three-stdlib 2.35.2 → 2.35.4

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Files changed (518) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/Pass.cjs.map +1 -1
  270. package/postprocessing/Pass.d.ts +2 -2
  271. package/postprocessing/Pass.js.map +1 -1
  272. package/postprocessing/SAOPass.cjs +267 -264
  273. package/postprocessing/SAOPass.cjs.map +1 -1
  274. package/postprocessing/SAOPass.js +267 -264
  275. package/postprocessing/SAOPass.js.map +1 -1
  276. package/postprocessing/SSAOPass.cjs +253 -250
  277. package/postprocessing/SSAOPass.cjs.map +1 -1
  278. package/postprocessing/SSAOPass.js +253 -250
  279. package/postprocessing/SSAOPass.js.map +1 -1
  280. package/postprocessing/SSRPass.cjs +379 -376
  281. package/postprocessing/SSRPass.cjs.map +1 -1
  282. package/postprocessing/SSRPass.js +379 -376
  283. package/postprocessing/SSRPass.js.map +1 -1
  284. package/postprocessing/UnrealBloomPass.cjs +205 -202
  285. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  286. package/postprocessing/UnrealBloomPass.js +205 -202
  287. package/postprocessing/UnrealBloomPass.js.map +1 -1
  288. package/renderers/CSS2DRenderer.cjs +5 -5
  289. package/renderers/CSS2DRenderer.cjs.map +1 -1
  290. package/renderers/CSS2DRenderer.js +5 -5
  291. package/renderers/CSS2DRenderer.js.map +1 -1
  292. package/renderers/CSS3DRenderer.cjs +5 -5
  293. package/renderers/CSS3DRenderer.cjs.map +1 -1
  294. package/renderers/CSS3DRenderer.js +6 -6
  295. package/renderers/CSS3DRenderer.js.map +1 -1
  296. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  297. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  298. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  299. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  300. package/shaders/AfterimageShader.cjs +41 -22
  301. package/shaders/AfterimageShader.cjs.map +1 -1
  302. package/shaders/AfterimageShader.js +41 -22
  303. package/shaders/AfterimageShader.js.map +1 -1
  304. package/shaders/BasicShader.cjs +20 -6
  305. package/shaders/BasicShader.cjs.map +1 -1
  306. package/shaders/BasicShader.js +20 -6
  307. package/shaders/BasicShader.js.map +1 -1
  308. package/shaders/BleachBypassShader.cjs +46 -26
  309. package/shaders/BleachBypassShader.cjs.map +1 -1
  310. package/shaders/BleachBypassShader.js +46 -26
  311. package/shaders/BleachBypassShader.js.map +1 -1
  312. package/shaders/BlendShader.cjs +33 -19
  313. package/shaders/BlendShader.cjs.map +1 -1
  314. package/shaders/BlendShader.js +33 -19
  315. package/shaders/BlendShader.js.map +1 -1
  316. package/shaders/BokehShader.cjs +117 -90
  317. package/shaders/BokehShader.cjs.map +1 -1
  318. package/shaders/BokehShader.js +117 -90
  319. package/shaders/BokehShader.js.map +1 -1
  320. package/shaders/BokehShader2.cjs +333 -232
  321. package/shaders/BokehShader2.cjs.map +1 -1
  322. package/shaders/BokehShader2.js +333 -232
  323. package/shaders/BokehShader2.js.map +1 -1
  324. package/shaders/BrightnessContrastShader.cjs +38 -22
  325. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  326. package/shaders/BrightnessContrastShader.js +38 -22
  327. package/shaders/BrightnessContrastShader.js.map +1 -1
  328. package/shaders/ColorCorrectionShader.cjs +35 -21
  329. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  330. package/shaders/ColorCorrectionShader.js +35 -21
  331. package/shaders/ColorCorrectionShader.js.map +1 -1
  332. package/shaders/ColorifyShader.cjs +34 -19
  333. package/shaders/ColorifyShader.cjs.map +1 -1
  334. package/shaders/ColorifyShader.js +34 -19
  335. package/shaders/ColorifyShader.js.map +1 -1
  336. package/shaders/ConvolutionShader.cjs +43 -24
  337. package/shaders/ConvolutionShader.cjs.map +1 -1
  338. package/shaders/ConvolutionShader.js +43 -24
  339. package/shaders/ConvolutionShader.js.map +1 -1
  340. package/shaders/CopyShader.cjs +30 -16
  341. package/shaders/CopyShader.cjs.map +1 -1
  342. package/shaders/CopyShader.js +30 -16
  343. package/shaders/CopyShader.js.map +1 -1
  344. package/shaders/DOFMipMapShader.cjs +38 -21
  345. package/shaders/DOFMipMapShader.cjs.map +1 -1
  346. package/shaders/DOFMipMapShader.js +38 -21
  347. package/shaders/DOFMipMapShader.js.map +1 -1
  348. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  349. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  350. package/shaders/DepthLimitedBlurShader.js +98 -69
