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
@@ -1,44 +1,33 @@
1
- var __defProp = Object.defineProperty;
2
- var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
- var __publicField = (obj, key, value) => {
4
- __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
- return value;
6
- };
7
1
  import { BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute, Mesh, MeshBasicMaterial, Vector3, DataTexture, RGBAFormat, NearestFilter, ClampToEdgeWrapping, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4 } from "three";
8
- const geometry = new BufferGeometry();
9
- const float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]);
10
- const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
11
- geometry.setIndex([0, 1, 2, 0, 2, 3]);
12
- geometry.setAttribute("position", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
13
- geometry.setAttribute("uv", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
14
- const _Lensflare = class extends Mesh {
15
- constructor() {
16
- super(_Lensflare.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }));
17
- this.isLensflare = true;
18
- this.type = "Lensflare";
19
- this.frustumCulled = false;
20
- this.renderOrder = Infinity;
21
- const positionScreen = new Vector3();
22
- const positionView = new Vector3();
23
- const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
24
- tempMap.minFilter = NearestFilter;
25
- tempMap.magFilter = NearestFilter;
26
- tempMap.wrapS = ClampToEdgeWrapping;
27
- tempMap.wrapT = ClampToEdgeWrapping;
28
- const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
29
- occlusionMap.minFilter = NearestFilter;
30
- occlusionMap.magFilter = NearestFilter;
31
- occlusionMap.wrapS = ClampToEdgeWrapping;
32
- occlusionMap.wrapT = ClampToEdgeWrapping;
33
- const geometry2 = _Lensflare.Geometry;
34
- const material1a = new RawShaderMaterial({
35
- uniforms: {
36
- scale: { value: null },
37
- screenPosition: { value: null }
38
- },
39
- vertexShader: (
40
- /* glsl */
41
- `
2
+ const Lensflare = /* @__PURE__ */ (() => {
3
+ class Lensflare2 extends Mesh {
4
+ constructor() {
5
+ super(Lensflare2.Geometry, new MeshBasicMaterial({ opacity: 0, transparent: true }));
6
+ this.isLensflare = true;
7
+ this.type = "Lensflare";
8
+ this.frustumCulled = false;
9
+ this.renderOrder = Infinity;
10
+ const positionScreen = new Vector3();
11
+ const positionView = new Vector3();
12
+ const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
13
+ tempMap.minFilter = NearestFilter;
14
+ tempMap.magFilter = NearestFilter;
15
+ tempMap.wrapS = ClampToEdgeWrapping;
16
+ tempMap.wrapT = ClampToEdgeWrapping;
17
+ const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
18
+ occlusionMap.minFilter = NearestFilter;
19
+ occlusionMap.magFilter = NearestFilter;
20
+ occlusionMap.wrapS = ClampToEdgeWrapping;
21
+ occlusionMap.wrapT = ClampToEdgeWrapping;
22
+ const geometry = Lensflare2.Geometry;
23
+ const material1a = new RawShaderMaterial({
24
+ uniforms: {
25
+ scale: { value: null },
26
+ screenPosition: { value: null }
27
+ },
28
+ vertexShader: (
29
+ /* glsl */
30
+ `
42
31
 
43
32
  precision highp float;
44
33
 
@@ -52,10 +41,10 @@ const _Lensflare = class extends Mesh {
52
41
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
53
42
 
54
43
  }`
55
- ),
56
- fragmentShader: (
57
- /* glsl */
58
- `
44
+ ),
45
+ fragmentShader: (
46
+ /* glsl */
47
+ `
59
48
 
60
49
  precision highp float;
61
50
 
@@ -64,20 +53,20 @@ const _Lensflare = class extends Mesh {
64
53
  gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
65
54
 
66
55
  }`
67
- ),
68
- depthTest: true,
69
- depthWrite: false,
70
- transparent: false
71
- });
72
- const material1b = new RawShaderMaterial({
73
- uniforms: {
74
- map: { value: tempMap },
75
- scale: { value: null },
76
- screenPosition: { value: null }
77
- },
78
- vertexShader: (
79
- /* glsl */
80
- `
56
+ ),
57
+ depthTest: true,
58
+ depthWrite: false,
59
+ transparent: false
60
+ });
61
+ const material1b = new RawShaderMaterial({
62
+ uniforms: {
63
+ map: { value: tempMap },
64
+ scale: { value: null },
65
+ screenPosition: { value: null }
66
+ },
67
+ vertexShader: (
68
+ /* glsl */
69
+ `
81
70
 
