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
@@ -1,46 +1,35 @@
1
1
  "use strict";
2
- var __defProp = Object.defineProperty;
3
- var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
4
- var __publicField = (obj, key, value) => {
5
- __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
6
- return value;
7
- };
8
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
3
  const THREE = require("three");
10
- const geometry = new THREE.BufferGeometry();
11
- const float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]);
12
- const interleavedBuffer = new THREE.InterleavedBuffer(float32Array, 5);
13
- geometry.setIndex([0, 1, 2, 0, 2, 3]);
14
- geometry.setAttribute("position", new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
15
- geometry.setAttribute("uv", new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
16
- const _Lensflare = class extends THREE.Mesh {
17
- constructor() {
18
- super(_Lensflare.Geometry, new THREE.MeshBasicMaterial({ opacity: 0, transparent: true }));
19
- this.isLensflare = true;
20
- this.type = "Lensflare";
21
- this.frustumCulled = false;
22
- this.renderOrder = Infinity;
23
- const positionScreen = new THREE.Vector3();
24
- const positionView = new THREE.Vector3();
25
- const tempMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBAFormat);
26
- tempMap.minFilter = THREE.NearestFilter;
27
- tempMap.magFilter = THREE.NearestFilter;
28
- tempMap.wrapS = THREE.ClampToEdgeWrapping;
29
- tempMap.wrapT = THREE.ClampToEdgeWrapping;
30
- const occlusionMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBAFormat);
31
- occlusionMap.minFilter = THREE.NearestFilter;
32
- occlusionMap.magFilter = THREE.NearestFilter;
33
- occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
34
- occlusionMap.wrapT = THREE.ClampToEdgeWrapping;
35
- const geometry2 = _Lensflare.Geometry;
36
- const material1a = new THREE.RawShaderMaterial({
37
- uniforms: {
38
- scale: { value: null },
39
- screenPosition: { value: null }
40
- },
41
- vertexShader: (
42
- /* glsl */
43
- `
4
+ const Lensflare = /* @__PURE__ */ (() => {
5
+ class Lensflare2 extends THREE.Mesh {
6
+ constructor() {
7
+ super(Lensflare2.Geometry, new THREE.MeshBasicMaterial({ opacity: 0, transparent: true }));
8
+ this.isLensflare = true;
9
+ this.type = "Lensflare";
10
+ this.frustumCulled = false;
11
+ this.renderOrder = Infinity;
12
+ const positionScreen = new THREE.Vector3();
13
+ const positionView = new THREE.Vector3();
14
+ const tempMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBAFormat);
15
+ tempMap.minFilter = THREE.NearestFilter;
16
+ tempMap.magFilter = THREE.NearestFilter;
17
+ tempMap.wrapS = THREE.ClampToEdgeWrapping;
18
+ tempMap.wrapT = THREE.ClampToEdgeWrapping;
19
+ const occlusionMap = new THREE.DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, THREE.RGBAFormat);
20
+ occlusionMap.minFilter = THREE.NearestFilter;
21
+ occlusionMap.magFilter = THREE.NearestFilter;
22
+ occlusionMap.wrapS = THREE.ClampToEdgeWrapping;
23
+ occlusionMap.wrapT = THREE.ClampToEdgeWrapping;
24
+ const geometry = Lensflare2.Geometry;
25
+ const material1a = new THREE.RawShaderMaterial({
26
+ uniforms: {
27
+ scale: { value: null },
28
+ screenPosition: { value: null }
29
+ },
30
+ vertexShader: (
31
+ /* glsl */
32
+ `
44
33
 
45
34
  precision highp float;
46
35
 
@@ -54,10 +43,10 @@ const _Lensflare = class extends THREE.Mesh {
54
43
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
55
44
 
56
45
  }`
57
- ),
58
- fragmentShader: (
59
- /* glsl */
60
- `
46
+ ),
47
+ fragmentShader: (
48
+ /* glsl */
49
+ `
61
50
 
