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
@@ -6,167 +6,168 @@ var __publicField = (obj, key, value) => {
6
6
  };
7
7
  import { Mesh, PerspectiveCamera, Color, Plane, Matrix4, WebGLRenderTarget, HalfFloatType, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4, NoToneMapping } from "three";
8
8
  import { version } from "../_polyfill/constants.js";
9
- const _Refractor = class extends Mesh {
10
- constructor(geometry, options = {}) {
11
- super(geometry);
12
- this.isRefractor = true;
13
- this.type = "Refractor";
14
- this.camera = new PerspectiveCamera();
15
- const scope = this;
16
- const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
17
- const textureWidth = options.textureWidth || 512;
18
- const textureHeight = options.textureHeight || 512;
19
- const clipBias = options.clipBias || 0;
20
- const shader = options.shader || _Refractor.RefractorShader;
21
- const multisample = options.multisample !== void 0 ? options.multisample : 4;
22
- const virtualCamera = this.camera;
23
- virtualCamera.matrixAutoUpdate = false;
24
- virtualCamera.userData.refractor = true;
25
- const refractorPlane = new Plane();
26
- const textureMatrix = new Matrix4();
27
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {
28
- samples: multisample,
29
- type: HalfFloatType
30
- });
31
- this.material = new ShaderMaterial({
32
- uniforms: UniformsUtils.clone(shader.uniforms),
33
- vertexShader: shader.vertexShader,
34
- fragmentShader: shader.fragmentShader,
35
- transparent: true
36
- // ensures, refractors are drawn from farthest to closest
37
- });
38
- this.material.uniforms["color"].value = color;
39
- this.material.uniforms["tDiffuse"].value = renderTarget.texture;
40
- this.material.uniforms["textureMatrix"].value = textureMatrix;
41
- const visible = function() {
42
- const refractorWorldPosition = new Vector3();
43
- const cameraWorldPosition = new Vector3();
44
- const rotationMatrix = new Matrix4();
45
- const view = new Vector3();
46
- const normal = new Vector3();
47
- return function visible2(camera) {
48
- refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
49
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
50
- view.subVectors(refractorWorldPosition, cameraWorldPosition);
51
- rotationMatrix.extractRotation(scope.matrixWorld);
52
- normal.set(0, 0, 1);
53
- normal.applyMatrix4(rotationMatrix);
54
- return view.dot(normal) < 0;
9
+ const Refractor = /* @__PURE__ */ (() => {
10
+ const _Refractor = class extends Mesh {
11
+ constructor(geometry, options = {}) {
12
+ super(geometry);
13
+ this.isRefractor = true;
14
+ this.type = "Refractor";
15
+ this.camera = new PerspectiveCamera();
16
+ const scope = this;
17
+ const color = options.color !== void 0 ? new Color(options.color) : new Color(8355711);
18
+ const textureWidth = options.textureWidth || 512;
19
+ const textureHeight = options.textureHeight || 512;
20
+ const clipBias = options.clipBias || 0;
21
+ const shader = options.shader || _Refractor.RefractorShader;
22
+ const multisample = options.multisample !== void 0 ? options.multisample : 4;
23
+ const virtualCamera = this.camera;
24
+ virtualCamera.matrixAutoUpdate = false;
25
+ virtualCamera.userData.refractor = true;
26
+ const refractorPlane = new Plane();
27
+ const textureMatrix = new Matrix4();
28
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {
29
+ samples: multisample,
30
+ type: HalfFloatType
31
+ });
32
+ this.material = new ShaderMaterial({
33
+ uniforms: UniformsUtils.clone(shader.uniforms),
34
+ vertexShader: shader.vertexShader,
35
+ fragmentShader: shader.fragmentShader,
36
