three-stdlib 2.35.3 → 2.35.4
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +23 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +100 -6
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
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{"version":3,"file":"SSRPass.js","sources":["../../src/postprocessing/SSRPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n NormalBlending,\n DepthTexture,\n SrcAlphaFactor,\n OneMinusSrcAlphaFactor,\n MeshNormalMaterial,\n MeshBasicMaterial,\n NearestFilter,\n NoBlending,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n WebGLRenderTarget,\n HalfFloatType,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SSRShader } from '../shaders/SSRShader'\nimport { SSRBlurShader } from '../shaders/SSRShader'\nimport { SSRDepthShader } from '../shaders/SSRShader'\nimport { CopyShader } from '../shaders/CopyShader'\n\nclass SSRPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSR: 1,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n Metalness: 7,\n }\n constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.renderer = renderer\n this.scene = scene\n this.camera = camera\n this.groundReflector = groundReflector\n\n this.opacity = SSRShader.uniforms.opacity.value\n this.output = 0\n\n this.maxDistance = SSRShader.uniforms.maxDistance.value\n this.thickness = SSRShader.uniforms.thickness.value\n\n this.tempColor = new Color()\n\n this._selects = selects\n this.selective = Array.isArray(this._selects)\n Object.defineProperty(this, 'selects', {\n get() {\n return this._selects\n },\n set(val) {\n if (this._selects === val) return\n this._selects = val\n if (Array.isArray(val)) {\n this.selective = true\n this.ssrMaterial.defines.SELECTIVE = true\n this.ssrMaterial.needsUpdate = true\n } else {\n this.selective = false\n this.ssrMaterial.defines.SELECTIVE = false\n this.ssrMaterial.needsUpdate = true\n }\n },\n })\n\n this._bouncing = bouncing\n Object.defineProperty(this, 'bouncing', {\n get() {\n return this._bouncing\n },\n set(val) {\n if (this._bouncing === val) return\n this._bouncing = val\n if (val) {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n } else {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n }\n },\n })\n\n this.blur = true\n\n this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(this, 'distanceAttenuation', {\n get() {\n return this._distanceAttenuation\n },\n set(val) {\n if (this._distanceAttenuation === val) return\n this._distanceAttenuation = val\n this.ssrMaterial.defines.DISTANCE_ATTENUATION = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._fresnel = SSRShader.defines.FRESNEL\n Object.defineProperty(this, 'fresnel', {\n get() {\n return this._fresnel\n },\n set(val) {\n if (this._fresnel === val) return\n this._fresnel = val\n this.ssrMaterial.defines.FRESNEL = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._infiniteThick = SSRShader.defines.INFINITE_THICK\n Object.defineProperty(this, 'infiniteThick', {\n get() {\n return this._infiniteThick\n },\n set(val) {\n if (this._infiniteThick === val) return\n this._infiniteThick = val\n this.ssrMaterial.defines.INFINITE_THICK = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n // beauty render target with depth buffer\n\n const depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n depthTexture: depthTexture,\n depthBuffer: true,\n })\n\n //for bouncing\n this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n // normal render target\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // metalness render target\n\n this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // ssr render target\n\n this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n this.blurRenderTarget = this.ssrRenderTarget.clone()\n this.blurRenderTarget2 = this.ssrRenderTarget.clone()\n // this.blurRenderTarget3 = this.ssrRenderTarget.clone();\n\n // ssr material\n\n this.ssrMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRShader.defines, {\n MAX_STEP: Math.sqrt(this.width * this.width + this.height * this.height),\n }),\n uniforms: UniformsUtils.clone(SSRShader.uniforms),\n vertexShader: SSRShader.vertexShader,\n fragmentShader: SSRShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssrMaterial.defines.SELECTIVE = this.selective\n this.ssrMaterial.needsUpdate = true\n this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture\n this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // metalnessOn material\n\n this.metalnessOnMaterial = new