three-stdlib 2.35.3 → 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 (514) 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/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +109 -106
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +4 -3
  500. package/webxr/ARButton.js +109 -106
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +6 -5
  509. package/webxr/VRButton.js +98 -95
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -7,72 +7,100 @@ const SMAAEdgesShader = {
7
7
  },
8
8
  uniforms: {
9
9
  tDiffuse: { value: null },
10
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
10
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
11
11
  },
12
- vertexShader: [
13
- "uniform vec2 resolution;",
14
- "varying vec2 vUv;",
15
- "varying vec4 vOffset[ 3 ];",
16
- "void SMAAEdgeDetectionVS( vec2 texcoord ) {",
17
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
18
- // WebGL port note: Changed sign in W component
19
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
20
- // WebGL port note: Changed sign in W component
21
- " vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );",
22
- // WebGL port note: Changed sign in W component
23
- "}",
24
- "void main() {",
25
- " vUv = uv;",
26
- " SMAAEdgeDetectionVS( vUv );",
27
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
28
- "}"
29
- ].join("\n"),
30
- fragmentShader: [
31
- "uniform sampler2D tDiffuse;",
32
- "varying vec2 vUv;",
33
- "varying vec4 vOffset[ 3 ];",
34
- "vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {",
35
- " vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );",
12
+ vertexShader: (
13
+ /* glsl */
14
+ `
15
+ uniform vec2 resolution;
16
+
17
+ varying vec2 vUv;
18
+ varying vec4 vOffset[ 3 ];
19
+
20
+ void SMAAEdgeDetectionVS( vec2 texcoord ) {
21
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
22
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
23
+ vOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component
24
+ }
25
+
26
+ void main() {
27
+
28
+ vUv = uv;
29
+
30
+ SMAAEdgeDetectionVS( vUv );
31
+
32
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
33
+
34
+ }
35
+ `
36
+ ),
37
+ fragmentShader: (
38
+ /* glsl */
39
+ `
40
+ uniform sampler2D tDiffuse;
41
+
42
+ varying vec2 vUv;
43
+ varying vec4 vOffset[ 3 ];
44
+
45
+ vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {
46
+ vec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );
47
+
36
48
  // Calculate color deltas:
37
- " vec4 delta;",
38
- " vec3 C = texture2D( colorTex, texcoord ).rgb;",
39
- " vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;",
40
- " vec3 t = abs( C - Cleft );",
41
- " delta.x = max( max( t.r, t.g ), t.b );",
42
- " vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;",
43
- " t = abs( C - Ctop );",
44
- " delta.y = max( max( t.r, t.g ), t.b );",
49
+ vec4 delta;
50
+ vec3 C = texture2D( colorTex, texcoord ).rgb;
51
+
52
+ vec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;
53
+ vec3 t = abs( C - Cleft );
54
+ delta.x = max( max( t.r, t.g ), t.b );
55
+
56
+ vec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;
57
+ t = abs( C - Ctop );
58
+ delta.y = max( max( t.r, t.g ), t.b );
59
+
45
60
  // We do the usual threshold:
46
- " vec2 edges = step( threshold, delta.xy );",
61
+ vec2 edges = step( threshold, delta.xy );
62
+
47
63
  // Then discard if there is no edge:
48
- " if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )",
49
- " discard;",
64
+ if ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )
65
+ discard;
66
+
50
67
  // Calculate right and bottom deltas:
51
- " vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;",
52
- " t = abs( C - Cright );",
53
- " delta.z = max( max( t.r, t.g ), t.b );",
54
- " vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;",
55
- " t = abs( C - Cbottom );",
56
- " delta.w = max( max( t.r, t.g ), t.b );",
68
+ vec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;
69
+ t = abs( C - Cright );
70
+ delta.z = max( max( t.r, t.g ), t.b );
71
+
72
+ vec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;
73
+ t = abs( C - Cbottom );
74
+ delta.w = max( max( t.r, t.g ), t.b );
75
+
57
76
  // Calculate the maximum delta in the direct neighborhood:
58
- " float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );",
77
+ float maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );
78
+
59
79
  // Calculate left-left and top-top deltas:
60
- " vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;",
61
- " t = abs( C - Cleftleft );",
62
- " delta.z = max( max( t.r, t.g ), t.b );",
63
- " vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;",
64
- " t = abs( C - Ctoptop );",
65
- " delta.w = max( max( t.r, t.g ), t.b );",
80
+ vec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;
81
+ t = abs( C - Cleftleft );
