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
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  393. package/shaders/HueSaturationShader.cjs +47 -31
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  395. package/shaders/HueSaturationShader.js +47 -31
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  397. package/shaders/KaleidoShader.cjs +37 -24
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  399. package/shaders/KaleidoShader.js +37 -24
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  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
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  405. package/shaders/LuminosityShader.cjs +34 -17
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  409. package/shaders/MirrorShader.cjs +39 -26
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  413. package/shaders/NormalMapShader.cjs +36 -21
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  417. package/shaders/ParallaxShader.cjs +147 -97
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  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
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  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
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  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
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  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
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  439. package/shaders/SSAOShader.js +236 -142
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  441. package/shaders/SSRShader.cjs +4 -4
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  443. package/shaders/SSRShader.js +4 -4
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  445. package/shaders/SepiaShader.cjs +36 -20
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  447. package/shaders/SepiaShader.js +36 -20
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  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
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  457. package/shaders/ToneMapShader.cjs +55 -35
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  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
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  477. package/shaders/VignetteShader.cjs +43 -27
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  479. package/shaders/VignetteShader.js +43 -27
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  481. package/shaders/VolumeShader.cjs +264 -213
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  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
@@ -2,35 +2,58 @@ import { Vector2 } from "three";
2
2
  const TriangleBlurShader = {
3
3
  uniforms: {
4
4
  texture: { value: null },
5
- delta: { value: new Vector2(1, 1) }
5
+ delta: { value: /* @__PURE__ */ new Vector2(1, 1) }
6
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  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "#include <common>",
16
- "#define ITERATIONS 10.0",
17
- "uniform sampler2D texture;",
18
- "uniform vec2 delta;",
19
- "varying vec2 vUv;",
20
- "void main() {",
21
- " vec4 color = vec4( 0.0 );",
22
- " float total = 0.0;",
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
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+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ #include <common>
24
+
25
+ #define ITERATIONS 10.0
26
+
27
+ uniform sampler2D texture;
28
+ uniform vec2 delta;
29
+
30
+ varying vec2 vUv;
31
+
32
+ void main() {
33
+
34
+ vec4 color = vec4( 0.0 );
35
+
36
+ float total = 0.0;
37
+
23
38
  // randomize the lookup values to hide the fixed number of samples
24
- " float offset = rand( vUv );",
25
- " for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {",
26
- " float percent = ( t + offset - 0.5 ) / ITERATIONS;",
27
- " float weight = 1.0 - abs( percent );",
28
- " color += texture2D( texture, vUv + delta * percent ) * weight;",
29
- " total += weight;",
30
- " }",
31
- " gl_FragColor = color / total;",
32
- "}"
33
- ].join("\n")
39
+
40
+ float offset = rand( vUv );
41
+
42
+ for ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {
43
+
44
+ float percent = ( t + offset - 0.5 ) / ITERATIONS;
45
+ float weight = 1.0 - abs( percent );
46
+
47
+ color += texture2D( texture, vUv + delta * percent ) * weight;
48
+ total += weight;
49
+
50
+ }
51
+
52
+ gl_FragColor = color / total;
53
+
54
+ }
55
+ `
56
+ )
34
57
  };
35
58
  export {
36
59
  TriangleBlurShader
@@ -1 +1 @@
1
