
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sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;
|
65
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+
I[int(i)][int(j)] = length(sample);
|
66
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+
}
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67
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+
}
|
68
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+
|
51
69
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/* calculate the convolution values for all the masks */
|
52
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-
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53
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-
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54
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-
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55
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-
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56
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-
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57
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-
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58
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-
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59
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-
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60
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-
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70
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+
for (int i=0; i<9; i++) {
|
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+
float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
|
72
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+
cnv[i] = dp3 * dp3;
|
73
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+
}
|
74
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+
|
75
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+
float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
|
76
|
+
float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
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77
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+
|
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+
gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);
|
79
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+
}
|
80
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+
`
|
81
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+
)
|
61
82
|
};
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62
83
|
export {
|
63
84
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FreiChenShader
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: new Vector2(512, 512) },\n },\n\n vertexShader:
|
1
|
+
{"version":3,"file":"FreiChenShader.js","sources":["../../src/shaders/FreiChenShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Edge Detection Shader using Frei-Chen filter\n * Based on http://rastergrid.com/blog/2011/01/frei-chen-edge-detector\n *\n * aspect: vec2 of (1/width, 1/height)\n */\n\nexport const FreiChenShader = {\n uniforms: {\n tDiffuse: { value: null },\n aspect: { value: /* @__PURE__ */ new Vector2(512, 512) },\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 sampler2D tDiffuse;\n varying vec2 vUv;\n\n uniform vec2 aspect;\n\n vec2 texel = vec2(1.0 / aspect.x, 1.0 / aspect.y);\n\n mat3 G[9];\n\n // hard coded matrix values!!!! as suggested in https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/EdgePass.cpp#L45\n\n const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );\n const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );\n const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );\n const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );\n const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );\n const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );\n const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );\n const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );\n const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );\n\n void main(void)\n {\n\n \tG[0] = g0,\n \tG[1] = g1,\n \tG[2] = g2,\n \tG[3] = g3,\n \tG[4] = g4,\n \tG[5] = g5,\n \tG[6] = g6,\n \tG[7] = g7,\n \tG[8] = g8;\n\n \tmat3 I;\n \tfloat cnv[9];\n \tvec3 sample;\n\n /* fetch the 3x3 neighbourhood and use the RGB vectors length as intensity value */\n \tfor (float i=0.0; i<3.0; i++) {\n \t\tfor (float j=0.0; j<3.0; j++) {\n \t\t\tsample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;\n \t\t\tI[int(i)][int(j)] = length(sample);\n \t\t}\n \t}\n\n /* calculate the convolution values for all the masks */\n \tfor (int i=0; i<9; i++) {\n \t\tfloat dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);\n \t\tcnv[i] = dp3 * dp3;\n \t}\n\n \tfloat M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);\n \tfloat S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);\n\n \tgl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);\n }\n `,\n}\n"],"names":[],"mappings":";AASO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,2BAA2B,QAAQ,KAAK,GAAG,EAAE;AAAA,EACzD;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;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;"}
|