MeshBasicMaterial({\n color: 'white',\n })\n\n // metalnessOff material\n\n this.metalnessOffMaterial = new MeshBasicMaterial({\n color: 'black',\n })\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // blur material 2\n\n this.blurMaterial2 = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height)\n\n // // blur material 3\n\n // this.blurMaterial3 = new ShaderMaterial({\n // defines: Object.assign({}, SSRBlurShader.defines),\n // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n // vertexShader: SSRBlurShader.vertexShader,\n // fragmentShader: SSRBlurShader.fragmentShader\n // });\n // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;\n // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRDepthShader.defines),\n uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),\n vertexShader: SSRDepthShader.vertexShader,\n fragmentShader: SSRDepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: SrcAlphaFactor,\n blendDst: OneMinusSrcAlphaFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: SrcAlphaFactor,\n blendDstAlpha: OneMinusSrcAlphaFactor,\n blendEquationAlpha: AddEquation,\n // premultipliedAlpha:true,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.prevRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.metalnessRenderTarget.dispose()\n this.ssrRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n this.blurRenderTarget2.dispose()\n // this.blurRenderTarget3.dispose();\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.metalnessOnMaterial.dispose()\n this.metalnessOffMaterial.dispose()\n this.blurMaterial.dispose()\n this.blurMaterial2.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty and depth\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n if (this.groundReflector) {\n this.groundReflector.visible = false\n this.groundReflector.doRender(this.renderer, this.scene, this.camera)\n this.groundReflector.visible = true\n }\n\n renderer.render(this.scene, this.camera)\n if (this.groundReflector) this.groundReflector.visible = false\n\n // render normals\n\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0)\n\n // render metalnesses\n\n if (this.selective) {\n this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0)\n }\n\n // render SSR\n\n this.ssrMaterial.uniforms['opacity'].value = this.opacity\n this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget)\n\n // render blur\n\n if (this.blur) {\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2)\n // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);\n }\n\n // output result to screen\n\n switch (this.output) {\n case SSRPass.OUTPUT.Default:\n if (this.bouncing) {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n } else {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n }\n\n break\n case SSRPass.OUTPUT.SSR:\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.bouncing) {\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n }\n\n break\n\n case SSRPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Metalness:\n this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSRPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderMetalness(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.traverseVisible((child) => {\n child._SSRPassBackupMaterial = child.material\n if (this._selects.includes(child)) {\n child.material = this.metalnessOnMaterial\n } else {\n child.material = this.metalnessOffMaterial\n }\n })\n renderer.render(this.scene, this.camera)\n this.scene.traverseVisible((child) => {\n child.material = child._SSRPassBackupMaterial\n })\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)\n this.ssrMaterial.needsUpdate = true\n this.beautyRenderTarget.setSize(width, height)\n this.prevRenderTarget.setSize(width, height)\n this.ssrRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.metalnessRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n this.blurRenderTarget2.setSize(width, height)\n // this.blurRenderTarget3.setSize(width, height);\n\n this.ssrMaterial.uniforms['resolution'].value.set(width, height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n this.blurMaterial2.uniforms['resolution'].value.set(width, height)\n }\n}\n\nexport { SSRPass 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{"version":3,"file":"SSRPass.js","sources":["../../src/postprocessing/SSRPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n NormalBlending,\n DepthTexture,\n SrcAlphaFactor,\n OneMinusSrcAlphaFactor,\n MeshNormalMaterial,\n MeshBasicMaterial,\n NearestFilter,\n