- {"version":3,"file":"TriangleBlurShader.js","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: new Vector2(1, 1) },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n '#include <common>',\n\n '#define ITERATIONS 10.0',\n\n 'uniform sampler2D texture;',\n 'uniform vec2 delta;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 color = vec4( 0.0 );',\n\n '\tfloat total = 0.0;',\n\n // randomize the lookup values to hide the fixed number of samples\n\n '\tfloat offset = rand( vUv );',\n\n '\tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {',\n\n '\t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;',\n '\t\tfloat weight = 1.0 - abs( percent );',\n\n '\t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;',\n '\t\ttotal += weight;',\n\n '\t}',\n\n '\tgl_FragColor = color / total;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,OAAO,IAAI,QAAQ,GAAG,CAAC,EAAE;AAAA,EACpC;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"TriangleBlurShader.js","sources":["../../src/shaders/TriangleBlurShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * Triangle blur shader\n * based on glfx.js triangle blur shader\n * https://github.com/evanw/glfx.js\n *\n * A basic blur filter, which convolves the image with a\n * pyramid filter. The pyramid filter is separable and is applied as two\n * perpendicular triangle filters.\n */\n\nexport const TriangleBlurShader = {\n uniforms: {\n texture: { value: null },\n delta: { value: /* @__PURE__ */ new Vector2(1, 1) },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #include <common>\n\n #define ITERATIONS 10.0\n\n uniform sampler2D texture;\n uniform vec2 delta;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = vec4( 0.0 );\n\n \tfloat total = 0.0;\n\n // randomize the lookup values to hide the fixed number of samples\n\n \tfloat offset = rand( vUv );\n\n \tfor ( float t = -ITERATIONS; t <= ITERATIONS; t ++ ) {\n\n \t\tfloat percent = ( t + offset - 0.5 ) / ITERATIONS;\n \t\tfloat weight = 1.0 - abs( percent );\n\n \t\tcolor += texture2D( texture, vUv + delta * percent ) * weight;\n \t\ttotal += weight;\n\n \t}\n\n \tgl_FragColor = color / total;\n\n }\n `,\n}\n"],"names":[],"mappings":";AAYO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,OAAO,EAAE,2BAA2B,QAAQ,GAAG,CAAC,EAAE;AAAA,EACpD;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAkC7B;"}
@@ -5,23 +5,38 @@ const UnpackDepthRGBAShader = {
5
5
  tDiffuse: { value: null },
6
6
  opacity: { value: 1 }
7
7
  },
8
- vertexShader: [
9
- "varying vec2 vUv;",
10
- "void main() {",
11
- " vUv = uv;",
12
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
13
- "}"
14
- ].join("\n"),
15
- fragmentShader: [
16
- "uniform float opacity;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "#include <packing>",
20
- "void main() {",
21
- " float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );",
22
- " gl_FragColor = vec4( vec3( depth ), opacity );",
23
- "}"
24
- ].join("\n")
8
+ vertexShader: (
9
+ /* glsl */
10
+ `
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+
15
+ vUv = uv;
16
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
17
+
18
+ }
19
+ `
20
+ ),
21
+ fragmentShader: (
22
+ /* glsl */
23
+ `
24
+ uniform float opacity;
25
+
26
+ uniform sampler2D tDiffuse;
27
+
28
+ varying vec2 vUv;
29
+
30
+ #include <packing>
31
+
32
+ void main() {
33
+
34
+ float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
35
+ gl_FragColor = vec4( vec3( depth ), opacity );
36
+
37
+ }
38
+ `
39
+ )
25
40
  };
26
41
  exports.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
27
42
  //# sourceMappingURL=UnpackDepthRGBAShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"UnpackDepthRGBAShader.cjs","sources":["../../src/shaders/UnpackDepthRGBAShader.ts"],"sourcesContent":["/**\n * Unpack RGBA depth shader\n * - show RGBA encoded depth as monochrome color\n */\n\nexport const UnpackDepthRGBAShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n '#include <packing>',\n\n 'void main() {',\n\n '\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );',\n '\tgl_FragColor = vec4( vec3( depth ), opacity );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAKO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"UnpackDepthRGBAShader.cjs","sources":["../../src/shaders/UnpackDepthRGBAShader.ts"],"sourcesContent":["/**\n * Unpack RGBA depth shader\n * - show RGBA encoded depth as monochrome color\n */\n\nexport const UnpackDepthRGBAShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n #include <packing>\n\n void main() {\n\n \tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );\n \tgl_FragColor = vec4( vec3( depth ), opacity );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAKO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgB7B;;"}