62
51
  precision highp float;
63
52
 
@@ -66,20 +55,20 @@ const _Lensflare = class extends THREE.Mesh {
66
55
  gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
67
56
 
68
57
  }`
69
- ),
70
- depthTest: true,
71
- depthWrite: false,
72
- transparent: false
73
- });
74
- const material1b = new THREE.RawShaderMaterial({
75
- uniforms: {
76
- map: { value: tempMap },
77
- scale: { value: null },
78
- screenPosition: { value: null }
79
- },
80
- vertexShader: (
81
- /* glsl */
82
- `
58
+ ),
59
+ depthTest: true,
60
+ depthWrite: false,
61
+ transparent: false
62
+ });
63
+ const material1b = new THREE.RawShaderMaterial({
64
+ uniforms: {
65
+ map: { value: tempMap },
66
+ scale: { value: null },
67
+ screenPosition: { value: null }
68
+ },
69
+ vertexShader: (
70
+ /* glsl */
71
+ `
83
72
 
84
73
  precision highp float;
85
74
 
@@ -98,10 +87,10 @@ const _Lensflare = class extends THREE.Mesh {
98
87
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
99
88
 
100
89
  }`
101
- ),
102
- fragmentShader: (
103
- /* glsl */
104
- `
90
+ ),
91
+ fragmentShader: (
92
+ /* glsl */
93
+ `
105
94
 
106
95
  precision highp float;
107
96
 
@@ -114,173 +103,187 @@ const _Lensflare = class extends THREE.Mesh {
114
103
  gl_FragColor = texture2D( map, vUV );
115
104
 