NoBlending,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n WebGLRenderTarget,\n HalfFloatType,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SSRShader } from '../shaders/SSRShader'\nimport { SSRBlurShader } from '../shaders/SSRShader'\nimport { SSRDepthShader } from '../shaders/SSRShader'\nimport { CopyShader } from '../shaders/CopyShader'\n\nconst SSRPass = /* @__PURE__ */ (() => {\n class SSRPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSR: 1,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n Metalness: 7,\n }\n constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.renderer = renderer\n this.scene = scene\n this.camera = camera\n this.groundReflector = groundReflector\n\n this.opacity = SSRShader.uniforms.opacity.value\n this.output = 0\n\n this.maxDistance = SSRShader.uniforms.maxDistance.value\n this.thickness = SSRShader.uniforms.thickness.value\n\n this.tempColor = new Color()\n\n this._selects = selects\n this.selective = Array.isArray(this._selects)\n Object.defineProperty(this, 'selects', {\n get() {\n return this._selects\n },\n set(val) {\n if (this._selects === val) return\n this._selects = val\n if (Array.isArray(val)) {\n this.selective = true\n this.ssrMaterial.defines.SELECTIVE = true\n this.ssrMaterial.needsUpdate = true\n } else {\n this.selective = false\n this.ssrMaterial.defines.SELECTIVE = false\n this.ssrMaterial.needsUpdate = true\n }\n },\n })\n\n this._bouncing = bouncing\n Object.defineProperty(this, 'bouncing', {\n get() {\n return this._bouncing\n },\n set(val) {\n if (this._bouncing === val) return\n this._bouncing = val\n if (val) {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n } else {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n }\n },\n })\n\n this.blur = true\n\n this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(this, 'distanceAttenuation', {\n get() {\n return this._distanceAttenuation\n },\n set(val) {\n if (this._distanceAttenuation === val) return\n this._distanceAttenuation = val\n this.ssrMaterial.defines.DISTANCE_ATTENUATION = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._fresnel = SSRShader.defines.FRESNEL\n Object.defineProperty(this, 'fresnel', {\n get() {\n return this._fresnel\n },\n set(val) {\n if (this._fresnel === val) return\n this._fresnel = val\n this.ssrMaterial.defines.FRESNEL = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._infiniteThick = SSRShader.defines.INFINITE_THICK\n Object.defineProperty(this, 'infiniteThick', {\n get() {\n return this._infiniteThick\n },\n set(val) {\n if (this._infiniteThick === val) return\n this._infiniteThick = val\n this.ssrMaterial.defines.INFINITE_THICK = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n // beauty render target with depth buffer\n\n const depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n depthTexture: depthTexture,\n depthBuffer: true,\n })\n\n //for bouncing\n this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n // normal render target\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // metalness render target\n\n this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // ssr render target\n\n this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n this.blurRenderTarget = this.ssrRenderTarget.clone()\n this.blurRenderTarget2 = this.ssrRenderTarget.clone()\n // this.blurRenderTarget3 = this.ssrRenderTarget.clone();\n\n // ssr material\n\n this.ssrMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRShader.defines, {\n MAX_STEP: Math.sqrt(this.width * this.width + this.height * this.height),\n }),\n uniforms: UniformsUtils.clone(SSRShader.uniforms),\n vertexShader: SSRShader.vertexShader,\n fragmentShader: SSRShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssrMaterial.defines.SELECTIVE = this.selective\n this.ssrMaterial.needsUpdate = true\n this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture\n this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // metalnessOn material\n\n this.metalnessOnMaterial = new MeshBasicMaterial({\n color: 'white',\n })\n\n // metalnessOff material\n\n this.metalnessOffMaterial = new MeshBasicMaterial({\n color: 'black',\n })\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // blur material 2\n\n this.blurMaterial2 = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height)\n\n // // blur material 3\n\n // this.blurMaterial3 = new ShaderMaterial({\n // defines: Object.assign({}, SSRBlurShader.defines),\n // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n // vertexShader: SSRBlurShader.vertexShader,\n // fragmentShader: SSRBlurShader.fragmentShader\n // });\n // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;\n // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRDepthShader.defines),\n uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),\n vertexShader: SSRDepthShader.vertexShader,\n fragmentShader: SSRDepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: SrcAlphaFactor,\n blendDst: OneMinusSrcAlphaFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: SrcAlphaFactor,\n blendDstAlpha: OneMinusSrcAlphaFactor,\n blendEquationAlpha: AddEquation,\n // premultipliedAlpha:true,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.prevRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.metalnessRenderTarget.dispose()\n this.ssrRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n this.blurRenderTarget2.dispose()\n // this.blurRenderTarget3.dispose();\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.metalnessOnMaterial.dispose()\n this.metalnessOffMaterial.dispose()\n this.blurMaterial.dispose()\n this.blurMaterial2.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty and depth\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n if (this.groundReflector) {\n this.groundReflector.visible = false\n this.groundReflector.doRender(this.renderer, this.scene, this.camera)\n this.groundReflector.visible = true\n }\n\n renderer.render(this.scene, this.camera)\n if (this.groundReflector) this.groundReflector.visible = false\n\n // render normals\n\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0)\n\n // render metalnesses\n\n if (this.selective) {\n this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0)\n }\n\n // render SSR\n\n this.ssrMaterial.uniforms['opacity'].value = this.opacity\n this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget)\n\n // render blur\n\n if (this.blur) {\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2)\n // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);\n }\n\n // output result to screen\n\n switch (this.output) {\n case SSRPass.OUTPUT.Default:\n if (this.bouncing) {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n } else {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n }\n\n break\n case SSRPass.OUTPUT.SSR:\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.bouncing) {\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n }\n\n break\n\n case SSRPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Metalness:\n this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSRPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderMetalness(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.traverseVisible((child) => {\n child._SSRPassBackupMaterial = child.material\n if (this._selects.includes(child)) {\n child.material = this.metalnessOnMaterial\n } else {\n child.material = this.metalnessOffMaterial\n }\n })\n renderer.render(this.scene, this.camera)\n this.scene.traverseVisible((child) => {\n child.material = child._SSRPassBackupMaterial\n })\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)\n this.ssrMaterial.needsUpdate = true\n this.beautyRenderTarget.setSize(width, height)\n this.prevRenderTarget.setSize(width, height)\n this.ssrRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.metalnessRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n this.blurRenderTarget2.setSize(width, height)\n // this.blurRenderTarget3.setSize(width, height);\n\n this.ssrMaterial.uniforms['resolution'].value.set(width, height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n this.blurMaterial2.uniforms['resolution'].value.set(width, height)\n }\n }\n\n return SSRPass\n})()\n\nexport { SSRPass 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const Pass = require("./Pass.cjs");
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const UnrealBloomPass = /* @__PURE__ */ (() => {
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const _UnrealBloomPass = class extends Pass.Pass {
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constructor(resolution, strength, radius, threshold) {
|
16
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+
super();
|
17
|
+
this.strength = strength !== void 0 ? strength : 1;
|
18
|
+
this.radius = radius;
|
19
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+
this.threshold = threshold;
|
20
|
+
this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
|
21
|
+
this.clearColor = new THREE.Color(0, 0, 0);