82
71
  precision highp float;
83
72
 
@@ -96,10 +85,10 @@ const _Lensflare = class extends Mesh {
96
85
  gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
97
86
 
98
87
  }`
99
- ),
100
- fragmentShader: (
101
- /* glsl */
102
- `
88
+ ),
89
+ fragmentShader: (
90
+ /* glsl */
91
+ `
103
92
 
104
93
  precision highp float;
105
94
 
@@ -112,173 +101,187 @@ const _Lensflare = class extends Mesh {
112
101
  gl_FragColor = texture2D( map, vUV );
113
102
 
114
103
  }`
115
- ),
116
- depthTest: false,
117
- depthWrite: false,
118
- transparent: false
119
- });
120
- const mesh1 = new Mesh(geometry2, material1a);
121
- const elements = [];
122
- const shader = LensflareElement.Shader;
123
- const material2 = new RawShaderMaterial({
124
- uniforms: {
125
- map: { value: null },
126
- occlusionMap: { value: occlusionMap },
127
- color: { value: new Color(16777215) },
128
- scale: { value: new Vector2() },
129
- screenPosition: { value: new Vector3() }
130
- },
131
- vertexShader: shader.vertexShader,
132
- fragmentShader: shader.fragmentShader,
133
- blending: AdditiveBlending,
134
- transparent: true,
135
- depthWrite: false
136
- });
137
- const mesh2 = new Mesh(geometry2, material2);
138
- this.addElement = function(element) {
139
- elements.push(element);
140
- };
141
- const scale = new Vector2();
142
- const screenPositionPixels = new Vector2();
143
- const validArea = new Box2();
144
- const viewport = new Vector4();
145
- this.onBeforeRender = function(renderer, scene, camera) {
146
- renderer.getCurrentViewport(viewport);
147
- const invAspect = viewport.w / viewport.z;
148
- const halfViewportWidth = viewport.z / 2;
149
- const halfViewportHeight = viewport.w / 2;
150
- let size = 16 / viewport.w;
151
- scale.set(size * invAspect, size);
152
- validArea.min.set(viewport.x, viewport.y);
153
- validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
154
- positionView.setFromMatrixPosition(this.matrixWorld);
155
- positionView.applyMatrix4(camera.matrixWorldInverse);
156
- if (positionView.z > 0)
157
- return;
158
- positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
159
- screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
160
- screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
161
- if (validArea.containsPoint(screenPositionPixels)) {
162
- renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
163
- let uniforms = material1a.uniforms;
164
- uniforms["scale"].value = scale;
165
- uniforms["screenPosition"].value = positionScreen;
166
- renderer.renderBufferDirect(camera, null, geometry2, material1a, mesh1, null);
167
- renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
168
- uniforms = material1b.uniforms;
169
- uniforms["scale"].value = scale;
170
- uniforms["screenPosition"].value = positionScreen;
171
- renderer.renderBufferDirect(camera, null, geometry2, material1b, mesh1, null);
172
- const vecX = -positionScreen.x * 2;
173
- const vecY = -positionScreen.y * 2;
104
+ ),
105
+ depthTest: false,
106
+ depthWrite: false,
107
+ transparent: false
108
+ });
109
+ const mesh1 = new Mesh(geometry, material1a);
110
+ const elements = [];
111
+ const shader = LensflareElement.Shader;
112
+ const material2 = new RawShaderMaterial({
113
+ uniforms: {
114
+ map: { value: null },
115
+ occlusionMap: { value: occlusionMap },
116
+ color: { value: new Color(16777215) },
117
+ scale: { value: new Vector2() },
118
+ screenPosition: { value: new Vector3() }
119
+ },
120
+ vertexShader: shader.vertexShader,
121
+ fragmentShader: shader.fragmentShader,
122
+ blending: AdditiveBlending,
123
+ transparent: true,
124
+ depthWrite: false
125
+ });
126
+ const mesh2 = new Mesh(geometry, material2);
127
+ this.addElement = function(element) {
128
+ elements.push(element);
129
+ };
130
+ const scale = new Vector2();
131
+ const screenPositionPixels = new Vector2();
132
+ const validArea = new Box2();
133
+ const viewport = new Vector4();
134
+ this.onBeforeRender = function(renderer, scene, camera) {
135
+ renderer.getCurrentViewport(viewport);
136
+ const invAspect = viewport.w / viewport.z;
137
+ const halfViewportWidth = viewport.z / 2;
138
+ const halfViewportHeight = viewport.w / 2;
139
+ let size = 16 / viewport.w;
140
+ scale.set(size * invAspect, size);
141
+ validArea.min.set(viewport.x, viewport.y);
142
+ validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16));
143
+ positionView.setFromMatrixPosition(this.matrixWorld);
144
+ positionView.applyMatrix4(camera.matrixWorldInverse);
145
