three-stdlib 2.35.2 → 2.35.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
  394. package/shaders/HorizontalTiltShiftShader.js +43 -27
  395. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
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  404. package/shaders/LuminosityHighPassShader.cjs +43 -24
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  408. package/shaders/LuminosityShader.cjs +34 -17
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  410. package/shaders/LuminosityShader.js +34 -17
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  412. package/shaders/MirrorShader.cjs +39 -26
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  420. package/shaders/ParallaxShader.cjs +147 -97
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  424. package/shaders/PixelShader.cjs +31 -18
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  426. package/shaders/PixelShader.js +31 -18
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  428. package/shaders/RGBShiftShader.cjs +33 -20
  429. package/shaders/RGBShiftShader.cjs.map +1 -1
  430. package/shaders/RGBShiftShader.js +33 -20
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  432. package/shaders/SAOShader.cjs +154 -117
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  452. package/shaders/SobelOperatorShader.cjs +64 -37
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  454. package/shaders/SobelOperatorShader.js +64 -37
  455. package/shaders/SobelOperatorShader.js.map +1 -1
  456. package/shaders/TechnicolorShader.cjs +29 -16
  457. package/shaders/TechnicolorShader.cjs.map +1 -1
  458. package/shaders/TechnicolorShader.js +29 -16
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  460. package/shaders/ToneMapShader.cjs +55 -35
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  464. package/shaders/ToonShader.cjs +275 -165
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  468. package/shaders/TriangleBlurShader.cjs +50 -27
  469. package/shaders/TriangleBlurShader.cjs.map +1 -1
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  471. package/shaders/TriangleBlurShader.js.map +1 -1
  472. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  473. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  474. package/shaders/UnpackDepthRGBAShader.js +32 -17
  475. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  476. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  477. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  478. package/shaders/VerticalTiltShiftShader.js +43 -27
  479. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  480. package/shaders/VignetteShader.cjs +43 -27
  481. package/shaders/VignetteShader.cjs.map +1 -1
  482. package/shaders/VignetteShader.js +43 -27
  483. package/shaders/VignetteShader.js.map +1 -1
  484. package/shaders/VolumeShader.cjs +264 -213
  485. package/shaders/VolumeShader.cjs.map +1 -1
  486. package/shaders/VolumeShader.js +264 -213
  487. package/shaders/VolumeShader.js.map +1 -1
  488. package/shaders/WaterRefractionShader.cjs +63 -35
  489. package/shaders/WaterRefractionShader.cjs.map +1 -1
  490. package/shaders/WaterRefractionShader.js +63 -35
  491. package/shaders/WaterRefractionShader.js.map +1 -1
  492. package/utils/GeometryCompressionUtils.cjs +2 -1
  493. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  494. package/utils/GeometryCompressionUtils.js +3 -2
  495. package/utils/GeometryCompressionUtils.js.map +1 -1
  496. package/utils/RoughnessMipmapper.cjs +3 -3
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  499. package/utils/RoughnessMipmapper.js.map +1 -1
  500. package/utils/ShadowMapViewer.d.ts +2 -2
  501. package/webxr/ARButton.cjs +109 -106
  502. package/webxr/ARButton.cjs.map +1 -1
  503. package/webxr/ARButton.d.ts +4 -3
  504. package/webxr/ARButton.js +109 -106
  505. package/webxr/ARButton.js.map +1 -1
  506. package/webxr/OculusHandPointerModel.cjs +2 -2
  507. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  508. package/webxr/OculusHandPointerModel.js +2 -2
  509. package/webxr/OculusHandPointerModel.js.map +1 -1
  510. package/webxr/VRButton.cjs +98 -95
  511. package/webxr/VRButton.cjs.map +1 -1