@@ -3,23 +3,38 @@ const UnpackDepthRGBAShader = {
3
3
  tDiffuse: { value: null },
4
4
  opacity: { value: 1 }
5
5
  },
6
- vertexShader: [
7
- "varying vec2 vUv;",
8
- "void main() {",
9
- " vUv = uv;",
10
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
11
- "}"
12
- ].join("\n"),
13
- fragmentShader: [
14
- "uniform float opacity;",
15
- "uniform sampler2D tDiffuse;",
16
- "varying vec2 vUv;",
17
- "#include <packing>",
18
- "void main() {",
19
- " float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );",
20
- " gl_FragColor = vec4( vec3( depth ), opacity );",
21
- "}"
22
- ].join("\n")
6
+ vertexShader: (
7
+ /* glsl */
8
+ `
9
+ varying vec2 vUv;
10
+
11
+ void main() {
12
+
13
+ vUv = uv;
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
15
+
16
+ }
17
+ `
18
+ ),
19
+ fragmentShader: (
20
+ /* glsl */
21
+ `
22
+ uniform float opacity;
23
+
24
+ uniform sampler2D tDiffuse;
25
+
26
+ varying vec2 vUv;
27
+
28
+ #include <packing>
29
+
30
+ void main() {
31
+
32
+ float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
33
+ gl_FragColor = vec4( vec3( depth ), opacity );
34
+
35
+ }
36
+ `
37
+ )
23
38
  };
24
39
  export {
25
40
  UnpackDepthRGBAShader
@@ -1 +1 @@
1
- {"version":3,"file":"UnpackDepthRGBAShader.js","sources":["../../src/shaders/UnpackDepthRGBAShader.ts"],"sourcesContent":["/**\n * Unpack RGBA depth shader\n * - show RGBA encoded depth as monochrome color\n */\n\nexport const UnpackDepthRGBAShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float opacity;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n '#include <packing>',\n\n 'void main() {',\n\n '\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );',\n '\tgl_FragColor = vec4( vec3( depth ), opacity );',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAKO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"UnpackDepthRGBAShader.js","sources":["../../src/shaders/UnpackDepthRGBAShader.ts"],"sourcesContent":["/**\n * Unpack RGBA depth shader\n * - show RGBA encoded depth as monochrome color\n */\n\nexport const UnpackDepthRGBAShader = {\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float opacity;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n #include <packing>\n\n void main() {\n\n \tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );\n \tgl_FragColor = vec4( vec3( depth ), opacity );\n\n }\n `,\n}\n"],"names":[],"mappings":"AAKO,MAAM,wBAAwB;AAAA,EACnC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,SAAS,EAAE,OAAO,EAAI;AAAA,EACxB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgB7B;"}
@@ -6,33 +6,49 @@ const VerticalTiltShiftShader = {
6
6
  v: { value: 1 / 512 },
7
7
  r: { value: 0.35 }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform sampler2D tDiffuse;",
18
- "uniform float v;",
19
- "uniform float r;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- " vec4 sum = vec4( 0.0 );",
23
- " float vv = v * abs( r - vUv.y );",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
31
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
32
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
33
- " gl_FragColor = sum;",
34
- "}"
35
- ].join("\n")
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ uniform sampler2D tDiffuse;
26
+ uniform float v;
27
+ uniform float r;
28
+
29
+ varying vec2 vUv;
30
+
31
+ void main() {
32
+
33
+ vec4 sum = vec4( 0.0 );
34
+
35
+ float vv = v * abs( r - vUv.y );
36
+
37
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
40
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
41
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
42
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
43
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
44
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
45
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
46
+
47
+ gl_FragColor = sum;
48
+
49
+ }
50
+ `
51
+ )
36
52
  };
37
53
  exports.VerticalTiltShiftShader = VerticalTiltShiftShader;
38
54