116
105
  }`
117
- ),
118
- depthTest: false,
119
- depthWrite: false,
120
- transparent: false
121
- });
122
- const mesh1 = new THREE.Mesh(geometry2, material1a);
123
- const elements = [];
124
- const shader = LensflareElement.Shader;
125
- const material2 = new THREE.RawShaderMaterial({
126
- uniforms: {
127
- map: { value: null },
128
- occlusionMap: { value: occlusionMap },
129
- color: { value: new THREE.Color(16777215) },
130
- scale: { value: new THREE.Vector2() },
131
- screenPosition: { value: new THREE.Vector3() }
132
- },
133
- vertexShader: shader.vertexShader,
134
- fragmentShader: shader.fragmentShader,
135
- blending: THREE.AdditiveBlending,
136
- transparent: true,
137
- depthWrite: false
138
- });
139
- const mesh2 = new THREE.Mesh(geometry2, material2);
140
- this.addElement = function(element) {
141
- elements.push(element);
142
- };
143
- const scale = new THREE.Vector2();
144
- const screenPositionPixels = new THREE.Vector2();
145
- const validArea = new THREE.Box2();
146
- const viewport = new THREE.Vector4();
147
- this.onBeforeRender = function(renderer, scene, camera) {
148
- renderer.getCurrentViewport(viewport);
149
- const invAspect = viewport.w / viewport.z;
150
- const halfViewportWidth = viewport.z / 2;
151
- const halfViewportHeight = viewport.w / 2;
152
- let size = 16 / viewport.w;
153
- scale.set(size * invAspect, size);
154
- validArea.min.set(viewport.x, viewport.y);
155
- validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
156
- positionView.setFromMatrixPosition(this.matrixWorld);
157
- positionView.applyMatrix4(camera.matrixWorldInverse);
158
- if (positionView.z > 0)
159
- return;
160
- positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
161
- screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
162
- screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
163
- if (validArea.containsPoint(screenPositionPixels)) {
164
- renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
165
- let uniforms = material1a.uniforms;
166
- uniforms["scale"].value = scale;
167
- uniforms["screenPosition"].value = positionScreen;
168
- renderer.renderBufferDirect(camera, null, geometry2, material1a, mesh1, null);
169
- renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
170
- uniforms = material1b.uniforms;
171
- uniforms["scale"].value = scale;
172
- uniforms["screenPosition"].value = positionScreen;
173
- renderer.renderBufferDirect(camera, null, geometry2, material1b, mesh1, null);
174
- const vecX = -positionScreen.x * 2;
175
- const vecY = -positionScreen.y * 2;
106
+ ),
107
+ depthTest: false,
108
+ depthWrite: false,
109
+ transparent: false
110
+ });
111
+ const mesh1 = new THREE.Mesh(geometry, material1a);
112
+ const elements = [];
113
+ const shader = LensflareElement.Shader;
114
+ const material2 = new THREE.RawShaderMaterial({
115
+ uniforms: {
116
+ map: { value: null },
117
+ occlusionMap: { value: occlusionMap },
118
+ color: { value: new THREE.Color(16777215) },
119
+ scale: { value: new THREE.Vector2() },
120
+ screenPosition: { value: new THREE.Vector3() }
121
+ },
122
+ vertexShader: shader.vertexShader,
123
+ fragmentShader: shader.fragmentShader,
124
+ blending: THREE.AdditiveBlending,
125
+ transparent: true,
126
+ depthWrite: false
127
+ });
128
+ const mesh2 = new THREE.Mesh(geometry, material2);
129
+ this.addElement = function(element) {
130
+ elements.push(element);
131
+ };
132
+ const scale = new THREE.Vector2();
133
+ const screenPositionPixels = new THREE.Vector2();
134
+ const validArea = new THREE.Box2();
135
+ const viewport = new THREE.Vector4();
136
+ this.onBeforeRender = function(renderer, scene, camera) {
137
+ renderer.getCurrentViewport(viewport);
138
+ const invAspect = viewport.w / viewport.z;
139
+ const halfViewportWidth = viewport.z / 2;
140
+ const halfViewportHeight = viewport.w / 2;
141
+ let size = 16 / viewport.w;
142
+ scale.set(size * invAspect, size);
143
+ validArea.min.set(viewport.x, viewport.y);
144
+ validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
145
+ positionView.setFromMatrixPosition(this.matrixWorld);
146
+ positionView.applyMatrix4(camera.matrixWorldInverse);
147
+ if (positionView.z > 0)
148
+ return;
149
+ positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
150
+ screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