  351. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  352. package/shaders/DigitalGlitch.cjs +70 -59
  353. package/shaders/DigitalGlitch.cjs.map +1 -1
  354. package/shaders/DigitalGlitch.js +70 -59
  355. package/shaders/DigitalGlitch.js.map +1 -1
  356. package/shaders/DotScreenShader.cjs +49 -28
  357. package/shaders/DotScreenShader.cjs.map +1 -1
  358. package/shaders/DotScreenShader.js +49 -28
  359. package/shaders/DotScreenShader.js.map +1 -1
  360. package/shaders/FXAAShader.cjs +1098 -1089
  361. package/shaders/FXAAShader.cjs.map +1 -1
  362. package/shaders/FXAAShader.js +1098 -1089
  363. package/shaders/FXAAShader.js.map +1 -1
  364. package/shaders/FilmShader.cjs +57 -29
  365. package/shaders/FilmShader.cjs.map +1 -1
  366. package/shaders/FilmShader.js +57 -29
  367. package/shaders/FilmShader.js.map +1 -1
  368. package/shaders/FocusShader.cjs +70 -43
  369. package/shaders/FocusShader.cjs.map +1 -1
  370. package/shaders/FocusShader.js +70 -43
  371. package/shaders/FocusShader.js.map +1 -1
  372. package/shaders/FreiChenShader.cjs +74 -53
  373. package/shaders/FreiChenShader.cjs.map +1 -1
  374. package/shaders/FreiChenShader.js +74 -53
  375. package/shaders/FreiChenShader.js.map +1 -1
  376. package/shaders/FresnelShader.cjs +55 -35
  377. package/shaders/FresnelShader.cjs.map +1 -1
  378. package/shaders/FresnelShader.js +55 -35
  379. package/shaders/FresnelShader.js.map +1 -1
  380. package/shaders/GammaCorrectionShader.cjs +33 -19
  381. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  382. package/shaders/GammaCorrectionShader.js +33 -19
  383. package/shaders/GammaCorrectionShader.js.map +1 -1
  384. package/shaders/GodRaysShader.cjs +193 -116
  385. package/shaders/GodRaysShader.cjs.map +1 -1
  386. package/shaders/GodRaysShader.js +193 -116
  387. package/shaders/GodRaysShader.js.map +1 -1
  388. package/shaders/HalftoneShader.cjs +270 -192
  389. package/shaders/HalftoneShader.cjs.map +1 -1
  390. package/shaders/HalftoneShader.js +270 -192
  391. package/shaders/HalftoneShader.js.map +1 -1
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- {"version":3,"file":"SSAOPass.cjs","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n LuminanceFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nclass SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.camera = camera\n this.scene = scene\n\n this.kernelRadius = 8\n this.kernelSize = 32\n this.kernel = []\n this.noiseTexture = null\n this.output = 0\n\n this.minDistance = 0.005\n this.maxDistance = 0.1\n\n this._visibilityCache = new Map()\n\n //\n\n this.generateSampleKernel()\n this.generateRandomKernelRotations()\n\n // beauty render target\n\n const depthTexture = new DepthTexture()\n depthTexture.format = DepthStencilFormat\n depthTexture.type = UnsignedInt248Type\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n // normal render target with depth buffer\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n depthTexture: depthTexture,\n })\n\n // ssao render target\n\n this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height)\n\n this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat\n\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n\n this.ssaoMaterial.uniforms['resolution'].value.set(width, height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n }\n\n generateSampleKernel() {\n const kernelSize = this.kernelSize\n const kernel = this.kernel\n\n for (let i = 0; i < kernelSize; i++) {\n const sample = new Vector3()\n sample.x = Math.random() * 2 - 1\n sample.y = Math.random() * 2 - 1\n sample.z = Math.random()\n\n sample.normalize()\n\n let scale = i / kernelSize\n scale = MathUtils.lerp(0.1, 1, scale * scale)\n sample.multiplyScalar(scale)\n\n kernel.push(sample)\n }\n }\n\n generateRandomKernelRotations() {\n const width = 4,\n height = 4\n\n if (SimplexNoise === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SimplexNoise.')