  512. package/webxr/VRButton.d.ts +6 -5
  513. package/webxr/VRButton.js +98 -95
  514. package/webxr/VRButton.js.map +1 -1
  515. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  516. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  517. package/webxr/XRHandPrimitiveModel.js +3 -3
  518. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"HorizontalTiltShiftShader.cjs","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float h;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat hh = h * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"HorizontalTiltShiftShader.cjs","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\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 uniform float h;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat hh = h * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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;AA2B7B;;"}
@@ -4,33 +4,49 @@ const HorizontalTiltShiftShader = {
4
4
  h: { value: 1 / 512 },
5
5
  r: { value: 0.35 }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform float h;",
17
- "uniform float r;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 sum = vec4( 0.0 );",
21
- " float hh = h * abs( r - vUv.y );",
22
- " sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;",
23
- " sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;",
31
- " gl_FragColor = sum;",
32
- "}"
33
- ].join("\n")
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform sampler2D tDiffuse;
24
+ uniform float h;
25
+ uniform float r;
26
+
27
+ varying vec2 vUv;
28
+
29
+ void main() {
30
+
31
+ vec4 sum = vec4( 0.0 );
32
+
33
+ float hh = h * abs( r - vUv.y );
34
+
35
+ sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;
36
+ sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;
37
+ sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
40
+ sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;
41
+ sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;
42
+ sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;
43
+ sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;
44
+
45
+ gl_FragColor = sum;
46
+
47
+ }
48
+ `
49
+ )
34
50
  };
35
51
  export {
36
52
  HorizontalTiltShiftShader
@@ -1 +1 @@
1
- {"version":3,"file":"HorizontalTiltShiftShader.js","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float h;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat hh = h * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"HorizontalTiltShiftShader.js","sources":["../../src/shaders/HorizontalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const HorizontalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n h: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\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 uniform float h;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat hh = h * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * hh, vUv.y ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * hh, vUv.y ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * hh, vUv.y ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * hh, vUv.y ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * hh, vUv.y ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":"AASO,MAAM,4BAA4B;AAAA,EACvC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;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;AA2B7B;"}
@@ -6,39 +6,55 @@ const HueSaturationShader = {
6
6
  hue: { value: 0 },
7
7
  saturation: { value: 0 }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float hue;",
19
- "uniform float saturation;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " gl_FragColor = texture2D( tDiffuse, vUv );",
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+
18
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
19
+
20
+ }
21
+ `
22
+ ),
23
+ fragmentShader: (
24
+ /* glsl */
25
+ `
26
+ uniform sampler2D tDiffuse;
27
+ uniform float hue;
28
+ uniform float saturation;
29
+
30
+ varying vec2 vUv;
31
+
32
+ void main() {
33
+
34
+ gl_FragColor = texture2D( tDiffuse, vUv );
35
+
23
36
  // hue
24
- " float angle = hue * 3.14159265;",
25
- " float s = sin(angle), c = cos(angle);",
26
- " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
27