151
+ screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
152
+ if (validArea.containsPoint(screenPositionPixels)) {
153
+ renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
154
+ let uniforms = material1a.uniforms;
155
+ uniforms["scale"].value = scale;
156
+ uniforms["screenPosition"].value = positionScreen;
157
+ renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null);
158
+ renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
159
+ uniforms = material1b.uniforms;
160
+ uniforms["scale"].value = scale;
161
+ uniforms["screenPosition"].value = positionScreen;
162
+ renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null);
163
+ const vecX = -positionScreen.x * 2;
164
+ const vecY = -positionScreen.y * 2;
165
+ for (let i = 0, l = elements.length; i < l; i++) {
166
+ const element = elements[i];
167
+ const uniforms2 = material2.uniforms;
168
+ uniforms2["color"].value.copy(element.color);
169
+ uniforms2["map"].value = element.texture;
170
+ uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
171
+ uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
172
+ size = element.size / viewport.w;
173
+ const invAspect2 = viewport.w / viewport.z;
174
+ uniforms2["scale"].value.set(size * invAspect2, size);
175
+ material2.uniformsNeedUpdate = true;
176
+ renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
177
+ }
178
+ }
179
+ };
180
+ this.dispose = function() {
181
+ material1a.dispose();
182
+ material1b.dispose();
183
+ material2.dispose();
184
+ tempMap.dispose();
185
+ occlusionMap.dispose();
176
186
  for (let i = 0, l = elements.length; i < l; i++) {
177
- const element = elements[i];
178
- const uniforms2 = material2.uniforms;
179
- uniforms2["color"].value.copy(element.color);
180
- uniforms2["map"].value = element.texture;
181
- uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
182
- uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
183
- size = element.size / viewport.w;
184
- const invAspect2 = viewport.w / viewport.z;
185
- uniforms2["scale"].value.set(size * invAspect2, size);
186
- material2.uniformsNeedUpdate = true;
187
- renderer.renderBufferDirect(camera, null, geometry2, material2, mesh2, null);
187
+ elements[i].texture.dispose();
188
188
  }
189
- }
190
- };
191
- this.dispose = function() {
192
- material1a.dispose();
193
- material1b.dispose();
194
- material2.dispose();
195
- tempMap.dispose();
196
- occlusionMap.dispose();
197
- for (let i = 0, l = elements.length; i < l; i++) {
198
- elements[i].texture.dispose();
199
- }
200
- };
189
+ };
190
+ }
201
191
  }
202
- };
203
- let Lensflare = _Lensflare;
204
- __publicField(Lensflare, "Geometry", geometry);
205
- class LensflareElement {
206
- constructor(texture, size = 1, distance = 0, color = new THREE.Color(16777215)) {
207
- this.texture = texture;
208
- this.size = size;
209
- this.distance = distance;
210
- this.color = color;
192
+ const _geometry = new THREE.BufferGeometry();
193
+ const interleavedBuffer = new THREE.InterleavedBuffer(
194
+ new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),
195
+ 5
196
+ );
197
+ _geometry.setIndex([0, 1, 2, 0, 2, 3]);
198
+ _geometry.setAttribute("position", new THREE.InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
199
+ _geometry.setAttribute("uv", new THREE.InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
200
+ Lensflare2.Geometry = _geometry;
201
+ return Lensflare2;
202
+ })();
203
+ const LensflareElement = /* @__PURE__ */ (() => {
204
+ class LensflareElement2 {
205
+ constructor(texture, size = 1, distance = 0, color = new THREE.Color(16777215)) {
206
+ this.texture = texture;
207
+ this.size = size;
208
+ this.distance = distance;
209
+ this.color = color;
210
+ }
211
211
  }
212
- }
213
- __publicField(LensflareElement, "Shader", {
214
- uniforms: {
215
- map: { value: null },
216
- occlusionMap: { value: null },
217
- color: { value: null },
218
- scale: { value: null },
219
- screenPosition: { value: null }
220
- },
221
- vertexShader: (
222
- /* glsl */
223
- `
212
+ LensflareElement2.Shader = {
213
+ uniforms: {
214
+ map: { value: null },
215
+ occlusionMap: { value: null },
216
+ color: { value: null },
217
+ scale: { value: null },
218
+ screenPosition: { value: null }
219
+ },
220
+ vertexShader: (
221
+ /* glsl */
222
+ `
224
223
 