\n }\n\n const simplex = new SimplexNoise()\n\n const size = width * height\n const data = new Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n}\n\nexport { SSAOPass 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+ {"version":3,"file":"SSAOPass.cjs","sources":["../../src/postprocessing/SSAOPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n CustomBlending,\n DataTexture,\n DepthTexture,\n DstAlphaFactor,\n DstColorFactor,\n FloatType,\n MathUtils,\n MeshNormalMaterial,\n NearestFilter,\n NoBlending,\n RedFormat,\n LuminanceFormat,\n DepthStencilFormat,\n UnsignedInt248Type,\n RepeatWrapping,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n WebGLRenderTarget,\n ZeroFactor,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SimplexNoise } from '../math/SimplexNoise'\nimport { SSAOShader, SSAOBlurShader, SSAODepthShader } from '../shaders/SSAOShader'\n\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSAOPass = /* @__PURE__ */ (() => {\n class SSAOPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSAO: 1,\n Blur: 2,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n }\n\n constructor(scene, camera, width, height) {\n super()\n\n this.width = width !== 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this.blurRenderTarget = this.ssaoRenderTarget.clone()\n\n // ssao material\n\n if (SSAOShader === undefined) {\n console.error('THREE.SSAOPass: The pass relies on SSAOShader.')\n }\n\n this.ssaoMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOShader.defines),\n uniforms: UniformsUtils.clone(SSAOShader.uniforms),\n vertexShader: SSAOShader.vertexShader,\n fragmentShader: SSAOShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssaoMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssaoMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssaoMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.ssaoMaterial.uniforms['tNoise'].value = this.noiseTexture\n this.ssaoMaterial.uniforms['kernel'].value = this.kernel\n this.ssaoMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssaoMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssaoMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssaoMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssaoMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAOBlurShader.defines),\n uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),\n vertexShader: SSAOBlurShader.vertexShader,\n fragmentShader: SSAOBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSAODepthShader.defines),\n uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),\n vertexShader: SSAODepthShader.vertexShader,\n fragmentShader: SSAODepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.normalRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: DstColorFactor,\n blendDst: ZeroFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: DstAlphaFactor,\n blendDstAlpha: ZeroFactor,\n blendEquationAlpha: AddEquation,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.ssaoRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.blurMaterial.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n if (renderer.capabilities.isWebGL2 === false) this.noiseTexture.format = LuminanceFormat\n\n // render beauty\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n renderer.render(this.scene, this.camera)\n\n // render normals and depth (honor only meshes, points and lines do not contribute to SSAO)\n\n this.overrideVisibility()\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0x7777ff, 1.0)\n this.restoreVisibility()\n\n // render SSAO\n\n this.ssaoMaterial.uniforms['kernelRadius'].value = this.kernelRadius\n this.ssaoMaterial.uniforms['minDistance'].value = this.minDistance\n this.ssaoMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget)\n\n // render blur\n\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n\n // output result to screen\n\n switch (this.output) {\n case SSAOPass.OUTPUT.SSAO:\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssaoRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Blur:\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSAOPass.OUTPUT.Default:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.copyMaterial.blending = CustomBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSAOPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n renderer.getClearColor(this.originalClearColor)\n const originalClearAlpha = renderer.getClearAlpha()\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.beautyRenderTarget.setSize(width, height)\n this.ssaoRenderTarget.setSize(width, height)\n 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console.error('THREE.SSAOPass: The pass relies on SimplexNoise.')\n }\n\n const simplex = new SimplexNoise()\n\n const size = width * height\n const data = new Float32Array(size)\n\n for (let i = 0; i < size; i++) {\n const x = Math.random() * 2 - 1\n const y = Math.random() * 2 - 1\n const z = 0\n\n data[i] = simplex.noise3d(x, y, z)\n }\n\n this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType)\n this.noiseTexture.wrapS = RepeatWrapping\n this.noiseTexture.wrapT = RepeatWrapping\n this.noiseTexture.needsUpdate = true\n }\n\n overrideVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n cache.set(object, object.visible)\n\n if (object.isPoints || object.isLine) object.visible = false\n })\n }\n\n restoreVisibility() {\n const scene = this.scene\n const cache = this._visibilityCache\n\n scene.traverse(function (object) {\n const visible = cache.get(object)\n object.visible = visible\n })\n\n cache.clear()\n }\n }\n\n return SSAOPass\n})()\n\nexport { SSAOPass 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@@ -9,264 +9,267 @@ import { Pass, FullScreenQuad } from "./Pass.js";