- " float len = length(gl_FragColor.rgb);",
28
- " gl_FragColor.rgb = vec3(",
29
- " dot(gl_FragColor.rgb, weights.xyz),",
30
- " dot(gl_FragColor.rgb, weights.zxy),",
31
- " dot(gl_FragColor.rgb, weights.yzx)",
32
- " );",
37
+ float angle = hue * 3.14159265;
38
+ float s = sin(angle), c = cos(angle);
39
+ vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
40
+ float len = length(gl_FragColor.rgb);
41
+ gl_FragColor.rgb = vec3(
42
+ dot(gl_FragColor.rgb, weights.xyz),
43
+ dot(gl_FragColor.rgb, weights.zxy),
44
+ dot(gl_FragColor.rgb, weights.yzx)
45
+ );
46
+
33
47
  // saturation
34
- " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
35
- " if (saturation > 0.0) {",
36
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
37
- " } else {",
38
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
39
- " }",
40
- "}"
41
- ].join("\n")
48
+ float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
49
+ if (saturation > 0.0) {
50
+ gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
51
+ } else {
52
+ gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
53
+ }
54
+
55
+ }
56
+ `
57
+ )
42
58
  };
43
59
  exports.HueSaturationShader = HueSaturationShader;
44
60
  //# sourceMappingURL=HueSaturationShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"HueSaturationShader.cjs","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float hue;',\n 'uniform float saturation;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n // hue\n '\tfloat angle = hue * 3.14159265;',\n '\tfloat s = sin(angle), c = cos(angle);',\n '\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;',\n '\tfloat len = length(gl_FragColor.rgb);',\n '\tgl_FragColor.rgb = vec3(',\n '\t\tdot(gl_FragColor.rgb, weights.xyz),',\n '\t\tdot(gl_FragColor.rgb, weights.zxy),',\n '\t\tdot(gl_FragColor.rgb, weights.yzx)',\n '\t);',\n\n // saturation\n '\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;',\n '\tif (saturation > 0.0) {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));',\n '\t} else {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"HueSaturationShader.cjs","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float hue;\n uniform float saturation;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n // hue\n \tfloat angle = hue * 3.14159265;\n \tfloat s = sin(angle), c = cos(angle);\n \tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n \tfloat len = length(gl_FragColor.rgb);\n \tgl_FragColor.rgb = vec3(\n \t\tdot(gl_FragColor.rgb, weights.xyz),\n \t\tdot(gl_FragColor.rgb, weights.zxy),\n \t\tdot(gl_FragColor.rgb, weights.yzx)\n \t);\n\n // saturation\n \tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;\n \tif (saturation > 0.0) {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n \t} else {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;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;AAgC7B;;"}
@@ -4,39 +4,55 @@ const HueSaturationShader = {
4
4
  hue: { value: 0 },
5
5
  saturation: { value: 0 }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform float hue;",
17
- "uniform float saturation;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " gl_FragColor = texture2D( tDiffuse, vUv );",
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform sampler2D tDiffuse;
25
+ uniform float hue;
26
+ uniform float saturation;
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ gl_FragColor = texture2D( tDiffuse, vUv );
33
+
21
34
  // hue
22
- " float angle = hue * 3.14159265;",
23
- " float s = sin(angle), c = cos(angle);",
24
- " vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;",
25
- " float len = length(gl_FragColor.rgb);",
26
- " gl_FragColor.rgb = vec3(",
27
- " dot(gl_FragColor.rgb, weights.xyz),",
28
- " dot(gl_FragColor.rgb, weights.zxy),",
29
- " dot(gl_FragColor.rgb, weights.yzx)",
30
- " );",
35
+ float angle = hue * 3.14159265;
36
+ float s = sin(angle), c = cos(angle);
37
+ vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;
38
+ float len = length(gl_FragColor.rgb);
39
+ gl_FragColor.rgb = vec3(
40
+ dot(gl_FragColor.rgb, weights.xyz),
41
+ dot(gl_FragColor.rgb, weights.zxy),
42
+ dot(gl_FragColor.rgb, weights.yzx)
43
+ );
44
+
31
45
  // saturation
32
