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