225
- precision highp float;
224
+ precision highp float;
226
225
 
227
- uniform vec3 screenPosition;
228
- uniform vec2 scale;
226
+ uniform vec3 screenPosition;
227
+ uniform vec2 scale;
229
228
 
230
- uniform sampler2D occlusionMap;
229
+ uniform sampler2D occlusionMap;
231
230
 
232
- attribute vec3 position;
233
- attribute vec2 uv;
231
+ attribute vec3 position;
232
+ attribute vec2 uv;
234
233
 
235
- varying vec2 vUV;
236
- varying float vVisibility;
234
+ varying vec2 vUV;
235
+ varying float vVisibility;
237
236
 
238
- void main() {
237
+ void main() {
239
238
 
240
- vUV = uv;
239
+ vUV = uv;
241
240
 
242
- vec2 pos = position.xy;
241
+ vec2 pos = position.xy;
243
242
 
244
- vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
245
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
246
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
247
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
248
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
249
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
250
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
251
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
252
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
243
+ vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
244
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
245
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
246
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
247
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
248
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
249
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
250
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
251
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
253
252
 
254
- vVisibility = visibility.r / 9.0;
255
- vVisibility *= 1.0 - visibility.g / 9.0;
256
- vVisibility *= visibility.b / 9.0;
253
+ vVisibility = visibility.r / 9.0;
254
+ vVisibility *= 1.0 - visibility.g / 9.0;
255
+ vVisibility *= visibility.b / 9.0;
257
256
 
258
- gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
257
+ gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
259
258
 
260
- }`
261
- ),
262
- fragmentShader: (
263
- /* glsl */
259
+ }
264
260
  `
261
+ ),
262
+ fragmentShader: (
263
+ /* glsl */
264
+ `
265
265
 
266
- precision highp float;
266
+ precision highp float;
267
267
 
268
- uniform sampler2D map;
269
- uniform vec3 color;
268
+ uniform sampler2D map;
269
+ uniform vec3 color;
270
270
 
271
- varying vec2 vUV;
272
- varying float vVisibility;
271
+ varying vec2 vUV;
272
+ varying float vVisibility;
273
273
 
274
- void main() {
274
+ void main() {
275
275
 
276
- vec4 texture = texture2D( map, vUV );
277
- texture.a *= vVisibility;
278
- gl_FragColor = texture;
279
- gl_FragColor.rgb *= color;
276
+ vec4 texture = texture2D( map, vUV );
277
+ texture.a *= vVisibility;
278
+ gl_FragColor = texture;
279
+ gl_FragColor.rgb *= color;
280
280
 