+ transparent: true
37
+ // ensures, refractors are drawn from farthest to closest
38
+ });
39
+ this.material.uniforms["color"].value = color;
40
+ this.material.uniforms["tDiffuse"].value = renderTarget.texture;
41
+ this.material.uniforms["textureMatrix"].value = textureMatrix;
42
+ const visible = function() {
43
+ const refractorWorldPosition = new Vector3();
44
+ const cameraWorldPosition = new Vector3();
45
+ const rotationMatrix = new Matrix4();
46
+ const view = new Vector3();
47
+ const normal = new Vector3();
48
+ return function visible2(camera) {
49
+ refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
50
+ cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
51
+ view.subVectors(refractorWorldPosition, cameraWorldPosition);
52
+ rotationMatrix.extractRotation(scope.matrixWorld);
53
+ normal.set(0, 0, 1);
54
+ normal.applyMatrix4(rotationMatrix);
55
+ return view.dot(normal) < 0;
56
+ };
57
+ }();
58
+ const updateRefractorPlane = function() {
59
+ const normal = new Vector3();
60
+ const position = new Vector3();
61
+ const quaternion = new Quaternion();
62
+ const scale = new Vector3();
63
+ return function updateRefractorPlane2() {
64
+ scope.matrixWorld.decompose(position, quaternion, scale);
65
+ normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
66
+ normal.negate();
67
+ refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
68
+ };
69
+ }();
70
+ const updateVirtualCamera = function() {
71
+ const clipPlane = new Plane();
72
+ const clipVector = new Vector4();
73
+ const q = new Vector4();
74
+ return function updateVirtualCamera2(camera) {
75
+ virtualCamera.matrixWorld.copy(camera.matrixWorld);
76
+ virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
77
+ virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
78
+ virtualCamera.far = camera.far;
79
+ clipPlane.copy(refractorPlane);
80
+ clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
81
+ clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
82
+ const projectionMatrix = virtualCamera.projectionMatrix;
83
+ q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
84
+ q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
85
+ q.z = -1;
86
+ q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
87
+ clipVector.multiplyScalar(2 / clipVector.dot(q));
88
+ projectionMatrix.elements[2] = clipVector.x;
89
+ projectionMatrix.elements[6] = clipVector.y;
90
+ projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
91
+ projectionMatrix.elements[14] = clipVector.w;
92
+ };
93
+ }();
94
+ function updateTextureMatrix(camera) {
95
+ textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
96
+ textureMatrix.multiply(camera.projectionMatrix);
97
+ textureMatrix.multiply(camera.matrixWorldInverse);
98
+ textureMatrix.multiply(scope.matrixWorld);
99
+ }
100
+ function render(renderer, scene, camera) {
101
+ scope.visible = false;
102
+ const currentRenderTarget = renderer.getRenderTarget();
103
+ const currentXrEnabled = renderer.xr.enabled;
104
+ const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
105
+ const currentToneMapping = renderer.toneMapping;
106
+ let isSRGB = false;
107
+ if ("outputColorSpace" in renderer)
108
+ isSRGB = renderer.outputColorSpace === "srgb";
109
+ else
110
+ isSRGB = renderer.outputEncoding === 3001;
111
+ renderer.xr.enabled = false;
112
+ renderer.shadowMap.autoUpdate = false;
113
+ if ("outputColorSpace" in renderer)
114
+ renderer.outputColorSpace = "srgb-linear";
115
+ else
116
+ renderer.outputEncoding = 3e3;
117
+ renderer.toneMapping = NoToneMapping;
118
+ renderer.setRenderTarget(renderTarget);
119