82
+ delta.z = max( max( t.r, t.g ), t.b );
83
+
84
+ vec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;
85
+ t = abs( C - Ctoptop );
86
+ delta.w = max( max( t.r, t.g ), t.b );
87
+
66
88
  // Calculate the final maximum delta:
67
- " maxDelta = max( max( maxDelta, delta.z ), delta.w );",
89
+ maxDelta = max( max( maxDelta, delta.z ), delta.w );
90
+
68
91
  // Local contrast adaptation in action:
69
- " edges.xy *= step( 0.5 * maxDelta, delta.xy );",
70
- " return vec4( edges, 0.0, 0.0 );",
71
- "}",
72
- "void main() {",
73
- " gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );",
74
- "}"
75
- ].join("\n")
92
+ edges.xy *= step( 0.5 * maxDelta, delta.xy );
93
+
94
+ return vec4( edges, 0.0, 0.0 );
95
+ }
96
+
97
+ void main() {
98
+
99
+ gl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );
100
+
101
+ }
102
+ `
103
+ )
76
104
  };
77
105
  const SMAAWeightsShader = {
78
106
  defines: {
@@ -85,52 +113,70 @@ const SMAAWeightsShader = {
85
113
  tDiffuse: { value: null },
86
114
  tArea: { value: null },
87
115
  tSearch: { value: null },
88
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
116
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
89
117
  },
90
- vertexShader: [
91
- "uniform vec2 resolution;",
92
- "varying vec2 vUv;",
93
- "varying vec4 vOffset[ 3 ];",
94
- "varying vec2 vPixcoord;",
95
- "void SMAABlendingWeightCalculationVS( vec2 texcoord ) {",
96
- " vPixcoord = texcoord / resolution;",
118
+ vertexShader: (
119
+ /* glsl */
120
+ `
121
+ uniform vec2 resolution;
122
+
123
+ varying vec2 vUv;
124
+ varying vec4 vOffset[ 3 ];
125
+ varying vec2 vPixcoord;
126
+
127
+ void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
128
+ vPixcoord = texcoord / resolution;
129
+
97
130
  // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
98
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );",
99
- // WebGL port note: Changed sign in Y and W components
100
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );",
101
- // WebGL port note: Changed sign in Y and W components
131
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components
132
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components
133
+
102
134
  // And these for the searches, they indicate the ends of the loops:
103
- " vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );",
104
- "}",
105
- "void main() {",
106
- " vUv = uv;",
107
- " SMAABlendingWeightCalculationVS( vUv );",
108
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
109
- "}"
110
- ].join("\n"),
111
- fragmentShader: [
112
- "#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )",
113
- "uniform sampler2D tDiffuse;",
114
- "uniform sampler2D tArea;",
115
- "uniform sampler2D tSearch;",
116
- "uniform vec2 resolution;",
117
- "varying vec2 vUv;",
118
- "varying vec4 vOffset[3];",
119
- "varying vec2 vPixcoord;",
120
- "#if __VERSION__ == 100",
121
- "vec2 round( vec2 x ) {",
122
- " return sign( x ) * floor( abs( x ) + 0.5 );",
123
- "}",
124
- "#endif",
125
- "float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {",
135
+ vOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );
136
+
137
+ }
138
+
139
+ void main() {
140
+
141
+ vUv = uv;
142
+
143
+ SMAABlendingWeightCalculationVS( vUv );
144
+
145
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
146
+
147
+ }
148
+ `
149
+ ),
150
+ fragmentShader: (
151
+ /* glsl */
152
+ `
153
+ #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
154
+
155
+ uniform sampler2D tDiffuse;
156
+ uniform sampler2D tArea;
157
+ uniform sampler2D tSearch;
158
+ uniform vec2 resolution;
159
+
160
+ varying vec2 vUv;
161
+ varying vec4 vOffset[3];
162
+ varying vec2 vPixcoord;
163
+
164
+ #if __VERSION__ == 100
165
+ vec2 round( vec2 x ) {
166
+ return sign( x ) * floor( abs( x ) + 0.5 );
167
+ }
168
+ #endif
169
+
170
+ float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {
126
171
  // Not required if searchTex accesses are set to point:
127
172
  // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
128
173
  // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
129
174
  // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
130
- " e.r = bias + e.r * scale;",
131
- " return 255.0 * texture2D( searchTex, e, 0.0 ).r;",
132
- "}",
133
- "float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
175
+ e.r = bias + e.r * scale;
176
+ return 255.0 * texture2D( searchTex, e, 0.0 ).r;
177
+ }
178
+
179
+ float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
134
180
  /**
135
181
  * @PSEUDO_GATHER4
136
182
  * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
@@ -138,220 +184,262 @@ const SMAAWeightsShader = {
138
184
  * Sampling with different offsets in each direction allows to disambiguate
139
185
  * which edges are active from the four fetched ones.