281
- }`
282
- )
283
- });
281
+ }
282
+ `
283
+ )
284
+ };
285
+ return LensflareElement2;
286
+ })();
284
287
  exports.Lensflare = Lensflare;
285
288
  exports.LensflareElement = LensflareElement;
286
289
  //# sourceMappingURL=Lensflare.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"Lensflare.cjs","sources":["../../src/objects/Lensflare.js"],"sourcesContent":["import {\n AdditiveBlending,\n Box2,\n BufferGeometry,\n ClampToEdgeWrapping,\n Color,\n DataTexture,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n Mesh,\n MeshBasicMaterial,\n NearestFilter,\n RGBAFormat,\n RawShaderMaterial,\n Vector2,\n Vector3,\n Vector4,\n} from 'three'\n\nconst geometry = new BufferGeometry()\n\nconst float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1])\n\nconst interleavedBuffer = new InterleavedBuffer(float32Array, 5)\n\ngeometry.setIndex([0, 1, 2, 0, 2, 3])\ngeometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false))\ngeometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false))\n\nclass Lensflare extends Mesh {\n static Geometry = geometry\n\n constructor() {\n super(Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }))\n\n this.isLensflare = true\n\n this.type = 'Lensflare'\n this.frustumCulled = false\n this.renderOrder = Infinity\n\n //\n\n const positionScreen = new Vector3()\n const positionView = new Vector3()\n\n // textures\n const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n tempMap.minFilter = NearestFilter\n tempMap.magFilter = NearestFilter\n tempMap.wrapS = ClampToEdgeWrapping\n tempMap.wrapT = ClampToEdgeWrapping\n\n const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n occlusionMap.minFilter = NearestFilter\n occlusionMap.magFilter = NearestFilter\n occlusionMap.wrapS = ClampToEdgeWrapping\n occlusionMap.wrapT = ClampToEdgeWrapping\n\n // material\n\n const geometry = Lensflare.Geometry\n\n const material1a = new RawShaderMaterial({\n uniforms: {\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n\n\t\t\t\t}`,\n depthTest: true,\n depthWrite: false,\n transparent: false,\n })\n\n const material1b = new RawShaderMaterial({\n uniforms: {\n map: { value: tempMap },\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\t\t\t\tattribute vec2 uv;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvUV = uv;\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform sampler2D map;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = texture2D( map, vUV );\n\n\t\t\t\t}`,\n depthTest: false,\n depthWrite: false,\n transparent: false,\n })\n\n // the following object is used for occlusionMap generation\n\n const mesh1 = new Mesh(geometry, material1a)\n\n //\n\n const elements = []\n\n const shader = LensflareElement.Shader\n\n const material2 = new RawShaderMaterial({\n uniforms: {\n map: { value: null },\n occlusionMap: { value: occlusionMap },\n color: { value: new Color(0xffffff) },\n scale: { value: new Vector2() },\n screenPosition: { value: new Vector3() },\n },\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n blending: AdditiveBlending,\n transparent: true,\n depthWrite: false,\n })\n\n const mesh2 = new Mesh(geometry, material2)\n\n this.addElement = function (element) {\n elements.push(element)\n }\n\n //\n\n const scale = new Vector2()\n const screenPositionPixels = new Vector2()\n const validArea = new Box2()\n const viewport = new Vector4()\n\n this.onBeforeRender = function (renderer, scene, camera) {\n renderer.getCurrentViewport(viewport)\n\n const invAspect = viewport.w / viewport.z\n const halfViewportWidth = viewport.z / 2.0\n const halfViewportHeight = viewport.w / 2.0\n\n let size = 16 / viewport.w\n scale.set(size * invAspect, size)\n\n validArea.min.set(viewport.x, viewport.y)\n validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16))\n\n // calculate position in screen space\n\n positionView.setFromMatrixPosition(this.matrixWorld)\n positionView.applyMatrix4(camera.matrixWorldInverse)\n\n if (positionView.z > 0) return // lensflare is behind the camera\n\n positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix)\n\n // horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8\n screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8\n\n // screen cull\n\n if (validArea.containsPoint(screenPositionPixels)) {\n // save current RGB to temp texture\n\n renderer.copyFramebufferToTexture(screenPositionPixels, tempMap)\n\n // render pink quad\n\n let uniforms = material1a.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null)\n\n // copy result to occlusionMap\n\n renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap)\n\n // restore graphics\n\n uniforms = material1b.