+ if (renderer.autoClear === false)
120
+ renderer.clear();
121
+ renderer.render(scene, virtualCamera);
122
+ renderer.xr.enabled = currentXrEnabled;
123
+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
124
+ renderer.toneMapping = currentToneMapping;
125
+ renderer.setRenderTarget(currentRenderTarget);
126
+ if ("outputColorSpace" in renderer)
127
+ renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
128
+ else
129
+ renderer.outputEncoding = isSRGB ? 3001 : 3e3;
130
+ const viewport = camera.viewport;
131
+ if (viewport !== void 0) {
132
+ renderer.state.viewport(viewport);
133
+ }
134
+ scope.visible = true;
135
+ }
136
+ this.onBeforeRender = function(renderer, scene, camera) {
137
+ if (camera.userData.refractor === true)
138
+ return;
139
+ if (!visible(camera) === true)
140
+ return;
141
+ updateRefractorPlane();
142
+ updateTextureMatrix(camera);
143
+ updateVirtualCamera(camera);
144
+ render(renderer, scene, camera);
55
145
  };
56
- }();
57
- const updateRefractorPlane = function() {
58
- const normal = new Vector3();
59
- const position = new Vector3();
60
- const quaternion = new Quaternion();
61
- const scale = new Vector3();
62
- return function updateRefractorPlane2() {
63
- scope.matrixWorld.decompose(position, quaternion, scale);
64
- normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();
65
- normal.negate();
66
- refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
146
+ this.getRenderTarget = function() {
147
+ return renderTarget;
67
148
  };
68
- }();
69
- const updateVirtualCamera = function() {
70
- const clipPlane = new Plane();
71
- const clipVector = new Vector4();
72
- const q = new Vector4();
73
- return function updateVirtualCamera2(camera) {
74
- virtualCamera.matrixWorld.copy(camera.matrixWorld);
75
- virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
76
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
77
- virtualCamera.far = camera.far;
78
- clipPlane.copy(refractorPlane);
79
- clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
80
- clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);
81
- const projectionMatrix = virtualCamera.projectionMatrix;
82
- q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
83
- q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
84
- q.z = -1;
85
- q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
86
- clipVector.multiplyScalar(2 / clipVector.dot(q));
87
- projectionMatrix.elements[2] = clipVector.x;
88
- projectionMatrix.elements[6] = clipVector.y;
89
- projectionMatrix.elements[10] = clipVector.z + 1 - clipBias;
90
- projectionMatrix.elements[14] = clipVector.w;
149
+ this.dispose = function() {
150
+ renderTarget.dispose();
151
+ scope.material.dispose();
91
152
  };
92
- }();
93
- function updateTextureMatrix(camera) {
94
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
95
- textureMatrix.multiply(camera.projectionMatrix);
96
- textureMatrix.multiply(camera.matrixWorldInverse);
97
- textureMatrix.multiply(scope.matrixWorld);
98
153
  }
99
- function render(renderer, scene, camera) {
100
- scope.visible = false;
101
- const currentRenderTarget = renderer.getRenderTarget();
102
- const currentXrEnabled = renderer.xr.enabled;
103
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
104
- const currentToneMapping = renderer.toneMapping;
105
- let isSRGB = false;
106
- if ("outputColorSpace" in renderer)
107
- isSRGB = renderer.outputColorSpace === "srgb";
108
- else
109
- isSRGB = renderer.outputEncoding === 3001;
110
- renderer.xr.enabled = false;
111
- renderer.shadowMap.autoUpdate = false;
112
- if ("outputColorSpace" in renderer)