140
186
  */
141
- " vec2 e = vec2( 0.0, 1.0 );",
142
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
143
- // WebGL port note: Changed while to for
144
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
145
- " texcoord -= vec2( 2.0, 0.0 ) * resolution;",
146
- " if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
147
- " }",
187
+ vec2 e = vec2( 0.0, 1.0 );
188
+
189
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
190
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
191
+ texcoord -= vec2( 2.0, 0.0 ) * resolution;
192
+ if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
193
+ }
194
+
148
195
  // We correct the previous (-0.25, -0.125) offset we applied:
149
- " texcoord.x += 0.25 * resolution.x;",
196
+ texcoord.x += 0.25 * resolution.x;
197
+
150
198
  // The searches are bias by 1, so adjust the coords accordingly:
151
- " texcoord.x += resolution.x;",
199
+ texcoord.x += resolution.x;
200
+
152
201
  // Disambiguate the length added by the last step:
153
- " texcoord.x += 2.0 * resolution.x;",
154
- // Undo last step
155
- " texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);",
156
- " return texcoord.x;",
157
- "}",
158
- "float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
159
- " vec2 e = vec2( 0.0, 1.0 );",
160
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
161
- // WebGL port note: Changed while to for
162
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
163
- " texcoord += vec2( 2.0, 0.0 ) * resolution;",
164
- " if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;",
165
- " }",
166
- " texcoord.x -= 0.25 * resolution.x;",
167
- " texcoord.x -= resolution.x;",
168
- " texcoord.x -= 2.0 * resolution.x;",
169
- " texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );",
170
- " return texcoord.x;",
171
- "}",
172
- "float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
173
- " vec2 e = vec2( 1.0, 0.0 );",
174
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
175
- // WebGL port note: Changed while to for
176
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
177
- " texcoord += vec2( 0.0, 2.0 ) * resolution;",
178
- // WebGL port note: Changed sign
179
- " if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
180
- " }",
181
- " texcoord.y -= 0.25 * resolution.y;",
182
- // WebGL port note: Changed sign
183
- " texcoord.y -= resolution.y;",
184
- // WebGL port note: Changed sign
185
- " texcoord.y -= 2.0 * resolution.y;",
186
- // WebGL port note: Changed sign
187
- " texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );",
188
- // WebGL port note: Changed sign
189
- " return texcoord.y;",
190
- "}",
191
- "float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {",
192
- " vec2 e = vec2( 1.0, 0.0 );",
193
- " for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) {",
194
- // WebGL port note: Changed while to for
195
- " e = texture2D( edgesTex, texcoord, 0.0 ).rg;",
196
- " texcoord -= vec2( 0.0, 2.0 ) * resolution;",
197
- // WebGL port note: Changed sign
198
- " if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;",
199
- " }",
200
- " texcoord.y += 0.25 * resolution.y;",
201
- // WebGL port note: Changed sign
202
- " texcoord.y += resolution.y;",
203
- // WebGL port note: Changed sign
204
- " texcoord.y += 2.0 * resolution.y;",
205
- // WebGL port note: Changed sign
206
- " texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );",
207
- // WebGL port note: Changed sign
208
- " return texcoord.y;",
209
- "}",
210
- "vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {",
202
+ texcoord.x += 2.0 * resolution.x; // Undo last step
203
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
204
+
205
+ return texcoord.x;
206
+ }
207
+
208
+ float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
209
+ vec2 e = vec2( 0.0, 1.0 );
210
+
211
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
212
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
213
+ texcoord += vec2( 2.0, 0.0 ) * resolution;
214
+ if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