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null)\n\n // render elements\n\n const vecX = -positionScreen.x * 2\n const vecY = -positionScreen.y * 2\n\n for (let i = 0, l = elements.length; i < l; i++) {\n const element = elements[i]\n\n const uniforms = material2.uniforms\n\n uniforms['color'].value.copy(element.color)\n uniforms['map'].value = element.texture\n uniforms['screenPosition'].value.x = positionScreen.x + vecX * element.distance\n uniforms['screenPosition'].value.y = positionScreen.y + vecY * element.distance\n\n size = element.size / viewport.w\n const invAspect = viewport.w / viewport.z\n\n uniforms['scale'].value.set(size * invAspect, size)\n\n material2.uniformsNeedUpdate = true\n\n renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null)\n }\n }\n }\n\n this.dispose = function () {\n material1a.dispose()\n material1b.dispose()\n material2.dispose()\n\n tempMap.dispose()\n occlusionMap.dispose()\n\n for (let i = 0, l = elements.length; i < l; i++) {\n elements[i].texture.dispose()\n }\n }\n }\n}\n\n//\n\nclass LensflareElement {\n static Shader = {\n uniforms: {\n map: { value: null },\n occlusionMap: { value: null },\n color: { value: null },\n scale: { value: null },\n screenPosition: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tprecision highp float;\n\n\t\tuniform vec3 screenPosition;\n\t\tuniform vec2 scale;\n\n\t\tuniform sampler2D occlusionMap;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvUV = uv;\n\n\t\t\tvec2 pos = position.xy;\n\n\t\t\tvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\n\n\t\t\tvVisibility = visibility.r / 9.0;\n\t\t\tvVisibility *= 1.0 - visibility.g / 9.0;\n\t\t\tvVisibility *= visibility.b / 9.0;\n\n\t\t\tgl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tprecision highp float;\n\n\t\tuniform sampler2D map;\n\t\tuniform vec3 color;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texture = texture2D( map, vUV );\n\t\t\ttexture.a *= vVisibility;\n\t\t\tgl_FragColor = texture;\n\t\t\tgl_FragColor.rgb *= color;\n\n\t\t}`,\n }\n\n constructor(texture, size = 1, distance = 0, color = new Color(0xffffff)) {\n this.texture = texture\n this.size = size\n this.distance = distance\n this.color = color\n }\n}\n\nexport { Lensflare, LensflareElement 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+ {"version":3,"file":"Lensflare.cjs","sources":["../../src/objects/Lensflare.js"],"sourcesContent":["import {\n AdditiveBlending,\n Box2,\n BufferGeometry,\n ClampToEdgeWrapping,\n Color,\n DataTexture,\n InterleavedBuffer,\n InterleavedBufferAttribute,\n Mesh,\n MeshBasicMaterial,\n NearestFilter,\n RGBAFormat,\n RawShaderMaterial,\n Vector2,\n Vector3,\n Vector4,\n} from 'three'\n\nconst Lensflare = /* @__PURE__ */ (() => {\n class Lensflare extends Mesh {\n constructor() {\n super(Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }))\n\n this.isLensflare = true\n\n this.type = 'Lensflare'\n this.frustumCulled = false\n this.renderOrder = Infinity\n\n //\n\n const positionScreen = new Vector3()\n const positionView = new Vector3()\n\n // textures\n const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n tempMap.minFilter = NearestFilter\n tempMap.magFilter = NearestFilter\n tempMap.wrapS = ClampToEdgeWrapping\n tempMap.wrapT = ClampToEdgeWrapping\n\n const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat)\n occlusionMap.minFilter = NearestFilter\n occlusionMap.magFilter = NearestFilter\n occlusionMap.wrapS = ClampToEdgeWrapping\n occlusionMap.wrapT = ClampToEdgeWrapping\n\n // material\n\n const geometry = Lensflare.Geometry\n\n const material1a = new RawShaderMaterial({\n uniforms: {\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n\n\t\t\t\t}`,\n depthTest: true,\n depthWrite: false,\n transparent: false,\n })\n\n const material1b = new RawShaderMaterial({\n uniforms: {\n map: { value: tempMap },\n scale: { value: null },\n screenPosition: { value: null },\n },\n vertexShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\t\t\t\tattribute vec2 uv;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvUV = uv;\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform sampler2D map;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = texture2D( map, vUV );\n\n\t\t\t\t}`,\n depthTest: false,\n depthWrite: false,\n transparent: false,\n })\n\n // the following object is used for occlusionMap generation\n\n const mesh1 = new Mesh(geometry, material1a)\n\n //\n\n const elements = []\n\n const shader = LensflareElement.Shader\n\n const material2 = new RawShaderMaterial({\n uniforms: {\n map: { value: null },\n occlusionMap: { value: occlusionMap },\n color: { value: new Color(0xffffff) },\n scale: { value: new Vector2() },\n screenPosition: { value: new Vector3() },\n },\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n blending: AdditiveBlending,\n transparent: true,\n depthWrite: false,\n })\n\n