113
- renderer.outputColorSpace = "srgb-linear";
114
- else
115
- renderer.outputEncoding = 3e3;
116
- renderer.toneMapping = NoToneMapping;
117
- renderer.setRenderTarget(renderTarget);
118
- if (renderer.autoClear === false)
119
- renderer.clear();
120
- renderer.render(scene, virtualCamera);
121
- renderer.xr.enabled = currentXrEnabled;
122
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
123
- renderer.toneMapping = currentToneMapping;
124
- renderer.setRenderTarget(currentRenderTarget);
125
- if ("outputColorSpace" in renderer)
126
- renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
127
- else
128
- renderer.outputEncoding = isSRGB ? 3001 : 3e3;
129
- const viewport = camera.viewport;
130
- if (viewport !== void 0) {
131
- renderer.state.viewport(viewport);
154
+ };
155
+ let Refractor2 = _Refractor;
156
+ __publicField(Refractor2, "RefractorShader", {
157
+ uniforms: {
158
+ color: {
159
+ value: null
160
+ },
161
+ tDiffuse: {
162
+ value: null
163
+ },
164
+ textureMatrix: {
165
+ value: null
132
166
  }
133
- scope.visible = true;
134
- }
135
- this.onBeforeRender = function(renderer, scene, camera) {
136
- if (camera.userData.refractor === true)
137
- return;
138
- if (!visible(camera) === true)
139
- return;
140
- updateRefractorPlane();
141
- updateTextureMatrix(camera);
142
- updateVirtualCamera(camera);
143
- render(renderer, scene, camera);
144
- };
145
- this.getRenderTarget = function() {
146
- return renderTarget;
147
- };
148
- this.dispose = function() {
149
- renderTarget.dispose();
150
- scope.material.dispose();
151
- };
152
- }
153
- };
154
- let Refractor = _Refractor;
155
- __publicField(Refractor, "RefractorShader", {
156
- uniforms: {
157
- color: {
158
- value: null
159
- },
160
- tDiffuse: {
161
- value: null
162
167
  },
163
- textureMatrix: {
164
- value: null
165
- }
166
- },
167
- vertexShader: (
168
- /* glsl */
169
- `
168
+ vertexShader: (
169
+ /* glsl */
170
+ `
170
171
 
171
172
  uniform mat4 textureMatrix;
172
173
 
@@ -178,10 +179,10 @@ __publicField(Refractor, "RefractorShader", {
178
179
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
179
180
 
180
181
  }`
181
- ),
182
- fragmentShader: (
183
- /* glsl */
184
- `
182
+ ),
183
+ fragmentShader: (
184
+ /* glsl */
185
+ `
185
186
 
186
187
  uniform vec3 color;
187
188
  uniform sampler2D tDiffuse;
@@ -209,8 +210,10 @@ __publicField(Refractor, "RefractorShader", {
209
210
  #include <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
210
211
 
211
212
  }`
212
- )
213
- });
213
+ )
214
+ });
215
+ return Refractor2;
216
+ })();
214
217
  export {
215
218
  Refractor
216
219
  };
@@ -1 +1 @@
1
- {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias\n projectionMatrix.elements[14] = clipVector.w\n }\n })()\n\n // This will update the texture matrix that is used for projective texture mapping in the shader.\n // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf\n\n function updateTextureMatrix(camera) {\n // this matrix does range mapping to [ 0, 1 ]\n\n textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0)\n\n // we use \"Object Linear Texgen\", so we need to multiply the texture matrix T\n // (matrix above) with the projection and view matrix of the virtual camera\n // and the model matrix of the refractor\n\n textureMatrix.multiply(camera.projectionMatrix)\n textureMatrix.multiply(camera.matrixWorldInverse)\n textureMatrix.multiply(scope.matrixWorld)\n }\n\n //\n\n function render(renderer, scene, camera) {\n scope.visible = false\n\n const currentRenderTarget = renderer.getRenderTarget()\n const