|
22
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+
this.renderTargetsHorizontal = [];
|
23
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+
this.renderTargetsVertical = [];
|
24
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+
this.nMips = 5;
|
25
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+
let resx = Math.round(this.resolution.x / 2);
|
26
|
+
let resy = Math.round(this.resolution.y / 2);
|
27
|
+
this.renderTargetBright = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
|
28
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+
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
|
29
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+
this.renderTargetBright.texture.generateMipmaps = false;
|
30
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+
for (let i = 0; i < this.nMips; i++) {
|
31
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+
const renderTargetHorizonal = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
|
32
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+
renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
|
33
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+
renderTargetHorizonal.texture.generateMipmaps = false;
|
34
|
+
this.renderTargetsHorizontal.push(renderTargetHorizonal);
|
35
|
+
const renderTargetVertical = new THREE.WebGLRenderTarget(resx, resy, { type: THREE.HalfFloatType });
|
36
|
+
renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
|
37
|
+
renderTargetVertical.texture.generateMipmaps = false;
|
38
|
+
this.renderTargetsVertical.push(renderTargetVertical);
|
39
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+
resx = Math.round(resx / 2);
|
40
|
+
resy = Math.round(resy / 2);
|
41
|
+
}
|
42
|
+
const highPassShader = LuminosityHighPassShader.LuminosityHighPassShader;
|
43
|
+
this.highPassUniforms = THREE.UniformsUtils.clone(highPassShader.uniforms);
|
44
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+
this.highPassUniforms["luminosityThreshold"].value = threshold;
|
45
|
+
this.highPassUniforms["smoothWidth"].value = 0.01;
|
46
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+
this.materialHighPassFilter = new THREE.ShaderMaterial({
|
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+
uniforms: this.highPassUniforms,
|
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+
vertexShader: highPassShader.vertexShader,
|
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fragmentShader: highPassShader.fragmentShader,
|
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defines: {}
|
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+
});
|
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this.separableBlurMaterials = [];
|
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const kernelSizeArray = [3, 5, 7, 9, 11];
|
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+
resx = Math.round(this.resolution.x / 2);
|
55
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resy = Math.round(this.resolution.y / 2);
|
56
|
+
for (let i = 0; i < this.nMips; i++) {
|
57
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this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
|
58
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+
this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
|
59
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resx = Math.round(resx / 2);
|
60
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resy = Math.round(resy / 2);
|
61
|
+
}
|
62
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+
this.compositeMaterial = this.getCompositeMaterial(this.nMips);
|
63
|
+
this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
|
64
|
+
this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
|
65
|
+
this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
|
66
|
+
this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
|
67
|
+
this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
|
68
|
+
this.compositeMaterial.uniforms["bloomStrength"].value = strength;
|
69
|
+
this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
|
70
|
+
this.compositeMaterial.needsUpdate = true;
|
71
|
+
const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
|
72
|
+
this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
|
73
|
+
this.bloomTintColors = [
|
74
|
+
new THREE.Vector3(1, 1, 1),
|
75
|
+
new THREE.Vector3(1, 1, 1),
|
76
|
+
new THREE.Vector3(1, 1, 1),
|
77
|
+
new THREE.Vector3(1, 1, 1),
|
78
|
+
new THREE.Vector3(1, 1, 1)