9
9
  import { SimplexNoise } from "../math/SimplexNoise.js";
10
10
  import { SSAOShader, SSAOBlurShader, SSAODepthShader } from "../shaders/SSAOShader.js";
11
11
  import { CopyShader } from "../shaders/CopyShader.js";
12
- const _SSAOPass = class extends Pass {
13
- constructor(scene, camera, width, height) {
14
- super();
15
- this.width = width !== void 0 ? width : 512;
16
- this.height = height !== void 0 ? height : 512;
17
- this.clear = true;
18
- this.camera = camera;
19
- this.scene = scene;
20
- this.kernelRadius = 8;
21
- this.kernelSize = 32;
22
- this.kernel = [];
23
- this.noiseTexture = null;
24
- this.output = 0;
25
- this.minDistance = 5e-3;
26
- this.maxDistance = 0.1;
27
- this._visibilityCache = /* @__PURE__ */ new Map();
28
- this.generateSampleKernel();
29
- this.generateRandomKernelRotations();
30
- const depthTexture = new DepthTexture();
31
- depthTexture.format = DepthStencilFormat;
32
- depthTexture.type = UnsignedInt248Type;
33
- this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height);
34
- this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {
35
- minFilter: NearestFilter,
36
- magFilter: NearestFilter,
37
- depthTexture
38
- });
39
- this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height);
40
- this.blurRenderTarget = this.ssaoRenderTarget.clone();
41
- if (SSAOShader === void 0) {
42
- console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
12
+ const SSAOPass = /* @__PURE__ */ (() => {
13
+ const _SSAOPass = class extends Pass {
14
+ constructor(scene, camera, width, height) {
15
+ super();
16
+ this.width = width !== void 0 ? width : 512;
17
+ this.height = height !== void 0 ? height : 512;
18
+ this.clear = true;
19
+ this.camera = camera;
20
+ this.scene = scene;
21
+ this.kernelRadius = 8;
22
+ this.kernelSize = 32;
23
+ this.kernel = [];
24
+ this.noiseTexture = null;
25
+ this.output = 0;
26
+ this.minDistance = 5e-3;
27
+ this.maxDistance = 0.1;
28
+ this._visibilityCache = /* @__PURE__ */ new Map();
29
+ this.generateSampleKernel();
30
+ this.generateRandomKernelRotations();
31
+ const depthTexture = new DepthTexture();
32
+ depthTexture.format = DepthStencilFormat;
33
+ depthTexture.type = UnsignedInt248Type;
34
+ this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height);
35
+ this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {
36
+ minFilter: NearestFilter,
37
+ magFilter: NearestFilter,
38
+ depthTexture
39
+ });
40
+ this.ssaoRenderTarget = new WebGLRenderTarget(this.width, this.height);
41
+ this.blurRenderTarget = this.ssaoRenderTarget.clone();
42
+ if (SSAOShader === void 0) {
43
+ console.error("THREE.SSAOPass: The pass relies on SSAOShader.");
44
+ }
45
+ this.ssaoMaterial = new ShaderMaterial({
46
+ defines: Object.assign({}, SSAOShader.defines),
47
+ uniforms: UniformsUtils.clone(SSAOShader.uniforms),
48
+ vertexShader: SSAOShader.vertexShader,
49
+ fragmentShader: SSAOShader.fragmentShader,
50
+ blending: NoBlending
51
+ });
52
+ this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
53
+ this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
54
+ this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
55
+ this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
56
+ this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
57
+ this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
58
+ this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
59
+ this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
60
+ this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
61
+ this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
62
+ this.normalMaterial = new MeshNormalMaterial();
63
+ this.normalMaterial.blending = NoBlending;
64
+ this.blurMaterial = new ShaderMaterial({
65
+ defines: Object.assign({}, SSAOBlurShader.defines),