currentXrEnabled = renderer.xr.enabled\n const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate\n const currentToneMapping = renderer.toneMapping\n\n let isSRGB = false\n if ('outputColorSpace' in renderer) isSRGB = renderer.outputColorSpace === 'srgb'\n else isSRGB = renderer.outputEncoding === 3001 // sRGBEncoding\n\n renderer.xr.enabled = false // avoid camera modification\n renderer.shadowMap.autoUpdate = false // avoid re-computing shadows\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = 'srgb-linear'\n else renderer.outputEncoding = 3000 // LinearEncoding\n renderer.toneMapping = NoToneMapping\n\n renderer.setRenderTarget(renderTarget)\n if (renderer.autoClear === false) renderer.clear()\n renderer.render(scene, virtualCamera)\n\n renderer.xr.enabled = currentXrEnabled\n renderer.shadowMap.autoUpdate = currentShadowAutoUpdate\n renderer.toneMapping = currentToneMapping\n renderer.setRenderTarget(currentRenderTarget)\n\n if ('outputColorSpace' in renderer) renderer.outputColorSpace = isSRGB ? 'srgb' : 'srgb-linear'\n else renderer.outputEncoding = isSRGB ? 3001 : 3000\n\n // restore viewport\n\n const viewport = camera.viewport\n\n if (viewport !== undefined) {\n renderer.state.viewport(viewport)\n }\n\n scope.visible = true\n }\n\n //\n\n this.onBeforeRender = function (renderer, scene, camera) {\n // ensure refractors are rendered only once per frame\n\n if (camera.userData.refractor === true) return\n\n // avoid rendering when the refractor is viewed from behind\n\n if (!visible(camera) === true) return\n\n // update\n\n updateRefractorPlane()\n\n updateTextureMatrix(camera)\n\n updateVirtualCamera(camera)\n\n render(renderer, scene, camera)\n }\n\n this.getRenderTarget = function () {\n return renderTarget\n }\n\n this.dispose = function () {\n renderTarget.dispose()\n scope.material.dispose()\n }\n }\n}\n\nexport { Refractor 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+ {"version":3,"file":"Refractor.js","sources":["../../src/objects/Refractor.js"],"sourcesContent":["import {\n Color,\n Matrix4,\n Mesh,\n PerspectiveCamera,\n Plane,\n Quaternion,\n ShaderMaterial,\n UniformsUtils,\n Vector3,\n Vector4,\n WebGLRenderTarget,\n NoToneMapping,\n HalfFloatType,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nconst Refractor = /* @__PURE__ */ (() => {\n class Refractor extends Mesh {\n static RefractorShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n tDiffuse: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n\t\t}`,\n }\n\n constructor(geometry, options = {}) {\n super(geometry)\n\n this.isRefractor = true\n\n this.type = 'Refractor'\n this.camera = new PerspectiveCamera()\n\n const scope = this\n\n const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f)\n const textureWidth = options.textureWidth || 512\n const textureHeight = options.textureHeight || 512\n const clipBias = options.clipBias || 0\n const shader = options.shader || Refractor.RefractorShader\n const multisample = options.multisample !== undefined ? options.multisample : 4\n\n //\n\n const virtualCamera = this.camera\n virtualCamera.matrixAutoUpdate = false\n virtualCamera.userData.refractor = true\n\n //\n\n const refractorPlane = new Plane()\n const textureMatrix = new Matrix4()\n\n // render target\n\n const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, {\n samples: multisample,\n type: HalfFloatType,\n })\n\n // material\n\n this.material = new ShaderMaterial({\n uniforms: UniformsUtils.clone(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n transparent: true, // ensures, refractors are drawn from farthest to