  //# sourceMappingURL=VerticalTiltShiftShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"VerticalTiltShiftShader.cjs","sources":["../../src/shaders/VerticalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const VerticalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n v: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float v;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat vv = v * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AASO,MAAM,0BAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"VerticalTiltShiftShader.cjs","sources":["../../src/shaders/VerticalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const VerticalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n v: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float v;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat vv = v * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AASO,MAAM,0BAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2B7B;;"}
@@ -4,33 +4,49 @@ const VerticalTiltShiftShader = {
4
4
  v: { value: 1 / 512 },
5
5
  r: { value: 0.35 }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform sampler2D tDiffuse;",
16
- "uniform float v;",
17
- "uniform float r;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- " vec4 sum = vec4( 0.0 );",
21
- " float vv = v * abs( r - vUv.y );",
22
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;",
23
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;",
24
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;",
25
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;",
26
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;",
27
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;",
28
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;",
29
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;",
30
- " sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;",
31
- " gl_FragColor = sum;",
32
- "}"
33
- ].join("\n")
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform sampler2D tDiffuse;
24
+ uniform float v;
25
+ uniform float r;
26
+
27
+ varying vec2 vUv;
28
+
29
+ void main() {
30
+
31
+ vec4 sum = vec4( 0.0 );
32
+
33
+ float vv = v * abs( r - vUv.y );
34
+
35
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;
36
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;
37
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;
38
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;
39
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
40
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;
41
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;
42
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;
43
+ sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;
44
+
45
+ gl_FragColor = sum;
46
+
47
+ }
48
+ `
49
+ )
34
50
  };
35
51
  export {
36
52
  VerticalTiltShiftShader
@@ -1 +1 @@
1
- {"version":3,"file":"VerticalTiltShiftShader.js","sources":["../../src/shaders/VerticalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const VerticalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n v: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D tDiffuse;',\n 'uniform float v;',\n 'uniform float r;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec4 sum = vec4( 0.0 );',\n\n '\tfloat vv = v * abs( r - vUv.y );',\n\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;',\n '\tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;',\n\n '\tgl_FragColor = sum;',\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AASO,MAAM,0BAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"VerticalTiltShiftShader.js","sources":["../../src/shaders/VerticalTiltShiftShader.ts"],"sourcesContent":["/**\n * Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position\n *\n * - 9 samples per pass\n * - standard deviation 2.7\n * - \"h\" and \"v\" parameters should be set to \"1 / width\" and \"1 / height\"\n * - \"r\" parameter control where \"focused\" horizontal line lies\n */\n\nexport const VerticalTiltShiftShader = {\n uniforms: {\n tDiffuse: { value: null },\n v: { value: 1.0 / 512.0 },\n r: { value: 0.35 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform float v;\n uniform float r;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 sum = vec4( 0.0 );\n\n \tfloat vv = v * abs( r - vUv.y );\n\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * vv ) ) * 0.051;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * vv ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * vv ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * vv ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * vv ) ) * 0.1531;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * vv ) ) * 0.12245;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * vv ) ) * 0.0918;\n \tsum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * vv ) ) * 0.051;\n\n \tgl_FragColor = sum;\n\n }\n `,\n}\n"],"names":[],"mappings":"AASO,MAAM,0BAA0B;AAAA,EACrC,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,GAAG,EAAE,OAAO,IAAM,IAAM;AAAA,IACxB,GAAG,EAAE,OAAO,KAAK;AAAA,EACnB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2B7B;"}