66
+ uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),
67
+ vertexShader: SSAOBlurShader.vertexShader,
68
+ fragmentShader: SSAOBlurShader.fragmentShader
69
+ });
70
+ this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
71
+ this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height);
72
+ this.depthRenderMaterial = new ShaderMaterial({
73
+ defines: Object.assign({}, SSAODepthShader.defines),
74
+ uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),
75
+ vertexShader: SSAODepthShader.vertexShader,
76
+ fragmentShader: SSAODepthShader.fragmentShader,
77
+ blending: NoBlending
78
+ });
79
+ this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
80
+ this.depthRenderMaterial.uniforms["cameraNear"].value = this.camera.near;
81
+ this.depthRenderMaterial.uniforms["cameraFar"].value = this.camera.far;
82
+ this.copyMaterial = new ShaderMaterial({
83
+ uniforms: UniformsUtils.clone(CopyShader.uniforms),
84
+ vertexShader: CopyShader.vertexShader,
85
+ fragmentShader: CopyShader.fragmentShader,
86
+ transparent: true,
87
+ depthTest: false,
88
+ depthWrite: false,
89
+ blendSrc: DstColorFactor,
90
+ blendDst: ZeroFactor,
91
+ blendEquation: AddEquation,
92
+ blendSrcAlpha: DstAlphaFactor,
93
+ blendDstAlpha: ZeroFactor,
94
+ blendEquationAlpha: AddEquation
95
+ });
96
+ this.fsQuad = new FullScreenQuad(null);
97
+ this.originalClearColor = new Color();
43
98
  }
44
- this.ssaoMaterial = new ShaderMaterial({
45
- defines: Object.assign({}, SSAOShader.defines),
46
- uniforms: UniformsUtils.clone(SSAOShader.uniforms),
47
- vertexShader: SSAOShader.vertexShader,
48
- fragmentShader: SSAOShader.fragmentShader,
49
- blending: NoBlending
50
- });
51
- this.ssaoMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
52
- this.ssaoMaterial.uniforms["tNormal"].value = this.normalRenderTarget.texture;
53
- this.ssaoMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
54
- this.ssaoMaterial.uniforms["tNoise"].value = this.noiseTexture;
55
- this.ssaoMaterial.uniforms["kernel"].value = this.kernel;
56
- this.ssaoMaterial.uniforms["cameraNear"].value = this.camera.near;
57
- this.ssaoMaterial.uniforms["cameraFar"].value = this.camera.far;
58
- this.ssaoMaterial.uniforms["resolution"].value.set(this.width, this.height);
59
- this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
60
- this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
61
- this.normalMaterial = new MeshNormalMaterial();
62
- this.normalMaterial.blending = NoBlending;
63
- this.blurMaterial = new ShaderMaterial({
64
- defines: Object.assign({}, SSAOBlurShader.defines),
65
- uniforms: UniformsUtils.clone(SSAOBlurShader.uniforms),
66
- vertexShader: SSAOBlurShader.vertexShader,
67
- fragmentShader: SSAOBlurShader.fragmentShader
68
- });
69
- this.blurMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
70
- this.blurMaterial.uniforms["resolution"].value.set(this.width, this.height);
71
- this.depthRenderMaterial = new ShaderMaterial({
72
- defines: Object.assign({}, SSAODepthShader.defines),
73
- uniforms: UniformsUtils.clone(SSAODepthShader.uniforms),
74
- vertexShader: SSAODepthShader.vertexShader,
75
- fragmentShader: SSAODepthShader.fragmentShader,
76
- blending: NoBlending
77
- });
78
- this.depthRenderMaterial.uniforms["tDepth"].value = this.normalRenderTarget.depthTexture;
79
- this.depthRenderMaterial.uniforms["cameraNear"].value = this.camera.near;
80
- this.depthRenderMaterial.uniforms["cameraFar"].value = this.camera.far;
81
- this.copyMaterial = new ShaderMaterial({
82
- uniforms: UniformsUtils.clone(CopyShader.uniforms),
83
- vertexShader: CopyShader.vertexShader,
84
- fragmentShader: CopyShader.fragmentShader,
85
- transparent: true,
86
- depthTest: false,
87
- depthWrite: false,
88
- blendSrc: DstColorFactor,
89
- blendDst: ZeroFactor,
90
- blendEquation: AddEquation,
91
- blendSrcAlpha: DstAlphaFactor,
92
- blendDstAlpha: ZeroFactor,
93
- blendEquationAlpha: AddEquation
94
- });
95
- this.fsQuad = new FullScreenQuad(null);
96
- this.originalClearColor = new Color();
97
- }
98
- dispose() {
99
- this.beautyRenderTarget.dispose();
100
- this.normalRenderTarget.dispose();
101
- this.ssaoRenderTarget.dispose();
102
- this.blurRenderTarget.dispose();
103
- this.normalMaterial.dispose();
104
- this.blurMaterial.dispose();
105
- this.copyMaterial.dispose();
106
- this.depthRenderMaterial.dispose();
107
- this.fsQuad.dispose();
108
- }
109
- render(renderer, writeBuffer) {
110