- " float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;",
33
- " if (saturation > 0.0) {",
34
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));",
35
- " } else {",
36
- " gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);",
37
- " }",
38
- "}"
39
- ].join("\n")
46
+ float average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;
47
+ if (saturation > 0.0) {
48
+ gl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));
49
+ } else {
50
+ gl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);
51
+ }
52
+
53
+ }
54
+ `
55
+ )
40
56
  };
41
57
  export {
42
58
  HueSaturationShader
@@ -1 +1 @@
1
- {"version":3,"file":"HueSaturationShader.js","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float hue;',\n 'uniform float saturation;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tgl_FragColor = texture2D( tDiffuse, vUv );',\n\n // hue\n '\tfloat angle = hue * 3.14159265;',\n '\tfloat s = sin(angle), c = cos(angle);',\n '\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;',\n '\tfloat len = length(gl_FragColor.rgb);',\n '\tgl_FragColor.rgb = vec3(',\n '\t\tdot(gl_FragColor.rgb, weights.xyz),',\n '\t\tdot(gl_FragColor.rgb, weights.zxy),',\n '\t\tdot(gl_FragColor.rgb, weights.yzx)',\n '\t);',\n\n // saturation\n '\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;',\n '\tif (saturation > 0.0) {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));',\n '\t} else {',\n '\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);',\n '\t}',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA;AAAA,IAGA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"HueSaturationShader.js","sources":["../../src/shaders/HueSaturationShader.ts"],"sourcesContent":["/**\n * Hue and saturation adjustment\n * https://github.com/evanw/glfx.js\n * hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.\n * saturation: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)\n */\n\nexport const HueSaturationShader = {\n uniforms: {\n tDiffuse: { value: null },\n hue: { value: 0 },\n saturation: { value: 0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float hue;\n uniform float saturation;\n\n varying vec2 vUv;\n\n void main() {\n\n \tgl_FragColor = texture2D( tDiffuse, vUv );\n\n // hue\n \tfloat angle = hue * 3.14159265;\n \tfloat s = sin(angle), c = cos(angle);\n \tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n \tfloat len = length(gl_FragColor.rgb);\n \tgl_FragColor.rgb = vec3(\n \t\tdot(gl_FragColor.rgb, weights.xyz),\n \t\tdot(gl_FragColor.rgb, weights.zxy),\n \t\tdot(gl_FragColor.rgb, weights.yzx)\n \t);\n\n // saturation\n \tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;\n \tif (saturation > 0.0) {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n \t} else {\n \t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);\n \t}\n\n }\n `,\n}\n"],"names":[],"mappings":"AAOO,MAAM,sBAAsB;AAAA,EACjC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,KAAK,EAAE,OAAO,EAAE;AAAA,IAChB,YAAY,EAAE,OAAO,EAAE;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;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;AAgC7B;"}
@@ -6,30 +6,43 @@ const KaleidoShader = {
6
6
  sides: { value: 6 },
7
7
  angle: { value: 0 }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float sides;",
19
- "uniform float angle;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec2 p = vUv - 0.5;",
23
- " float r = length(p);",
24
- " float a = atan(p.y, p.x) + angle;",
25
- " float tau = 2. * 3.1416 ;",
26
- " a = mod(a, tau/sides);",
27
- " a = abs(a - tau/sides/2.) ;",
28
- " p = r * vec2(cos(a), sin(a));",
29
- " vec4 color = texture2D(tDiffuse, p + 0.5);",
30
- " gl_FragColor = color;",
31
- "}"
32
- ].join("\n")
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ uniform sampler2D tDiffuse;
26
+ uniform float sides;
27
+ uniform float angle;
28
+
29
+ varying vec2 vUv;
30
+
31
+ void main() {
32
+
33
+ vec2 p = vUv - 0.5;
34
+ float r = length(p);
35
+ float a = atan(p.y, p.x) + angle;
36
+ float tau = 2. * 3.1416 ;
37
+ a = mod(a, tau/sides);
38
+ a = abs(a - tau/sides/2.) ;
39
+ p = r * vec2(cos(a), sin(a));
40
+ vec4 color = texture2D(tDiffuse, p + 0.5);
41
+ gl_FragColor = color;
42
+
43
+ }
44
+ `
45
+ )
33
46
  };
34