@@ -6,34 +6,50 @@ const VignetteShader = {
6
6
  offset: { value: 1 },
7
7
  darkness: { value: 1 }
8
8
  },
9
- vertexShader: [
10
- "varying vec2 vUv;",
11
- "void main() {",
12
- " vUv = uv;",
13
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
14
- "}"
15
- ].join("\n"),
16
- fragmentShader: [
17
- "uniform float offset;",
18
- "uniform float darkness;",
19
- "uniform sampler2D tDiffuse;",
20
- "varying vec2 vUv;",
21
- "void main() {",
22
- // Eskil's vignette
23
- " vec4 texel = texture2D( tDiffuse, vUv );",
24
- " vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
25
- " gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
9
+ vertexShader: (
10
+ /* glsl */
11
+ `
12
+ varying vec2 vUv;
13
+
14
+ void main() {
15
+
16
+ vUv = uv;
17
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
18
+
19
+ }
20
+ `
21
+ ),
22
+ fragmentShader: (
23
+ /* glsl */
24
+ `
25
+ uniform float offset;
26
+ uniform float darkness;
27
+
28
+ uniform sampler2D tDiffuse;
29
+
30
+ varying vec2 vUv;
31
+
32
+ void main() {
33
+
34
+ // Eskils vignette
35
+
36
+ vec4 texel = texture2D( tDiffuse, vUv );
37
+ vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
38
+ gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
39
+
26
40
  /*
27
- // alternative version from glfx.js
28
- // this one makes more "dusty" look (as opposed to "burned")
29
-
30
- " vec4 color = texture2D( tDiffuse, vUv );",
31
- " float dist = distance( vUv, vec2( 0.5 ) );",
32
- " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
33
- " gl_FragColor = color;",
34
- */
35
- "}"
36
- ].join("\n")
41
+ // alternative version from glfx.js
42
+ // this one makes more "dusty" look (as opposed to "burned")
43
+
44
+ " vec4 color = texture2D( tDiffuse, vUv );",
45
+ " float dist = distance( vUv, vec2( 0.5 ) );",
46
+ " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
47
+ " gl_FragColor = color;",
48
+ */
49
+
50
+ }
51
+ `
52
+ )
37
53
  };
38
54
  exports.VignetteShader = VignetteShader;
39
55
  //# sourceMappingURL=VignetteShader.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"VignetteShader.cjs","sources":["../../src/shaders/VignetteShader.ts"],"sourcesContent":["/**\n * Vignette shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const VignetteShader = {\n uniforms: {\n tDiffuse: { value: null },\n offset: { value: 1.0 },\n darkness: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float offset;',\n 'uniform float darkness;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n // Eskil's vignette\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n '\tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );',\n '\tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',\n\n /*\n\t\t// alternative version from glfx.js\n\t\t// this one makes more \"dusty\" look (as opposed to \"burned\")\n\n\t\t\"\tvec4 color = texture2D( tDiffuse, vUv );\",\n\t\t\"\tfloat dist = distance( vUv, vec2( 0.5 ) );\",\n\t\t\"\tcolor.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );\",\n\t\t\"\tgl_FragColor = color;\",\n\t\t*/\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":";;AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,IACrB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAYA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;;"}
1
+ {"version":3,"file":"VignetteShader.cjs","sources":["../../src/shaders/VignetteShader.ts"],"sourcesContent":["/**\n * Vignette shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const VignetteShader = {\n uniforms: {\n tDiffuse: { value: null },\n offset: { value: 1.0 },\n darkness: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float offset;\n uniform float darkness;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n // Eskils vignette\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n \tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );\n \tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );\n\n /*\n\t\t// alternative version from glfx.js\n\t\t// this one makes more \"dusty\" look (as opposed to \"burned\")\n\n\t\t\"\tvec4 color = texture2D( tDiffuse, vUv );\",\n\t\t\"\tfloat dist = distance( vUv, vec2( 0.5 ) );\",\n\t\t\"\tcolor.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );\",\n\t\t\"\tgl_FragColor = color;\",\n\t\t*/\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,IACrB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA4B7B;;"}
@@ -4,34 +4,50 @@ const VignetteShader = {
4
4
  offset: { value: 1 },
5
5
  darkness: { value: 1 }
6
6
  },
7