+ if (positionView.z > 0)
146
+ return;
147
+ positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix);
148
+ screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
149
+ screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8;
150
+ if (validArea.containsPoint(screenPositionPixels)) {
151
+ renderer.copyFramebufferToTexture(screenPositionPixels, tempMap);
152
+ let uniforms = material1a.uniforms;
153
+ uniforms["scale"].value = scale;
154
+ uniforms["screenPosition"].value = positionScreen;
155
+ renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null);
156
+ renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap);
157
+ uniforms = material1b.uniforms;
158
+ uniforms["scale"].value = scale;
159
+ uniforms["screenPosition"].value = positionScreen;
160
+ renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null);
161
+ const vecX = -positionScreen.x * 2;
162
+ const vecY = -positionScreen.y * 2;
163
+ for (let i = 0, l = elements.length; i < l; i++) {
164
+ const element = elements[i];
165
+ const uniforms2 = material2.uniforms;
166
+ uniforms2["color"].value.copy(element.color);
167
+ uniforms2["map"].value = element.texture;
168
+ uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
169
+ uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
170
+ size = element.size / viewport.w;
171
+ const invAspect2 = viewport.w / viewport.z;
172
+ uniforms2["scale"].value.set(size * invAspect2, size);
173
+ material2.uniformsNeedUpdate = true;
174
+ renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
175
+ }
176
+ }
177
+ };
178
+ this.dispose = function() {
179
+ material1a.dispose();
180
+ material1b.dispose();
181
+ material2.dispose();
182
+ tempMap.dispose();
183
+ occlusionMap.dispose();
174
184
  for (let i = 0, l = elements.length; i < l; i++) {
175
- const element = elements[i];
176
- const uniforms2 = material2.uniforms;
177
- uniforms2["color"].value.copy(element.color);
178
- uniforms2["map"].value = element.texture;
179
- uniforms2["screenPosition"].value.x = positionScreen.x + vecX * element.distance;
180
- uniforms2["screenPosition"].value.y = positionScreen.y + vecY * element.distance;
181
- size = element.size / viewport.w;
182
- const invAspect2 = viewport.w / viewport.z;
183
- uniforms2["scale"].value.set(size * invAspect2, size);
184
- material2.uniformsNeedUpdate = true;
185
- renderer.renderBufferDirect(camera, null, geometry2, material2, mesh2, null);
185
+ elements[i].texture.dispose();
186
186
  }
187
- }
188
- };
189
- this.dispose = function() {
190
- material1a.dispose();
191
- material1b.dispose();
192
- material2.dispose();
193
- tempMap.dispose();
194
- occlusionMap.dispose();
195
- for (let i = 0, l = elements.length; i < l; i++) {
196
- elements[i].texture.dispose();
197
- }
198
- };
187
+ };
188
+ }
199
189
  }
200
- };
201
- let Lensflare = _Lensflare;
202
- __publicField(Lensflare, "Geometry", geometry);
203
- class LensflareElement {
204
- constructor(texture, size = 1, distance = 0, color = new Color(16777215)) {
205
- this.texture = texture;
206
- this.size = size;
207
- this.distance = distance;
208
- this.color = color;
190
+ const _geometry = new BufferGeometry();
191
+ const interleavedBuffer = new InterleavedBuffer(
192
+ new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]),
193
+ 5
194
+ );
195
+ _geometry.setIndex([0, 1, 2, 0, 2, 3]);
196
+ _geometry.setAttribute("position", new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
197
+ _geometry.setAttribute("uv", new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
198
+ Lensflare2.Geometry = _geometry;
199
+ return Lensflare2;
200
+ })();
201
+ const LensflareElement = /* @__PURE__ */ (() => {
202
+ class LensflareElement2 {
203
+ constructor(texture, size = 1, distance = 0, color = new Color(16777215)) {
204
+ this.texture = texture;
205
+ this.size = size;
206
+ this.distance = distance;
207
+ this.color = color;
208
+ }
209
209
  }
210
- }
211
- __publicField(LensflareElement, "Shader", {
212
- uniforms: {
213
- map: { value: null },
214
- occlusionMap: { value: null },
215
- color: { value: null },
216
- scale: { value: null },
217
- screenPosition: { value: null }
218
- },
219
- vertexShader: (
220
- /* glsl */
221
- `
210
+ LensflareElement2.Shader = {
211
+ uniforms: {
212
+ map: { value: null },
213
+ occlusionMap: { value: null },
214
+ color: { value: null },
215
+ scale: { value: null },
216
+ screenPosition: { value: null }
217
+ },
218
+ vertexShader: (
219
+ /* glsl */
220
+ `
222
221
 