47
  exports.KaleidoShader = KaleidoShader;
35
48
  //# sourceMappingURL=KaleidoShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"KaleidoShader.cjs","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float sides;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 p = vUv - 0.5;',\n '\tfloat r = length(p);',\n '\tfloat a = atan(p.y, p.x) + angle;',\n '\tfloat tau = 2. * 3.1416 ;',\n '\ta = mod(a, tau/sides);',\n '\ta = abs(a - tau/sides/2.) ;',\n '\tp = r * vec2(cos(a), sin(a));',\n '\tvec4 color = texture2D(tDiffuse, p + 0.5);',\n '\tgl_FragColor = color;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"KaleidoShader.cjs","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float sides;\n uniform float angle;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv - 0.5;\n \tfloat r = length(p);\n \tfloat a = atan(p.y, p.x) + angle;\n \tfloat tau = 2. * 3.1416 ;\n \ta = mod(a, tau/sides);\n \ta = abs(a - tau/sides/2.) ;\n \tp = r * vec2(cos(a), sin(a));\n \tvec4 color = texture2D(tDiffuse, p + 0.5);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;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;AAqB7B;;"}
@@ -4,30 +4,43 @@ const KaleidoShader = {
4
4
  sides: { value: 6 },
5
5
  angle: { value: 0 }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform float sides;",
17
- "uniform float angle;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec2 p = vUv - 0.5;",
21
- " float r = length(p);",
22
- " float a = atan(p.y, p.x) + angle;",
23
- " float tau = 2. * 3.1416 ;",
24
- " a = mod(a, tau/sides);",
25
- " a = abs(a - tau/sides/2.) ;",
26
- " p = r * vec2(cos(a), sin(a));",
27
- " vec4 color = texture2D(tDiffuse, p + 0.5);",
28
- " gl_FragColor = color;",
29
- "}"
30
- ].join("\n")
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform sampler2D tDiffuse;
24
+ uniform float sides;
25
+ uniform float angle;
26
+
27
+ varying vec2 vUv;
28
+
29
+ void main() {
30
+
31
+ vec2 p = vUv - 0.5;
32
+ float r = length(p);
33
+ float a = atan(p.y, p.x) + angle;
34
+ float tau = 2. * 3.1416 ;
35
+ a = mod(a, tau/sides);
36
+ a = abs(a - tau/sides/2.) ;
37
+ p = r * vec2(cos(a), sin(a));
38
+ vec4 color = texture2D(tDiffuse, p + 0.5);
39
+ gl_FragColor = color;
40
+
41
+ }
42
+ `
43
+ )
31
44
  };
32
45
  export {
33
46
  KaleidoShader
@@ -1 +1 @@
1
- {"version":3,"file":"KaleidoShader.js","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float sides;',\n 'uniform float angle;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 p = vUv - 0.5;',\n '\tfloat r = length(p);',\n '\tfloat a = atan(p.y, p.x) + angle;',\n '\tfloat tau = 2. * 3.1416 ;',\n '\ta = mod(a, tau/sides);',\n '\ta = abs(a - tau/sides/2.) ;',\n '\tp = r * vec2(cos(a), sin(a));',\n '\tvec4 color = texture2D(tDiffuse, p + 0.5);',\n '\tgl_FragColor = color;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"KaleidoShader.js","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float sides;\n uniform float angle;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv - 0.5;\n \tfloat r = length(p);\n \tfloat a = atan(p.y, p.x) + angle;\n \tfloat tau = 2. * 3.1416 ;\n \ta = mod(a, tau/sides);\n \ta = abs(a - tau/sides/2.) ;\n \tp = r * vec2(cos(a), sin(a));\n \tvec4 color = texture2D(tDiffuse, p + 0.5);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":"AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;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;AAqB7B;"}
@@ -7,32 +7,51 @@ const LuminosityHighPassShader = {
7
7
  tDiffuse: { value: null },
8
8
  luminosityThreshold: { value: 1 },
9
9
  smoothWidth: { value: 1 },
10
- defaultColor: { value: new THREE.Color(0) },
10
+ defaultColor: { value: /* @__PURE__ */ new THREE.Color(0) },
11
11
  defaultOpacity: { value: 0 }
12
12
  },
13
- vertexShader: [
14
- "varying vec2 vUv;",
15
- "void main() {",
16
- " vUv = uv;",
17
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
18
- "}"
19
- ].join("\n"),
20
- fragmentShader: [
21
- "uniform sampler2D tDiffuse;",
22
- "uniform vec3 defaultColor;",
23
- "uniform float defaultOpacity;",
24
- "uniform float luminosityThreshold;",
25
- "uniform float smoothWidth;",
26
- "varying vec2 vUv;",
27
- "void main() {",
28