|
79
|
+
];
|
80
|
+
this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
|
81
|
+
const copyShader = CopyShader.CopyShader;
|
82
|
+
this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
|
83
|
+
this.copyUniforms["opacity"].value = 1;
|
84
|
+
this.materialCopy = new THREE.ShaderMaterial({
|
85
|
+
uniforms: this.copyUniforms,
|
86
|
+
vertexShader: copyShader.vertexShader,
|
87
|
+
fragmentShader: copyShader.fragmentShader,
|
88
|
+
blending: THREE.AdditiveBlending,
|
89
|
+
depthTest: false,
|
90
|
+
depthWrite: false,
|
91
|
+
transparent: true
|
92
|
+
});
|
93
|
+
this.enabled = true;
|
94
|
+
this.needsSwap = false;
|
95
|
+
this._oldClearColor = new THREE.Color();
|
96
|
+
this.oldClearAlpha = 1;
|
97
|
+
this.basic = new THREE.MeshBasicMaterial();
|
98
|
+
this.fsQuad = new Pass.FullScreenQuad(null);
|
40
99
|
}
|
41
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|
42
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|
43
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|
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|
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|
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|
54
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-
|
55
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|
56
|
-
this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
|
57
|
-
this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
|
58
|
-
resx = Math.round(resx / 2);
|
59
|
-
resy = Math.round(resy / 2);
|
100
|
+
dispose() {
|
101
|
+
for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
|
102
|
+
this.renderTargetsHorizontal[i].dispose();
|
103
|
+
}
|
104
|
+
for (let i = 0; i < this.renderTargetsVertical.length; i++) {
|
105
|
+
this.renderTargetsVertical[i].dispose();
|
106
|
+
}
|
107
|
+
this.renderTargetBright.dispose();
|
108
|
+
for (let i = 0; i < this.separableBlurMaterials.length; i++) {
|
109
|
+
this.separableBlurMaterials[i].dispose();
|
110
|
+
}
|
111
|
+
this.compositeMaterial.dispose();
|
112
|
+
this.materialCopy.dispose();
|
113
|
+
this.basic.dispose();
|
114
|
+
this.fsQuad.dispose();
|
60
115
|
}
|
61
|
-
|
62
|
-
|
63
|
-
|
64
|
-
|
65
|
-
|
66
|
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|
67
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|
68
|
-
|
69
|
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|
70
|
-
|
71
|
-
|
72
|
-
this.bloomTintColors = [
|
73
|
-
new THREE.Vector3(1, 1, 1),
|
74
|
-
new THREE.Vector3(1, 1, 1),
|
75
|
-
new THREE.Vector3(1, 1, 1),
|
76
|
-
new THREE.Vector3(1, 1, 1),
|
77
|
-
new THREE.Vector3(1, 1, 1)
|
78
|
-
];
|
79
|
-
this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
|
80
|
-
const copyShader = CopyShader.CopyShader;
|
81
|
-
this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
|
82
|
-
this.copyUniforms["opacity"].value = 1;
|
83
|
-
this.materialCopy = new THREE.ShaderMaterial({
|
84
|
-
uniforms: this.copyUniforms,
|
85
|
-
vertexShader: copyShader.vertexShader,
|
86
|
-
fragmentShader: copyShader.fragmentShader,
|
87
|
-
blending: THREE.AdditiveBlending,
|
88
|
-
depthTest: false,
|
89
|
-
depthWrite: false,
|
90
|
-
transparent: true
|
91
|
-
});
|
92
|
-
this.enabled = true;
|
93
|
-
this.needsSwap = false;
|
94
|
-
this._oldClearColor = new THREE.Color();
|
95
|
-
this.oldClearAlpha = 1;
|
96
|
-
this.basic = new THREE.MeshBasicMaterial();
|
97
|
-
this.fsQuad = new Pass.FullScreenQuad(null);
|
98
|
-
}
|
99
|
-
dispose() {
|
100
|
-
for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
|
101
|
-
this.renderTargetsHorizontal[i].dispose();
|
116
|
+
setSize(width, height) {
|
117
|
+
let resx = Math.round(width / 2);
|
118
|
+
let resy = Math.round(height / 2);
|
119
|
+
this.renderTargetBright.setSize(resx, resy);
|
120
|
+
for (let i = 0; i < this.nMips; i++) {
|
121
|
+
this.renderTargetsHorizontal[i].setSize(resx, resy);
|
122
|
+
this.renderTargetsVertical[i].setSize(resx, resy);
|
123
|
+
this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
|
124
|
+
resx = Math.round(resx / 2);
|
125
|
+
resy = Math.round(resy / 2);
|
126
|
+
}
|
102
127
|
}
|
103
|
-
|
104
|
-
this.
|
105
|
-
|
106
|
-
|
107
|
-
|
108
|
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this.
|
109
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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this.
|
121
|
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this.
|
122
|
-
this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