closest\n })\n\n this.material.uniforms['color'].value = color\n this.material.uniforms['tDiffuse'].value = renderTarget.texture\n this.material.uniforms['textureMatrix'].value = textureMatrix\n\n // functions\n\n const visible = (function () {\n const refractorWorldPosition = new Vector3()\n const cameraWorldPosition = new Vector3()\n const rotationMatrix = new Matrix4()\n\n const view = new Vector3()\n const normal = new Vector3()\n\n return function visible(camera) {\n refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld)\n cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld)\n\n view.subVectors(refractorWorldPosition, cameraWorldPosition)\n\n rotationMatrix.extractRotation(scope.matrixWorld)\n\n normal.set(0, 0, 1)\n normal.applyMatrix4(rotationMatrix)\n\n return view.dot(normal) < 0\n }\n })()\n\n const updateRefractorPlane = (function () {\n const normal = new Vector3()\n const position = new Vector3()\n const quaternion = new Quaternion()\n const scale = new Vector3()\n\n return function updateRefractorPlane() {\n scope.matrixWorld.decompose(position, quaternion, scale)\n normal.set(0, 0, 1).applyQuaternion(quaternion).normalize()\n\n // flip the normal because we want to cull everything above the plane\n\n normal.negate()\n\n refractorPlane.setFromNormalAndCoplanarPoint(normal, position)\n }\n })()\n\n const updateVirtualCamera = (function () {\n const clipPlane = new Plane()\n const clipVector = new Vector4()\n const q = new Vector4()\n\n return function updateVirtualCamera(camera) {\n virtualCamera.matrixWorld.copy(camera.matrixWorld)\n virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert()\n virtualCamera.projectionMatrix.copy(camera.projectionMatrix)\n virtualCamera.far = camera.far // used in WebGLBackground\n\n // The following code creates an oblique view frustum for clipping.\n // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.\n // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16\n\n clipPlane.copy(refractorPlane)\n clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse)\n\n clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant)\n\n // calculate the clip-space corner point opposite the clipping plane and\n // transform it into camera space by multiplying it by the inverse of the projection matrix\n\n const projectionMatrix = virtualCamera.projectionMatrix\n\n q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0]\n q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5]\n q.z = -1.0\n q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]\n\n // calculate the scaled plane vector\n\n clipVector.multiplyScalar(2.0 / clipVector.dot(q))\n\n // replacing the third row of the projection matrix\n\n projectionMatrix.elements[2] = clipVector.x\n projectionMatrix.elements[6] = clipVector.y\n projectionMatrix.elements[10] = clipVector.z + 1.0 - 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@@ -1,7 +1,7 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const _shadowMatrix = new THREE.Matrix4();
4
+ const _shadowMatrix = /* @__PURE__ */ new THREE.Matrix4();
5
5
  class ShadowMesh extends THREE.Mesh {
6
6
  constructor(mesh) {
7
7
  const shadowMaterial = new THREE.MeshBasicMaterial({
@@ -1 +1 @@
1
- {"version":3,"file":"ShadowMesh.cjs","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":["Matrix4","Mesh","MeshBasicMaterial","EqualStencilFunc","IncrementStencilOp"],"mappings":";;;AAMA,MAAM,gBAAgB,IAAIA,MAAAA,QAAS;AAEnC,MAAM,mBAAmBC,MAAAA,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAIC,wBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAaC,MAAgB;AAAA,MAC7B,YAAY;AAAA,MACZ,cAAcC,MAAkB;AAAA,IACtC,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;;"}