215
+ }
216
+
217
+ texcoord.x -= 0.25 * resolution.x;
218
+ texcoord.x -= resolution.x;
219
+ texcoord.x -= 2.0 * resolution.x;
220
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
221
+
222
+ return texcoord.x;
223
+ }
224
+
225
+ float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
226
+ vec2 e = vec2( 1.0, 0.0 );
227
+
228
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
229
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
230
+ texcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
231
+ if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
232
+ }
233
+
234
+ texcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign
235
+ texcoord.y -= resolution.y; // WebGL port note: Changed sign
236
+ texcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign
237
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign
238
+
239
+ return texcoord.y;
240
+ }
241
+
242
+ float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {
243
+ vec2 e = vec2( 1.0, 0.0 );
244
+
245
+ for ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for
246
+ e = texture2D( edgesTex, texcoord, 0.0 ).rg;
247
+ texcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign
248
+ if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
249
+ }
250
+
251
+ texcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign
252
+ texcoord.y += resolution.y; // WebGL port note: Changed sign
253
+ texcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign
254
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign
255
+
256
+ return texcoord.y;
257
+ }
258
+
259
+ vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
211
260
  // Rounding prevents precision errors of bilinear filtering:
212
- " vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;",
261
+ vec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
262
+
213
263
  // We do a scale and bias for mapping to texel space:
214
- " texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );",
264
+ texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
265
+
215
266
  // Move to proper place, according to the subpixel offset:
216
- " texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;",
217
- " return texture2D( areaTex, texcoord, 0.0 ).rg;",
218
- "}",
219
- "vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {",
220
- " vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );",
221
- " vec2 e = texture2D( edgesTex, texcoord ).rg;",
222
- " if ( e.g > 0.0 ) {",
223
- // Edge at north
224
- " vec2 d;",
267
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
268
+
269
+ return texture2D( areaTex, texcoord, 0.0 ).rg;
270
+ }
271
+
272
+ vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {
273
+ vec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );
274
+
275
+ vec2 e = texture2D( edgesTex, texcoord ).rg;
276
+
277
+ if ( e.g > 0.0 ) { // Edge at north
278
+ vec2 d;
279
+
225
280
  // Find the distance to the left:
226
- " vec2 coords;",
227
- " coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );",
228
- " coords.y = offset[ 1 ].y;",
229
- // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
230
- " d.x = coords.x;",
281
+ vec2 coords;
282
+ coords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );
283
+ coords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)
284
+ d.x = coords.x;
285
+
231
286
  // Now fetch the left crossing edges, two at a time using bilinear
232
287
  // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
233
288
  // discern what value each edge has:
234
- " float e1 = texture2D( edgesTex, coords, 0.0 ).r;",
289
+ float e1 = texture2D( edgesTex, coords, 0.0 ).r;
290
+
235
291
  // Find the distance to the right:
236
- " coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );",
237
- " d.y = coords.x;",
292
+ coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
293
+ d.y = coords.x;
294
+
238
295
  // We want the distances to be in pixel units (doing this here allow to
239
296
  // better interleave arithmetic and memory accesses):
240