const mesh2 = new Mesh(geometry, material2)\n\n this.addElement = function (element) {\n elements.push(element)\n }\n\n //\n\n const scale = new Vector2()\n const screenPositionPixels = new Vector2()\n const validArea = new Box2()\n const viewport = new Vector4()\n\n this.onBeforeRender = function (renderer, scene, camera) {\n renderer.getCurrentViewport(viewport)\n\n const invAspect = viewport.w / viewport.z\n const halfViewportWidth = viewport.z / 2.0\n const halfViewportHeight = viewport.w / 2.0\n\n let size = 16 / viewport.w\n scale.set(size * invAspect, size)\n\n validArea.min.set(viewport.x, viewport.y)\n validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16))\n\n // calculate position in screen space\n\n positionView.setFromMatrixPosition(this.matrixWorld)\n positionView.applyMatrix4(camera.matrixWorldInverse)\n\n if (positionView.z > 0) return // lensflare is behind the camera\n\n positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix)\n\n // horizontal and vertical coordinate of the lower left corner of the pixels to copy\n\n screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8\n screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8\n\n // screen cull\n\n if (validArea.containsPoint(screenPositionPixels)) {\n // save current RGB to temp texture\n\n renderer.copyFramebufferToTexture(screenPositionPixels, tempMap)\n\n // render pink quad\n\n let uniforms = material1a.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null)\n\n // copy result to occlusionMap\n\n renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap)\n\n // restore graphics\n\n uniforms = material1b.uniforms\n uniforms['scale'].value = scale\n uniforms['screenPosition'].value = positionScreen\n\n renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null)\n\n // render elements\n\n const vecX = -positionScreen.x * 2\n const vecY = -positionScreen.y * 2\n\n for (let i = 0, l = elements.length; i < l; i++) {\n const element = elements[i]\n\n const uniforms = material2.uniforms\n\n uniforms['color'].value.copy(element.color)\n uniforms['map'].value = element.texture\n uniforms['screenPosition'].value.x = positionScreen.x + vecX * element.distance\n uniforms['screenPosition'].value.y = positionScreen.y + vecY * element.distance\n\n size = element.size / viewport.w\n const invAspect = viewport.w / viewport.z\n\n uniforms['scale'].value.set(size * invAspect, size)\n\n material2.uniformsNeedUpdate = true\n\n renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null)\n }\n }\n }\n\n this.dispose = function () {\n material1a.dispose()\n material1b.dispose()\n material2.dispose()\n\n tempMap.dispose()\n occlusionMap.dispose()\n\n for (let i = 0, l = elements.length; i < l; i++) {\n elements[i].texture.dispose()\n }\n }\n }\n }\n\n const _geometry = new BufferGeometry()\n const interleavedBuffer = new InterleavedBuffer(\n new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),\n 5,\n )\n\n _geometry.setIndex([0, 1, 2, 0, 2, 3])\n _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false))\n _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false))\n\n Lensflare.Geometry = _geometry\n\n return Lensflare\n})()\n\n//\n\nconst LensflareElement = /* @__PURE__ */ (() => {\n class LensflareElement {\n constructor(texture, size = 1, distance = 0, color = new Color(0xffffff)) {\n this.texture = texture\n this.size = size\n this.distance = distance\n this.color = color\n }\n }\n\n LensflareElement.Shader = {\n uniforms: {\n map: { value: null },\n occlusionMap: { value: null },\n color: { value: null },\n scale: { value: null },\n screenPosition: { value: null },\n },\n\n vertexShader: /* glsl */ `\n\n precision highp float;\n\n uniform vec3 screenPosition;\n uniform vec2 scale;\n\n uniform sampler2D occlusionMap;\n\n attribute vec3 position;\n attribute vec2 uv;\n\n varying vec2 vUV;\n varying float vVisibility;\n\n void main() {\n\n vUV = uv;\n\n vec2 pos = position.xy;\n\n vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\n visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\n visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\n visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\n\n vVisibility = visibility.r / 9.0;\n vVisibility *= 1.0 - visibility.g / 9.0;\n vVisibility *= visibility.b / 9.0;\n\n gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n\n precision highp float;\n\n uniform sampler2D map;\n uniform vec3 color;\n\n varying vec2 vUV;\n varying float vVisibility;\n\n void main() {\n\n vec4 texture = texture2D( map, vUV );\n texture.a *= vVisibility;\n gl_FragColor = texture;\n gl_FragColor.rgb *= color;\n\n }\n `,\n }\n\n return LensflareElement\n})()\n\nexport { Lensflare, LensflareElement 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