- if (renderer.capabilities.isWebGL2 === false)
111
- this.noiseTexture.format = LuminanceFormat;
112
- renderer.setRenderTarget(this.beautyRenderTarget);
113
- renderer.clear();
114
- renderer.render(this.scene, this.camera);
115
- this.overrideVisibility();
116
- this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1);
117
- this.restoreVisibility();
118
- this.ssaoMaterial.uniforms["kernelRadius"].value = this.kernelRadius;
119
- this.ssaoMaterial.uniforms["minDistance"].value = this.minDistance;
120
- this.ssaoMaterial.uniforms["maxDistance"].value = this.maxDistance;
121
- this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget);
122
- this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
123
- switch (this.output) {
124
- case _SSAOPass.OUTPUT.SSAO:
125
- this.copyMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
126
- this.copyMaterial.blending = NoBlending;
127
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
128
- break;
129
- case _SSAOPass.OUTPUT.Blur:
130
- this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
131
- this.copyMaterial.blending = NoBlending;
132
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
133
- break;
134
- case _SSAOPass.OUTPUT.Beauty:
135
- this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
136
- this.copyMaterial.blending = NoBlending;
137
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
138
- break;
139
- case _SSAOPass.OUTPUT.Depth:
140
- this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
141
- break;
142
- case _SSAOPass.OUTPUT.Normal:
143
- this.copyMaterial.uniforms["tDiffuse"].value = this.normalRenderTarget.texture;
144
- this.copyMaterial.blending = NoBlending;
145
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
146
- break;
147
- case _SSAOPass.OUTPUT.Default:
148
- this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
149
- this.copyMaterial.blending = NoBlending;
150
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
151
- this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
152
- this.copyMaterial.blending = CustomBlending;
153
- this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
154
- break;
155
- default:
156
- console.warn("THREE.SSAOPass: Unknown output type.");
99
+ dispose() {
100
+ this.beautyRenderTarget.dispose();
101
+ this.normalRenderTarget.dispose();
102
+ this.ssaoRenderTarget.dispose();
103
+ this.blurRenderTarget.dispose();
104
+ this.normalMaterial.dispose();
105
+ this.blurMaterial.dispose();
106
+ this.copyMaterial.dispose();
107
+ this.depthRenderMaterial.dispose();
108
+ this.fsQuad.dispose();
157
109
  }
158
- }
159
- renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
160
- renderer.getClearColor(this.originalClearColor);
161
- const originalClearAlpha = renderer.getClearAlpha();
162
- const originalAutoClear = renderer.autoClear;
163
- renderer.setRenderTarget(renderTarget);
164
- renderer.autoClear = false;
165
- if (clearColor !== void 0 && clearColor !== null) {
166
- renderer.setClearColor(clearColor);
167
- renderer.setClearAlpha(clearAlpha || 0);
110
+ render(renderer, writeBuffer) {
111
+ if (renderer.capabilities.isWebGL2 === false)
112
+ this.noiseTexture.format = LuminanceFormat;
113
+ renderer.setRenderTarget(this.beautyRenderTarget);
168
114
  renderer.clear();
115
+ renderer.render(this.scene, this.camera);
116
+ this.overrideVisibility();
117
+ this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 7829503, 1);
118
+ this.restoreVisibility();
119
+ this.ssaoMaterial.uniforms["kernelRadius"].value = this.kernelRadius;
120
+ this.ssaoMaterial.uniforms["minDistance"].value = this.minDistance;
121
+ this.ssaoMaterial.uniforms["maxDistance"].value = this.maxDistance;
122
+ this.renderPass(renderer, this.ssaoMaterial, this.ssaoRenderTarget);
123
+ this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
124
+ switch (this.output) {
125
+ case _SSAOPass.OUTPUT.SSAO:
126
+ this.copyMaterial.uniforms["tDiffuse"].value = this.ssaoRenderTarget.texture;
127
+ this.copyMaterial.blending = NoBlending;
128
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
129
+ break;
130
+ case _SSAOPass.OUTPUT.Blur:
131
+ this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
132
+ this.copyMaterial.blending = NoBlending;
133
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
134
+ break;
135
+ case _SSAOPass.OUTPUT.Beauty:
136
+ this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
137
+ this.copyMaterial.blending = NoBlending;
138