|
123
|
-
resx = Math.round(resx / 2);
|
124
|
-
resy = Math.round(resy / 2);
|
125
|
-
}
|
126
|
-
}
|
127
|
-
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
|
128
|
-
renderer.getClearColor(this._oldClearColor);
|
129
|
-
this.oldClearAlpha = renderer.getClearAlpha();
|
130
|
-
const oldAutoClear = renderer.autoClear;
|
131
|
-
renderer.autoClear = false;
|
132
|
-
renderer.setClearColor(this.clearColor, 0);
|
133
|
-
if (maskActive)
|
134
|
-
renderer.state.buffers.stencil.setTest(false);
|
135
|
-
if (this.renderToScreen) {
|
136
|
-
this.fsQuad.material = this.basic;
|
137
|
-
this.basic.map = readBuffer.texture;
|
138
|
-
renderer.setRenderTarget(null);
|
139
|
-
renderer.clear();
|
140
|
-
this.fsQuad.render(renderer);
|
141
|
-
}
|
142
|
-
this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
|
143
|
-
this.highPassUniforms["luminosityThreshold"].value = this.threshold;
|
144
|
-
this.fsQuad.material = this.materialHighPassFilter;
|
145
|
-
renderer.setRenderTarget(this.renderTargetBright);
|
146
|
-
renderer.clear();
|
147
|
-
this.fsQuad.render(renderer);
|
148
|
-
let inputRenderTarget = this.renderTargetBright;
|
149
|
-
for (let i = 0; i < this.nMips; i++) {
|
150
|
-
this.fsQuad.material = this.separableBlurMaterials[i];
|
151
|
-
this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
|
152
|
-
this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
|
153
|
-
renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
|
128
|
+
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
|
129
|
+
renderer.getClearColor(this._oldClearColor);
|
130
|
+
this.oldClearAlpha = renderer.getClearAlpha();
|
131
|
+
const oldAutoClear = renderer.autoClear;
|
132
|
+
renderer.autoClear = false;
|
133
|
+
renderer.setClearColor(this.clearColor, 0);
|
134
|
+
if (maskActive)
|
135
|
+
renderer.state.buffers.stencil.setTest(false);
|
136
|
+
if (this.renderToScreen) {
|
137
|
+
this.fsQuad.material = this.basic;
|
138
|
+
this.basic.map = readBuffer.texture;
|
139
|
+
renderer.setRenderTarget(null);
|
140
|
+
renderer.clear();
|
141
|
+
this.fsQuad.render(renderer);
|
142
|
+
}
|
143
|
+
this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
|
144
|
+
this.highPassUniforms["luminosityThreshold"].value = this.threshold;
|
145
|
+
this.fsQuad.material = this.materialHighPassFilter;
|
146
|
+
renderer.setRenderTarget(this.renderTargetBright);
|
154
147
|
renderer.clear();
|
155
148
|
this.fsQuad.render(renderer);
|
156
|
-
|
157
|
-
|
158
|
-
|
149
|
+
let inputRenderTarget = this.renderTargetBright;
|
150
|
+
for (let i = 0; i < this.nMips; i++) {
|
151
|
+
this.fsQuad.material = this.separableBlurMaterials[i];
|
152
|
+
this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
|
153
|
+
this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionX;
|
154
|
+
renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
|
155
|
+
renderer.clear();
|
156
|
+
this.fsQuad.render(renderer);
|
157
|
+
this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
|
158
|
+
this.separableBlurMaterials[i].uniforms["direction"].value = _UnrealBloomPass.BlurDirectionY;
|
159
|
+
renderer.setRenderTarget(this.renderTargetsVertical[i]);
|
160
|
+
renderer.clear();
|
161
|
+
this.fsQuad.render(renderer);
|
162
|
+
inputRenderTarget = this.renderTargetsVertical[i];
|
163
|
+
}
|
164
|
+
this.fsQuad.material = this.compositeMaterial;
|
165
|
+
this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
|
166
|
+
this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
|
167
|
+
this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
|
168
|
+
renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
|
159
169
|
renderer.clear();
|
160
170
|
this.fsQuad.render(renderer);
|
161
|
-
|
171
|
+
this.fsQuad.material = this.materialCopy;
|
172
|
+
this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
|
173
|
+
if (maskActive)
|
174
|
+
renderer.state.buffers.stencil.setTest(true);
|
175
|
+
if (this.renderToScreen) {
|
176
|
+
renderer.setRenderTarget(null);
|
177
|
+
this.fsQuad.render(renderer);
|
178
|
+
} else {
|
179
|
+
renderer.setRenderTarget(readBuffer);
|
180
|
+
this.fsQuad.render(renderer);
|
181
|
+
}
|
182
|
+
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
|
183
|
+
renderer.autoClear = oldAutoClear;
|
162
184
|
}
|
163
|
-
|
164
|
-
|
165
|
-
|
166
|
-
|
167
|
-
|
168
|
-
|
169
|
-
|
170
|
-
|
171
|
-
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
renderer.setRenderTarget(null);