223
- precision highp float;
222
+ precision highp float;
224
223
 
225
- uniform vec3 screenPosition;
226
- uniform vec2 scale;
224
+ uniform vec3 screenPosition;
225
+ uniform vec2 scale;
227
226
 
228
- uniform sampler2D occlusionMap;
227
+ uniform sampler2D occlusionMap;
229
228
 
230
- attribute vec3 position;
231
- attribute vec2 uv;
229
+ attribute vec3 position;
230
+ attribute vec2 uv;
232
231
 
233
- varying vec2 vUV;
234
- varying float vVisibility;
232
+ varying vec2 vUV;
233
+ varying float vVisibility;
235
234
 
236
- void main() {
235
+ void main() {
237
236
 
238
- vUV = uv;
237
+ vUV = uv;
239
238
 
240
- vec2 pos = position.xy;
239
+ vec2 pos = position.xy;
241
240
 
242
- vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
243
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
244
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
245
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
246
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
247
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
248
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
249
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
250
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
241
+ vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
242
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
243
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
244
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
245
+ visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
246
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
247
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
248
+ visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
249
+ visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
251
250
 
252
- vVisibility = visibility.r / 9.0;
253
- vVisibility *= 1.0 - visibility.g / 9.0;
254
- vVisibility *= visibility.b / 9.0;
251
+ vVisibility = visibility.r / 9.0;
252
+ vVisibility *= 1.0 - visibility.g / 9.0;
253
+ vVisibility *= visibility.b / 9.0;
255
254
 
256
- gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
255
+ gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
257
256
 
258
- }`
259
- ),
260
- fragmentShader: (
261
- /* glsl */
257
+ }
262
258
  `
259
+ ),
260
+ fragmentShader: (
261
+ /* glsl */
262
+ `
263
263
 
264
- precision highp float;
264
+ precision highp float;
265
265
 
266
- uniform sampler2D map;
267
- uniform vec3 color;
266
+ uniform sampler2D map;
267
+ uniform vec3 color;
268
268
 
269
- varying vec2 vUV;
270
- varying float vVisibility;
269
+ varying vec2 vUV;
270
+ varying float vVisibility;
271
271
 
272
- void main() {
272
+ void main() {
273
273
 
274
- vec4 texture = texture2D( map, vUV );
275
- texture.a *= vVisibility;
276
- gl_FragColor = texture;
277
- gl_FragColor.rgb *= color;
274
+ vec4 texture = texture2D( map, vUV );
275
+ texture.a *= vVisibility;
276
+ gl_FragColor = texture;
277
+ gl_FragColor.rgb *= color;
278
278
 
279
- }`
280
- )
281
- });
279
+ }
280
+ `
281
+ )
282
+ };
283
+ return LensflareElement2;
284
+ })();
282
285
  export {
283
286
  Lensflare,
284
287
  LensflareElement
@@ -1 +1 @@
1
- {"version":3,"file":"Lensflare.js","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.js","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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