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
139
+ break;
140
+ case _SSAOPass.OUTPUT.Depth:
141
+ this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer);
142
+ break;
143
+ case _SSAOPass.OUTPUT.Normal:
144
+ this.copyMaterial.uniforms["tDiffuse"].value = this.normalRenderTarget.texture;
145
+ this.copyMaterial.blending = NoBlending;
146
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
147
+ break;
148
+ case _SSAOPass.OUTPUT.Default:
149
+ this.copyMaterial.uniforms["tDiffuse"].value = this.beautyRenderTarget.texture;
150
+ this.copyMaterial.blending = NoBlending;
151
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
152
+ this.copyMaterial.uniforms["tDiffuse"].value = this.blurRenderTarget.texture;
153
+ this.copyMaterial.blending = CustomBlending;
154
+ this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer);
155
+ break;
156
+ default:
157
+ console.warn("THREE.SSAOPass: Unknown output type.");
158
+ }
169
159
  }
170
- this.fsQuad.material = passMaterial;
171
- this.fsQuad.render(renderer);
172
- renderer.autoClear = originalAutoClear;
173
- renderer.setClearColor(this.originalClearColor);
174
- renderer.setClearAlpha(originalClearAlpha);
175
- }
176
- renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
177
- renderer.getClearColor(this.originalClearColor);
178
- const originalClearAlpha = renderer.getClearAlpha();
179
- const originalAutoClear = renderer.autoClear;
180
- renderer.setRenderTarget(renderTarget);
181
- renderer.autoClear = false;
182
- clearColor = overrideMaterial.clearColor || clearColor;
183
- clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
184
- if (clearColor !== void 0 && clearColor !== null) {
185
- renderer.setClearColor(clearColor);
186
- renderer.setClearAlpha(clearAlpha || 0);
187
- renderer.clear();
160
+ renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {
161
+ renderer.getClearColor(this.originalClearColor);
162
+ const originalClearAlpha = renderer.getClearAlpha();
163
+ const originalAutoClear = renderer.autoClear;
164
+ renderer.setRenderTarget(renderTarget);
165
+ renderer.autoClear = false;
166
+ if (clearColor !== void 0 && clearColor !== null) {
167
+ renderer.setClearColor(clearColor);
168
+ renderer.setClearAlpha(clearAlpha || 0);
169
+ renderer.clear();
170
+ }
171
+ this.fsQuad.material = passMaterial;
172
+ this.fsQuad.render(renderer);
173
+ renderer.autoClear = originalAutoClear;
174
+ renderer.setClearColor(this.originalClearColor);
175
+ renderer.setClearAlpha(originalClearAlpha);
188
176
  }
189
- this.scene.overrideMaterial = overrideMaterial;
190
- renderer.render(this.scene, this.camera);
191
- this.scene.overrideMaterial = null;
192
- renderer.autoClear = originalAutoClear;
193
- renderer.setClearColor(this.originalClearColor);
194
- renderer.setClearAlpha(originalClearAlpha);
195
- }
196
- setSize(width, height) {
197
- this.width = width;
198
- this.height = height;
199
- this.beautyRenderTarget.setSize(width, height);
200
- this.ssaoRenderTarget.setSize(width, height);
201
- this.normalRenderTarget.setSize(width, height);
202
- this.blurRenderTarget.setSize(width, height);
203
- this.ssaoMaterial.uniforms["resolution"].value.set(width, height);
204
- this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
205
- this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
206
- this.blurMaterial.uniforms["resolution"].value.set(width, height);
207
- }
208
- generateSampleKernel() {
209
- const kernelSize = this.kernelSize;
210
- const kernel = this.kernel;
211
- for (let i = 0; i < kernelSize; i++) {
212
- const sample = new Vector3();
213
- sample.x = Math.random() * 2 - 1;
214
- sample.y = Math.random() * 2 - 1;
215
- sample.z = Math.random();
216
- sample.normalize();
217
- let scale = i / kernelSize;
218
- scale = MathUtils.lerp(0.1, 1, scale * scale);
219
- sample.multiplyScalar(scale);
220
- kernel.push(sample);
177
+ renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {
178
+ renderer.getClearColor(this.originalClearColor);
179
+ const originalClearAlpha = renderer.getClearAlpha();
180
+ const originalAutoClear = renderer.autoClear;
181
+ renderer.setRenderTarget(renderTarget);
182
+ renderer.autoClear = false;
183
+ clearColor = overrideMaterial.clearColor || clearColor;
184
+ clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
185
+ if (clearColor !== void 0 && clearColor !== null) {
186
+ renderer.setClearColor(clearColor);
187
+ renderer.setClearAlpha(clearAlpha || 0);
188