- vertexShader: [
8
- "varying vec2 vUv;",
9
- "void main() {",
10
- " vUv = uv;",
11
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
12
- "}"
13
- ].join("\n"),
14
- fragmentShader: [
15
- "uniform float offset;",
16
- "uniform float darkness;",
17
- "uniform sampler2D tDiffuse;",
18
- "varying vec2 vUv;",
19
- "void main() {",
20
- // Eskil's vignette
21
- " vec4 texel = texture2D( tDiffuse, vUv );",
22
- " vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
23
- " gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
7
+ vertexShader: (
8
+ /* glsl */
9
+ `
10
+ varying vec2 vUv;
11
+
12
+ void main() {
13
+
14
+ vUv = uv;
15
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
16
+
17
+ }
18
+ `
19
+ ),
20
+ fragmentShader: (
21
+ /* glsl */
22
+ `
23
+ uniform float offset;
24
+ uniform float darkness;
25
+
26
+ uniform sampler2D tDiffuse;
27
+
28
+ varying vec2 vUv;
29
+
30
+ void main() {
31
+
32
+ // Eskils vignette
33
+
34
+ vec4 texel = texture2D( tDiffuse, vUv );
35
+ vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );
36
+ gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );
37
+
24
38
  /*
25
- // alternative version from glfx.js
26
- // this one makes more "dusty" look (as opposed to "burned")
27
-
28
- " vec4 color = texture2D( tDiffuse, vUv );",
29
- " float dist = distance( vUv, vec2( 0.5 ) );",
30
- " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
31
- " gl_FragColor = color;",
32
- */
33
- "}"
34
- ].join("\n")
39
+ // alternative version from glfx.js
40
+ // this one makes more "dusty" look (as opposed to "burned")
41
+
42
+ " vec4 color = texture2D( tDiffuse, vUv );",
43
+ " float dist = distance( vUv, vec2( 0.5 ) );",
44
+ " color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
45
+ " gl_FragColor = color;",
46
+ */
47
+
48
+ }
49
+ `
50
+ )
35
51
  };
36
52
  export {
37
53
  VignetteShader
@@ -1 +1 @@
1
- {"version":3,"file":"VignetteShader.js","sources":["../../src/shaders/VignetteShader.ts"],"sourcesContent":["/**\n * Vignette shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const VignetteShader = {\n uniforms: {\n tDiffuse: { value: null },\n offset: { value: 1.0 },\n darkness: { value: 1.0 },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = uv;',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform float offset;',\n 'uniform float darkness;',\n\n 'uniform sampler2D tDiffuse;',\n\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n // Eskil's vignette\n\n '\tvec4 texel = texture2D( tDiffuse, vUv );',\n '\tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );',\n '\tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );',\n\n /*\n\t\t// alternative version from glfx.js\n\t\t// this one makes more \"dusty\" look (as opposed to \"burned\")\n\n\t\t\"\tvec4 color = texture2D( tDiffuse, vUv );\",\n\t\t\"\tfloat dist = distance( vUv, vec2( 0.5 ) );\",\n\t\t\"\tcolor.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );\",\n\t\t\"\tgl_FragColor = color;\",\n\t\t*/\n\n '}',\n ].join('\\n'),\n}\n"],"names":[],"mappings":"AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,IACrB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IAEA;AAAA,IAEA;AAAA,IAEA;AAAA;AAAA,IAIA;AAAA,IACA;AAAA,IACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAYA;AAAA,EAAA,EACA,KAAK,IAAI;AACb;"}
1
+ {"version":3,"file":"VignetteShader.js","sources":["../../src/shaders/VignetteShader.ts"],"sourcesContent":["/**\n * Vignette shader\n * based on PaintEffect postprocess from ro.me\n * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js\n */\n\nexport const VignetteShader = {\n uniforms: {\n tDiffuse: { value: null },\n offset: { value: 1.0 },\n darkness: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float offset;\n uniform float darkness;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n // Eskils vignette\n\n \tvec4 texel = texture2D( tDiffuse, vUv );\n \tvec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );\n \tgl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );\n\n /*\n\t\t// alternative version from glfx.js\n\t\t// this one makes more \"dusty\" look (as opposed to \"burned\")\n\n\t\t\"\tvec4 color = texture2D( tDiffuse, vUv );\",\n\t\t\"\tfloat dist = distance( vUv, vec2( 0.5 ) );\",\n\t\t\"\tcolor.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );\",\n\t\t\"\tgl_FragColor = color;\",\n\t\t*/\n\n }\n `,\n}\n"],"names":[],"mappings":"AAMO,MAAM,iBAAiB;AAAA,EAC5B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,IACrB,UAAU,EAAE,OAAO,EAAI;AAAA,EACzB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA4B7B;"}