- " d = d / resolution.x - pixcoord.x;",
297
+ d = d / resolution.x - pixcoord.x;
298
+
241
299
  // SMAAArea below needs a sqrt, as the areas texture is compressed
242
300
  // quadratically:
243
- " vec2 sqrt_d = sqrt( abs( d ) );",
301
+ vec2 sqrt_d = sqrt( abs( d ) );
302
+
244
303
  // Fetch the right crossing edges:
245
- " coords.y -= 1.0 * resolution.y;",
246
- // WebGL port note: Added
247
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;",
304
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
305
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;
306
+
248
307
  // Ok, we know how this pattern looks like, now it is time for getting
249
308
  // the actual area:
250
- " weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );",
251
- " }",
252
- " if ( e.r > 0.0 ) {",
253
- // Edge at west
254
- " vec2 d;",
309
+ weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
310
+ }
311
+
312
+ if ( e.r > 0.0 ) { // Edge at west
313
+ vec2 d;
314
+
255
315
  // Find the distance to the top:
256
- " vec2 coords;",
257
- " coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );",
258
- " coords.x = offset[ 0 ].x;",
259
- // offset[1].x = texcoord.x - 0.25 * resolution.x;
260
- " d.x = coords.y;",
316
+ vec2 coords;
317
+
318
+ coords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );
319
+ coords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;
320
+ d.x = coords.y;
321
+
261
322
  // Fetch the top crossing edges:
262
- " float e1 = texture2D( edgesTex, coords, 0.0 ).g;",
323
+ float e1 = texture2D( edgesTex, coords, 0.0 ).g;
324
+
263
325
  // Find the distance to the bottom:
264
- " coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );",
265
- " d.y = coords.y;",
326
+ coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
327
+ d.y = coords.y;
328
+
266
329
  // We want the distances to be in pixel units:
267
- " d = d / resolution.y - pixcoord.y;",
330
+ d = d / resolution.y - pixcoord.y;
331
+
268
332
  // SMAAArea below needs a sqrt, as the areas texture is compressed
269
333
  // quadratically:
270
- " vec2 sqrt_d = sqrt( abs( d ) );",
334
+ vec2 sqrt_d = sqrt( abs( d ) );
335
+
271
336
  // Fetch the bottom crossing edges:
272
- " coords.y -= 1.0 * resolution.y;",
273
- // WebGL port note: Added
274
- " float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;",
337
+ coords.y -= 1.0 * resolution.y; // WebGL port note: Added
338
+ float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;
339
+
275
340
  // Get the area for this direction:
276
- " weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );",
277
- " }",
278
- " return weights;",
279
- "}",
280
- "void main() {",
281
- " gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );",
282
- "}"
283
- ].join("\n")
341
+ weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
342
+ }
343
+
344
+ return weights;
345
+ }
346
+
347
+ void main() {
348
+
349
+ gl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );
350
+
351
+ }
352
+ `
353
+ )
284
354
  };
285
355
  const SMAABlendShader = {
286
356
  uniforms: {
287
357
  tDiffuse: { value: null },
288
358
  tColor: { value: null },
289
- resolution: { value: new THREE.Vector2(1 / 1024, 1 / 512) }
359
+ resolution: { value: /* @__PURE__ */ new THREE.Vector2(1 / 1024, 1 / 512) }
290
360
  },
291
- vertexShader: [
292
- "uniform vec2 resolution;",
293
- "varying vec2 vUv;",
294
- "varying vec4 vOffset[ 2 ];",
295
- "void SMAANeighborhoodBlendingVS( vec2 texcoord ) {",
296
- " vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );",
297
- // WebGL port note: Changed sign in W component
298
- " vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );",
299
- // WebGL port note: Changed sign in W component
300
- "}",
301
- "void main() {",
302
- " vUv = uv;",
303
- " SMAANeighborhoodBlendingVS( vUv );",
304
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
305
- "}"
306
- ].join("\n"),
307
- fragmentShader: [
308
- "uniform sampler2D tDiffuse;",
309
- "uniform sampler2D tColor;",
310
- "uniform vec2 resolution;",
311