+ renderer.clear();
189
+ }
190
+ this.scene.overrideMaterial = overrideMaterial;
191
+ renderer.render(this.scene, this.camera);
192
+ this.scene.overrideMaterial = null;
193
+ renderer.autoClear = originalAutoClear;
194
+ renderer.setClearColor(this.originalClearColor);
195
+ renderer.setClearAlpha(originalClearAlpha);
221
196
  }
222
- }
223
- generateRandomKernelRotations() {
224
- const width = 4, height = 4;
225
- if (SimplexNoise === void 0) {
226
- console.error("THREE.SSAOPass: The pass relies on SimplexNoise.");
197
+ setSize(width, height) {
198
+ this.width = width;
199
+ this.height = height;
200
+ this.beautyRenderTarget.setSize(width, height);
201
+ this.ssaoRenderTarget.setSize(width, height);
202
+ this.normalRenderTarget.setSize(width, height);
203
+ this.blurRenderTarget.setSize(width, height);
204
+ this.ssaoMaterial.uniforms["resolution"].value.set(width, height);
205
+ this.ssaoMaterial.uniforms["cameraProjectionMatrix"].value.copy(this.camera.projectionMatrix);
206
+ this.ssaoMaterial.uniforms["cameraInverseProjectionMatrix"].value.copy(this.camera.projectionMatrixInverse);
207
+ this.blurMaterial.uniforms["resolution"].value.set(width, height);
227
208
  }
228
- const simplex = new SimplexNoise();
229
- const size = width * height;
230
- const data = new Float32Array(size);
231
- for (let i = 0; i < size; i++) {
232
- const x = Math.random() * 2 - 1;
233
- const y = Math.random() * 2 - 1;
234
- const z = 0;
235
- data[i] = simplex.noise3d(x, y, z);
209
+ generateSampleKernel() {
210
+ const kernelSize = this.kernelSize;
211
+ const kernel = this.kernel;
212
+ for (let i = 0; i < kernelSize; i++) {
213
+ const sample = new Vector3();
214
+ sample.x = Math.random() * 2 - 1;
215
+ sample.y = Math.random() * 2 - 1;
216
+ sample.z = Math.random();
217
+ sample.normalize();
218
+ let scale = i / kernelSize;
219
+ scale = MathUtils.lerp(0.1, 1, scale * scale);
220
+ sample.multiplyScalar(scale);
221
+ kernel.push(sample);
222
+ }
236
223
  }
237
- this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType);
238
- this.noiseTexture.wrapS = RepeatWrapping;
239
- this.noiseTexture.wrapT = RepeatWrapping;
240
- this.noiseTexture.needsUpdate = true;
241
- }
242
- overrideVisibility() {
243
- const scene = this.scene;
244
- const cache = this._visibilityCache;
245
- scene.traverse(function(object) {
246
- cache.set(object, object.visible);
247
- if (object.isPoints || object.isLine)
248
- object.visible = false;
249
- });
250
- }
251
- restoreVisibility() {
252
- const scene = this.scene;
253
- const cache = this._visibilityCache;
254
- scene.traverse(function(object) {
255
- const visible = cache.get(object);
256
- object.visible = visible;
257
- });
258
- cache.clear();
259
- }
260
- };
261
- let SSAOPass = _SSAOPass;
262
- __publicField(SSAOPass, "OUTPUT", {
263
- Default: 0,
264
- SSAO: 1,
265
- Blur: 2,
266
- Beauty: 3,
267
- Depth: 4,
268
- Normal: 5
269
- });
224
+ generateRandomKernelRotations() {
225
+ const width = 4, height = 4;
226
+ if (SimplexNoise === void 0) {
227
+ console.error("THREE.SSAOPass: The pass relies on SimplexNoise.");
228
+ }
229
+ const simplex = new SimplexNoise();
230
+ const size = width * height;
231
+ const data = new Float32Array(size);
232
+ for (let i = 0; i < size; i++) {
233
+ const x = Math.random() * 2 - 1;
234
+ const y = Math.random() * 2 - 1;
235
+ const z = 0;
236
+ data[i] = simplex.noise3d(x, y, z);
237
+ }
238
+ this.noiseTexture = new DataTexture(data, width, height, RedFormat, FloatType);
239
+ this.noiseTexture.wrapS = RepeatWrapping;
240
+ this.noiseTexture.wrapT = RepeatWrapping;
241
+ this.noiseTexture.needsUpdate = true;
242
+ }
243
+ overrideVisibility() {
244
+ const scene = this.scene;
245
+ const cache = this._visibilityCache;
246
+ scene.traverse(function(object) {
247
+ cache.set(object, object.visible);
248
+ if (object.isPoints || object.isLine)
249
+ object.visible = false;
250
+ });
251
+ }
252
+ restoreVisibility() {
253
+ const scene = this.scene;
254
+ const cache = this._visibilityCache;
255
+ scene.traverse(function(object) {
256
+ const visible = cache.get(object);
257
+ object.visible = visible;
258
+ });
259
+ cache.clear();
260
+ }
261
+ };
262
+ let SSAOPass2 = _SSAOPass;
263
+ __publicField(SSAOPass2, "OUTPUT", {
264
+ Default: 0,
265
+ SSAO: 1,
266
+ Blur: 2,
267
+ Beauty: 3,
268
+ Depth: 4,
269
+ Normal: 5
270
+ });
271
+ return SSAOPass2;
272
+ })();
270
273
  export {
271
274
  SSAOPass
272
275
  };