- " vec4 texel = texture2D( tDiffuse, vUv );",
29
- " vec3 luma = vec3( 0.299, 0.587, 0.114 );",
30
- " float v = dot( texel.xyz, luma );",
31
- " vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
32
- " float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
33
- " gl_FragColor = mix( outputColor, texel, alpha );",
34
- "}"
35
- ].join("\n")
13
+ vertexShader: (
14
+ /* glsl */
15
+ `
16
+ varying vec2 vUv;
17
+
18
+ void main() {
19
+
20
+ vUv = uv;
21
+
22
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
23
+
24
+ }
25
+ `
26
+ ),
27
+ fragmentShader: (
28
+ /* glsl */
29
+ `
30
+ uniform sampler2D tDiffuse;
31
+ uniform vec3 defaultColor;
32
+ uniform float defaultOpacity;
33
+ uniform float luminosityThreshold;
34
+ uniform float smoothWidth;
35
+
36
+ varying vec2 vUv;
37
+
38
+ void main() {
39
+
40
+ vec4 texel = texture2D( tDiffuse, vUv );
41
+
42
+ vec3 luma = vec3( 0.299, 0.587, 0.114 );
43
+
44
+ float v = dot( texel.xyz, luma );
45
+
46
+ vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
47
+
48
+ float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
49
+
50
+ gl_FragColor = mix( outputColor, texel, alpha );
51
+
52
+ }
53
+ `
54
+ )
36
55
  };
37
56
  exports.LuminosityHighPassShader = LuminosityHighPassShader;
38
57
  //# sourceMappingURL=LuminosityHighPassShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"LuminosityHighPassShader.cjs","sources":["../../src/shaders/LuminosityHighPassShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Luminosity\n * http://en.wikipedia.org/wiki/Luminosity\n */\n\nexport const LuminosityHighPassShader = {\n shaderID: 'luminosityHighPass',\n\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1.0 },\n smoothWidth: { value: 1.0 },\n defaultColor: { value: new Color(0x000000) },\n defaultOpacity: { value: 0.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform vec3 defaultColor;',\n 'uniform float defaultOpacity;',\n 'uniform float luminosityThreshold;',\n 'uniform float smoothWidth;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n\n '\tvec3 luma = vec3( 0.299, 0.587, 0.114 );',\n\n '\tfloat v = dot( texel.xyz, luma );',\n\n '\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );',\n\n '\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );',\n\n '\tgl_FragColor = mix( outputColor, texel, alpha );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":["Color"],"mappings":";;;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,EAEV,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,qBAAqB,EAAE,OAAO,EAAI;AAAA,IAClC,aAAa,EAAE,OAAO,EAAI;AAAA,IAC1B,cAAc,EAAE,OAAO,IAAIA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC3C,gBAAgB,EAAE,OAAO,EAAI;AAAA,EAC/B;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
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+ {"version":3,"file":"LuminosityHighPassShader.cjs","sources":["../../src/shaders/LuminosityHighPassShader.ts"],"sourcesContent":["import { Color } from 'three'\n\n/**\n * Luminosity\n * http://en.wikipedia.org/wiki/Luminosity\n */\n\nexport const LuminosityHighPassShader = {\n shaderID: 'luminosityHighPass',\n\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1.0 },\n smoothWidth: { value: 1.0 },\n defaultColor: { value: /* @__PURE__ */ new Color(0x000000) },\n defaultOpacity: { value: 0.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform vec3 defaultColor;\n uniform float defaultOpacity;\n uniform float luminosityThreshold;\n uniform float smoothWidth;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n\n \tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n\n \tfloat v = dot( texel.xyz, luma );\n\n \tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n \tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n \tgl_FragColor = mix( outputColor, texel, alpha );\n\n }\n `,\n}\n"],"names":["Color"],"mappings":";;;AAOO,MAAM,2BAA2B;AAAA,EACtC,UAAU;AAAA,EAEV,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,qBAAqB,EAAE,OAAO,EAAI;AAAA,IAClC,aAAa,EAAE,OAAO,EAAI;AAAA,IAC1B,cAAc,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC3D,gBAAgB,EAAE,OAAO,EAAI;AAAA,EAC/B;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAYzB;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;AAyB7B;;"}