- "varying vec2 vUv;",
312
- "varying vec4 vOffset[ 2 ];",
313
- "vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {",
361
+ vertexShader: (
362
+ /* glsl */
363
+ `
364
+ uniform vec2 resolution;
365
+
366
+ varying vec2 vUv;
367
+ varying vec4 vOffset[ 2 ];
368
+
369
+ void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
370
+ vOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component
371
+ vOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component
372
+ }
373
+
374
+ void main() {
375
+
376
+ vUv = uv;
377
+
378
+ SMAANeighborhoodBlendingVS( vUv );
379
+
380
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
381
+
382
+ }
383
+ `
384
+ ),
385
+ fragmentShader: (
386
+ /* glsl */
387
+ `
388
+ uniform sampler2D tDiffuse;
389
+ uniform sampler2D tColor;
390
+ uniform vec2 resolution;
391
+
392
+ varying vec2 vUv;
393
+ varying vec4 vOffset[ 2 ];
394
+
395
+ vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
314
396
  // Fetch the blending weights for current pixel:
315
- " vec4 a;",
316
- " a.xz = texture2D( blendTex, texcoord ).xz;",
317
- " a.y = texture2D( blendTex, offset[ 1 ].zw ).g;",
318
- " a.w = texture2D( blendTex, offset[ 1 ].xy ).a;",
397
+ vec4 a;
398
+ a.xz = texture2D( blendTex, texcoord ).xz;
399
+ a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
400
+ a.w = texture2D( blendTex, offset[ 1 ].xy ).a;
401
+
319
402
  // Is there any blending weight with a value greater than 0.0?
320
- " if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {",
321
- " return texture2D( colorTex, texcoord, 0.0 );",
322
- " } else {",
403
+ if ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {
404
+ return texture2D( colorTex, texcoord, 0.0 );
405
+ } else {
323
406
  // Up to 4 lines can be crossing a pixel (one through each edge). We
324
407
  // favor blending by choosing the line with the maximum weight for each
325
408
  // direction:
326
- " vec2 offset;",
327
- " offset.x = a.a > a.b ? a.a : -a.b;",
328
- // left vs. right
329
- " offset.y = a.g > a.r ? -a.g : a.r;",
330
- // top vs. bottom // WebGL port note: Changed signs
409
+ vec2 offset;
410
+ offset.x = a.a > a.b ? a.a : -a.b; // left vs. right
411
+ offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs
412
+
331
413
  // Then we go in the direction that has the maximum weight:
332
- " if ( abs( offset.x ) > abs( offset.y )) {",
333
- // horizontal vs. vertical
334
- " offset.y = 0.0;",
335
- " } else {",
336
- " offset.x = 0.0;",
337
- " }",
414
+ if ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical
415
+ offset.y = 0.0;
416
+ } else {
417
+ offset.x = 0.0;
418
+ }
419
+
338
420
  // Fetch the opposite color and lerp by hand:
339
- " vec4 C = texture2D( colorTex, texcoord, 0.0 );",
340
- " texcoord += sign( offset ) * resolution;",
341
- " vec4 Cop = texture2D( colorTex, texcoord, 0.0 );",
342
- " float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );",
421
+ vec4 C = texture2D( colorTex, texcoord, 0.0 );
422
+ texcoord += sign( offset ) * resolution;
423
+ vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
424
+ float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
425
+
343
426
  // WebGL port note: Added gamma correction
344
- " C.xyz = pow(C.xyz, vec3(2.2));",
345
- " Cop.xyz = pow(Cop.xyz, vec3(2.2));",
346
- " vec4 mixed = mix(C, Cop, s);",
347
- " mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));",
348
- " return mixed;",
349
- " }",
350
- "}",
351
- "void main() {",
352
- " gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );",
353
- "}"
354
- ].join("\n")
427
+ C.xyz = pow(C.xyz, vec3(2.2));
428
+ Cop.xyz = pow(Cop.xyz, vec3(2.2));
429
+ vec4 mixed = mix(C, Cop, s);
430
+ mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));
431
+
432
+ return mixed;
433
+ }
434
+ }
435
+
436
+ void main() {
437
+
438
+ gl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );
439
+
440
+ }
441
+ `
442
+ )
355
443
  };
356
444
  exports.SMAABlendShader = SMAABlendShader;
357
445
  exports.SMAAEdgesShader = SMAAEdgesShader;