1
+ {"version":3,"file":"ShadowMesh.cjs","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = /* @__PURE__ */ new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":["Matrix4","Mesh","MeshBasicMaterial","EqualStencilFunc","IncrementStencilOp"],"mappings":";;;AAMA,MAAM,gBAAgC,oBAAIA,MAAAA,QAAS;AAEnD,MAAM,mBAAmBC,MAAAA,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAIC,wBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAaC,MAAgB;AAAA,MAC7B,YAAY;AAAA,MACZ,cAAcC,MAAkB;AAAA,IACtC,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;;"}
@@ -1,5 +1,5 @@
1
- import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from "three";
2
- const _shadowMatrix = new Matrix4();
1
+ import { Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp, Matrix4 } from "three";
2
+ const _shadowMatrix = /* @__PURE__ */ new Matrix4();
3
3
  class ShadowMesh extends Mesh {
4
4
  constructor(mesh) {
5
5
  const shadowMaterial = new MeshBasicMaterial({
@@ -1 +1 @@
1
- {"version":3,"file":"ShadowMesh.js","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":[],"mappings":";AAMA,MAAM,gBAAgB,IAAI,QAAS;AAEnC,MAAM,mBAAmB,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAI,kBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAa;AAAA,MACb,YAAY;AAAA,MACZ,cAAc;AAAA,IACpB,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;"}
1
+ {"version":3,"file":"ShadowMesh.js","sources":["../../src/objects/ShadowMesh.js"],"sourcesContent":["import { Matrix4, Mesh, MeshBasicMaterial, EqualStencilFunc, IncrementStencilOp } from 'three'\n\n/**\n * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.\n */\n\nconst _shadowMatrix = /* @__PURE__ */ new Matrix4()\n\nclass ShadowMesh extends Mesh {\n constructor(mesh) {\n const shadowMaterial = new MeshBasicMaterial({\n color: 0x000000,\n transparent: true,\n opacity: 0.6,\n depthWrite: false,\n stencilWrite: true,\n stencilFunc: EqualStencilFunc,\n stencilRef: 0,\n stencilZPass: IncrementStencilOp,\n })\n\n super(mesh.geometry, shadowMaterial)\n\n this.isShadowMesh = true\n\n this.meshMatrix = mesh.matrixWorld\n\n this.frustumCulled = false\n this.matrixAutoUpdate = false\n }\n\n update(plane, lightPosition4D) {\n // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm\n\n const dot =\n plane.normal.x * lightPosition4D.x +\n plane.normal.y * lightPosition4D.y +\n plane.normal.z * lightPosition4D.z +\n -plane.constant * lightPosition4D.w\n\n const sme = _shadowMatrix.elements\n\n sme[0] = dot - lightPosition4D.x * plane.normal.x\n sme[4] = -lightPosition4D.x * plane.normal.y\n sme[8] = -lightPosition4D.x * plane.normal.z\n sme[12] = -lightPosition4D.x * -plane.constant\n\n sme[1] = -lightPosition4D.y * plane.normal.x\n sme[5] = dot - lightPosition4D.y * plane.normal.y\n sme[9] = -lightPosition4D.y * plane.normal.z\n sme[13] = -lightPosition4D.y * -plane.constant\n\n sme[2] = -lightPosition4D.z * plane.normal.x\n sme[6] = -lightPosition4D.z * plane.normal.y\n sme[10] = dot - lightPosition4D.z * plane.normal.z\n sme[14] = -lightPosition4D.z * -plane.constant\n\n sme[3] = -lightPosition4D.w * plane.normal.x\n sme[7] = -lightPosition4D.w * plane.normal.y\n sme[11] = -lightPosition4D.w * plane.normal.z\n sme[15] = dot - lightPosition4D.w * -plane.constant\n\n this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix)\n }\n}\n\nexport { ShadowMesh }\n"],"names":[],"mappings":";AAMA,MAAM,gBAAgC,oBAAI,QAAS;AAEnD,MAAM,mBAAmB,KAAK;AAAA,EAC5B,YAAY,MAAM;AAChB,UAAM,iBAAiB,IAAI,kBAAkB;AAAA,MAC3C,OAAO;AAAA,MACP,aAAa;AAAA,MACb,SAAS;AAAA,MACT,YAAY;AAAA,MACZ,cAAc;AAAA,MACd,aAAa;AAAA,MACb,YAAY;AAAA,MACZ,cAAc;AAAA,IACpB,CAAK;AAED,UAAM,KAAK,UAAU,cAAc;AAEnC,SAAK,eAAe;AAEpB,SAAK,aAAa,KAAK;AAEvB,SAAK,gBAAgB;AACrB,SAAK,mBAAmB;AAAA,EACzB;AAAA,EAED,OAAO,OAAO,iBAAiB;AAG7B,UAAM,MACJ,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,MAAM,OAAO,IAAI,gBAAgB,IACjC,CAAC,MAAM,WAAW,gBAAgB;AAEpC,UAAM,MAAM,cAAc;AAE1B,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AAChD,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,MAAM,OAAO;AACjD,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,CAAC,MAAM;AAEtC,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC3C,QAAI,EAAE,IAAI,CAAC,gBAAgB,IAAI,MAAM,OAAO;AAC5C,QAAI,EAAE,IAAI,MAAM,gBAAgB,IAAI,CAAC,MAAM;AAE3C,SAAK,OAAO,iBAAiB,eAAe,KAAK,UAAU;AAAA,EAC5D;AACH;"}
package/objects/Sky.cjs CHANGED
@@ -8,18 +8,19 @@ var __publicField = (obj, key, value) => {
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
9
  const THREE = require("three");
10
10
  const constants = require("../_polyfill/constants.cjs");
11
- const SkyShader = {
12
- uniforms: {
13
- turbidity: { value: 2 },
14
- rayleigh: { value: 1 },
15
- mieCoefficient: { value: 5e-3 },
16
- mieDirectionalG: { value: 0.8 },
17
- sunPosition: { value: new THREE.Vector3() },
18
- up: { value: new THREE.Vector3(0, 1, 0) }
19
- },
20
- vertexShader: (
21
- /* glsl */
22
- `
11
+ const Sky = /* @__PURE__ */ (() => {
12
+ const SkyShader = {
13
+ uniforms: {
14
+ turbidity: { value: 2 },
15
+ rayleigh: { value: 1 },
16
+ mieCoefficient: { value: 5e-3 },
17
+ mieDirectionalG: { value: 0.8 },
18
+ sunPosition: { value: new THREE.Vector3() },
19
+ up: { value: new THREE.Vector3(0, 1, 0) }
20
+ },
21
+ vertexShader: (
22
+ /* glsl */
23
+ `
23
24
  uniform vec3 sunPosition;
24
25
  uniform float rayleigh;
25
26
  uniform float turbidity;
@@ -91,10 +92,10 @@ const SkyShader = {
91
92
 
92
93
  }
93
94
  `
94
- ),
95
- fragmentShader: (
96
- /* glsl */
97
- `
95
+ ),
96
+ fragmentShader: (
97
+ /* glsl */
98
+ `
98
99
  varying vec3 vWorldPosition;
99
100
  varying vec3 vSunDirection;
100
101
  varying float vSunfade;
@@ -181,22 +182,24 @@ const SkyShader = {
181
182
 
182
183
  }
183
184
  `
184
- )
185
- };
186
- const material = new THREE.ShaderMaterial({
187
- name: "SkyShader",
188
- fragmentShader: SkyShader.fragmentShader,
189
- vertexShader: SkyShader.vertexShader,
190
- uniforms: THREE.UniformsUtils.clone(SkyShader.uniforms),
191
- side: THREE.BackSide,
192
- depthWrite: false
193
- });
194
- class Sky extends THREE.Mesh {
195
- constructor() {
196
- super(new THREE.BoxGeometry(1, 1, 1), material);
185
+ )
186
+ };
187
+ const material = new THREE.ShaderMaterial({
188
+ name: "SkyShader",
189
+ fragmentShader: SkyShader.fragmentShader,
190
+ vertexShader: SkyShader.vertexShader,
191
+ uniforms: THREE.UniformsUtils.clone(SkyShader.uniforms),
192
+ side: THREE.BackSide,
193
+ depthWrite: false
194
+ });
195
+ class Sky2 extends THREE.Mesh {
196
+ constructor() {
197
+ super(new THREE.BoxGeometry(1, 1, 1), material);
198
+ }
197
199
  }
198
- }
199
- __publicField(Sky, "SkyShader", SkyShader);
200
- __publicField(Sky, "material", material);
200
+ __publicField(Sky2, "SkyShader", SkyShader);
201
+ __publicField(Sky2, "material", material);
202
+ return Sky2;
203
+ })();
201
204
  exports.Sky = Sky;
202
205
  //# sourceMappingURL=Sky.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\nconst SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 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+ {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); 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