|
176
|
-
this.fsQuad.render(renderer);
|
177
|
-
} else {
|
178
|
-
renderer.setRenderTarget(readBuffer);
|
179
|
-
this.fsQuad.render(renderer);
|
180
|
-
}
|
181
|
-
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
|
182
|
-
renderer.autoClear = oldAutoClear;
|
183
|
-
}
|
184
|
-
getSeperableBlurMaterial(kernelRadius) {
|
185
|
-
return new THREE.ShaderMaterial({
|
186
|
-
defines: {
|
187
|
-
KERNEL_RADIUS: kernelRadius,
|
188
|
-
SIGMA: kernelRadius
|
189
|
-
},
|
190
|
-
uniforms: {
|
191
|
-
colorTexture: { value: null },
|
192
|
-
texSize: { value: new THREE.Vector2(0.5, 0.5) },
|
193
|
-
direction: { value: new THREE.Vector2(0.5, 0.5) }
|
194
|
-
},
|
195
|
-
vertexShader: `varying vec2 vUv;
|
185
|
+
getSeperableBlurMaterial(kernelRadius) {
|
186
|
+
return new THREE.ShaderMaterial({
|
187
|
+
defines: {
|
188
|
+
KERNEL_RADIUS: kernelRadius,
|
189
|
+
SIGMA: kernelRadius
|
190
|
+
},
|
191
|
+
uniforms: {
|
192
|
+
colorTexture: { value: null },
|
193
|
+
texSize: { value: new THREE.Vector2(0.5, 0.5) },
|
194
|
+
direction: { value: new THREE.Vector2(0.5, 0.5) }
|
195
|
+
},
|
196
|
+
vertexShader: `varying vec2 vUv;
|
196
197
|
void main() {
|
197
198
|
vUv = uv;
|
198
199
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
199
200
|
}`,
|
200
|
-
|
201
|
+
fragmentShader: `#include <common>
|
201
202
|
varying vec2 vUv;
|
202
203
|
uniform sampler2D colorTexture;
|
203
204
|
uniform vec2 texSize;
|
@@ -222,30 +223,30 @@ const _UnrealBloomPass = class extends Pass.Pass {
|
|
222
223
|
}
|
223
224
|
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
|
224
225
|
}`
|
225
|
-
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
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-
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+
});
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}
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getCompositeMaterial(nMips) {
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return new THREE.ShaderMaterial({
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defines: {
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NUM_MIPS: nMips
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},
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uniforms: {
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blurTexture1: { value: null },
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blurTexture2: { value: null },
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blurTexture3: { value: null },
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blurTexture4: { value: null },
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blurTexture5: { value: null },
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+
bloomStrength: { value: 1 },
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240
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bloomFactors: { value: null },
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+
bloomTintColors: { value: null },
|
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+
bloomRadius: { value: 0 }
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+
},
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+
vertexShader: `varying vec2 vUv;
|
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void main() {
|
245
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|
vUv = uv;
|
246
247
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
247
248
|
}`,
|
248
|
-
|
249
|
+
fragmentShader: `varying vec2 vUv;
|
249
250
|
uniform sampler2D blurTexture1;
|
250
251
|
uniform sampler2D blurTexture2;
|
251
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uniform sampler2D blurTexture3;
|
@@ -268,11 +269,13 @@ const _UnrealBloomPass = class extends Pass.Pass {
|
|
268
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|
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
269
270
|
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
270
271
|
}`
|
271
|
-
|
272
|
-
|
273
|
-
};
|
274
|
-
let
|
275
|
-
__publicField(
|
276
|
-
__publicField(
|
272
|
+
});
|
273
|
+
}
|
274
|
+
};
|
275
|
+
let UnrealBloomPass2 = _UnrealBloomPass;
|
276
|
+
__publicField(UnrealBloomPass2, "BlurDirectionX", new THREE.Vector2(1, 0));
|
277
|
+
__publicField(UnrealBloomPass2, "BlurDirectionY", new THREE.Vector2(0, 1));
|
278
|
+
return UnrealBloomPass2;
|
279
|
+
})();
|
277
280
|
exports.UnrealBloomPass = UnrealBloomPass;
|
278
281
|
//# sourceMappingURL=UnrealBloomPass.cjs.map
|